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Paul Henderson

Paul Henderson contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

Generative Motion In-betweening by Diffusion over Continuous Implicit Representations

Recent advances in generative models have yielded impressive progress on motion in-betweening, allowing for more complex, varied, and realistic motion transitions. However, recent methods still exhibit noticeable limitations in preserving keyframe information and ensuring motion continuity. In this paper, we propose a novel pipeline and sampling optimization strategy for latent diffusion models (LDM) based on motion implicit neural representations (INR). By establishing a mapping between INR and sparse spatial or temporal information within latent diffusion, our model can sample the INR parameters from extremely sparse and ambiguous keyframe data and reconstruct plausible and smooth motions from the manifold. Our experiments demonstrate the superior performance of our model, which significantly improves motion generation quality in scenarios with few keyframes while ensuring both keyframe accuracy and diversity of in-between motions.

preprint2020arXiv

Computational Design of Cold Bent Glass Façades

Cold bent glass is a promising and cost-efficient method for realizing doubly curved glass façades. They are produced by attaching planar glass sheets to curved frames and require keeping the occurring stress within safe limits. However, it is very challenging to navigate the design space of cold bent glass panels due to the fragility of the material, which impedes the form-finding for practically feasible and aesthetically pleasing cold bent glass façades. We propose an interactive, data-driven approach for designing cold bent glass façades that can be seamlessly integrated into a typical architectural design pipeline. Our method allows non-expert users to interactively edit a parametric surface while providing real-time feedback on the deformed shape and maximum stress of cold bent glass panels. Designs are automatically refined to minimize several fairness criteria while maximal stresses are kept within glass limits. We achieve interactive frame rates by using a differentiable Mixture Density Network trained from more than a million simulations. Given a curved boundary, our regression model is capable of handling multistable configurations and accurately predicting the equilibrium shape of the panel and its corresponding maximal stress. We show predictions are highly accurate and validate our results with a physical realization of a cold bent glass surface.

preprint2020arXiv

Leveraging 2D Data to Learn Textured 3D Mesh Generation

Numerous methods have been proposed for probabilistic generative modelling of 3D objects. However, none of these is able to produce textured objects, which renders them of limited use for practical tasks. In this work, we present the first generative model of textured 3D meshes. Training such a model would traditionally require a large dataset of textured meshes, but unfortunately, existing datasets of meshes lack detailed textures. We instead propose a new training methodology that allows learning from collections of 2D images without any 3D information. To do so, we train our model to explain a distribution of images by modelling each image as a 3D foreground object placed in front of a 2D background. Thus, it learns to generate meshes that when rendered, produce images similar to those in its training set. A well-known problem when generating meshes with deep networks is the emergence of self-intersections, which are problematic for many use-cases. As a second contribution we therefore introduce a new generation process for 3D meshes that guarantees no self-intersections arise, based on the physical intuition that faces should push one another out of the way as they move. We conduct extensive experiments on our approach, reporting quantitative and qualitative results on both synthetic data and natural images. These show our method successfully learns to generate plausible and diverse textured 3D samples for five challenging object classes.

preprint2020arXiv

Object-Centric Image Generation with Factored Depths, Locations, and Appearances

We present a generative model of images that explicitly reasons over the set of objects they show. Our model learns a structured latent representation that separates objects from each other and from the background; unlike prior works, it explicitly represents the 2D position and depth of each object, as well as an embedding of its segmentation mask and appearance. The model can be trained from images alone in a purely unsupervised fashion without the need for object masks or depth information. Moreover, it always generates complete objects, even though a significant fraction of training images contain occlusions. Finally, we show that our model can infer decompositions of novel images into their constituent objects, including accurate prediction of depth ordering and segmentation of occluded parts.