Slava Elizarov
@DoctorDukeGonzo
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Staff Research Scientist @canva, ex-Unity | Generative models, Computer Graphics
Germany
Joined April 2012
Does 3D generation always have to be either slow or complex and data-hungry?🤔 We don’t think so! With Geometry Image Diffusion, we’re all about reusing (and recycling ♻️) what already works — making it faster and easier by reducing complexity and data needs 🚀(1/10)
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Thrilled to share that Geometry Image Diffusion has been accepted to #ICLR2025! 🚀 Paper:
openreview.net
Generating high-quality 3D objects from textual descriptions remains a challenging problem due to high computational costs, the scarcity of 3D data, and the complexity of 3D representations. We...
Does 3D generation always have to be either slow or complex and data-hungry?🤔 We don’t think so! With Geometry Image Diffusion, we’re all about reusing (and recycling ♻️) what already works — making it faster and easier by reducing complexity and data needs 🚀(1/10)
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I’m currently exploring new job opportunities🧑🔬 My work revolves around text-to-3D with Geometry Images, generative UV mapping, multi-view models for texturing, and other genAI applications in graphics. I’d love to discuss how I can contribute to your research efforts!
Does 3D generation always have to be either slow or complex and data-hungry?🤔 We don’t think so! With Geometry Image Diffusion, we’re all about reusing (and recycling ♻️) what already works — making it faster and easier by reducing complexity and data needs 🚀(1/10)
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P.P.S. We recommend you check out Omages ( https://t.co/HUwFh95dA1) by @yan_xg , an awesome concurrent work that also explores geometry images (called "Omages") for 3D generation. We believe GIMs have a bright future in deep learning — let’s bring it forward together 🚀
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P.S. Thanks to @CiaraRowles1, Simon Donné, @esx2ve, @danteCIM, and @bostadynamics for being such an awesome team! Additional thanks to @xdralex and Dr. Lev Melnikovsky from the Weizmann Institute for all the insightful discussions we had during this project
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So whether you’re looking for speed, flexibility, or eco-friendly workflows, Geometry Image Diffusion has you covered. Got curious? Dive into our paper to learn more! Paper: https://t.co/48UQp1qY3O Site: https://t.co/PaUwPcDmEM (10/10)
arxiv.org
Generating high-quality 3D objects from textual descriptions remains a challenging problem due to computational cost, the scarcity of 3D data, and complex 3D representations. We introduce Geometry...
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And we’re not just saving forests. The assets you generate with Geometry Image Diffusion are free from baked-in lighting. Re-light them in any environment to fit your scene and save some energy while you’re at it! 💡 (9/10)
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(But I must admit that it’s hard to resist generating thousand barrels because they’re all so different)
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Why produce a thousand barrels? Let’s save the forest! 🌳 Just edit the one you’ve already generated (8/10)
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Want an unexpected twist? The generated 3D objects come with meaningful, separable parts, making them easy to edit and manipulate (7/10)
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Our assets can be easily triangulated by connecting neighboring pixels, and come unwrapped with textures included—no waste here ♻️ (6/10)
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(Prompts: Lovecraftian teacup with a tentacle instead of the handle; A steampunk airplane; An avocado-shaped chair)
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Our model is trained on a 100k subset of Objaverse — smaller than what’s typically used for 3D generation. Yet, it generalizes well across a wide range of prompts (5/10)
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With a frozen Stable Diffusion model for textures and its trainable copy for geometry, the geometry model can tap into SD’s powerful natural image prior (4/10)
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At the heart of our method is Collaborative Control. It allows two models to work together — one for generating the geometry image and another for creating textures — all while sharing information to ensure everything lines up perfectly 🤝(3/10)
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The secret? We use geometry images, which are essentially 2D representations of 3D surfaces 🖼️ (think of GIMs as UV maps’ close cousins) This lets us recycle existing Text-to-Image models like Stable Diffusion, instead of building complex 3D architectures from scratch (2/10)
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We're excited to release our new research paper: IP Adapter Instruct: Resolving Ambiguity in Image-based Conditioning using Instruct Prompts arxiv: https://t.co/UrzZJn8RE0 project page (with live demo!): https://t.co/qSs9WRARhA
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IPAdapter-Instruct, a new release led by @CiaraRowles1 @unitygames Feed the IPAdapter image and instruct the model what to use from it: style, color, composition, pose, face! SD1.5, XL and 3 support 🔥 ✴️ Weights: https://t.co/JaGhW7LXiO ▶️ Demo: https://t.co/GeCqSGO98N 👩💻
Unity presents IPAdapter-Instruct Resolving Ambiguity in Image-based Conditioning using Instruct Prompts discuss: https://t.co/SraVmlra4z Diffusion models continuously push the boundary of state-of-the-art image generation, but the process is hard to control with any nuance:
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Unity presents IPAdapter-Instruct Resolving Ambiguity in Image-based Conditioning using Instruct Prompts discuss: https://t.co/SraVmlra4z Diffusion models continuously push the boundary of state-of-the-art image generation, but the process is hard to control with any nuance:
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We’re excited to introduce our group's new research paper, “Collaborative Control for Normal-Conditioned PBR Image Generation”, in which we tackle high quality single-view PBR materials! 🧵 arxiv: https://t.co/f2wp9p6ywz project page (with live demo!): https://t.co/5x4jZiAByb
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