Fredo Durand

Fredo Durand

*This is an algorithmically generated author record based on publicly available information.

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Previous Organizations / Institutes

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Fredo Durand has a total of 79 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    RCGP: Resource Contracts for Graphics Programming

    by Venkataram Sivaram, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li, Jonathan Ragan-Kelley, Fredo Durand

    Computer graphics applications are sophisticated heterogeneous programs that orchestrate numerous components, including shaders, pipelines, resource descriptors, and command streams. In modern graphics workflows, communication between these components is mediated by resources such as shader I/O, storage buffers, and resource bindings. To make this communication correct, developers must uphold resource contracts. These contracts cover agreements on type, layout, binding locations, synchronization requirements, and related properties. In standard practice, these contracts are satisfied implicitly through conventions. As a result, contract breaches are often detected too late, at runtime by validation layers, or worse, as visual artifacts in rendered output. In this work, we present RCGP 1 , a system that mechanistically enforces resource contracts between components of a graphics program. RCGP formalizes contracts , which are centralized through single-source-of-truth resource declarations, as statically introspectable units that can be verified. We map objects from distinct program components to modules that import and export contracts. Modules are then composed into larger components via combinators , which check compatibility between the corresponding contracts and compute the residual contracts for the result. Finally, RCGP upholds these contracts through a set of witnesses , which encode the necessary promises. Using a prototype implementation in C++ and Vulkan, we demonstrate that this formulation converts common classes of late failures, such as descriptor-type mismatches, layout drift, and missing synchronization barriers, into early, actionable compile-time diagnostics.

  • Open Access

    An evaluation of SVBRDF Prediction from Generative Image Models for Appearance Modeling of 3D Scenes

    by Alban Gauthier, Valentin Deschaintre, Alexandre Lanvin, Fredo Durand, Adrien Bousseau, George Drettakis

    Digital content creation is experiencing a profound change with the advent of deep generative models. For texturing, conditional image generators now allow the synthesis of realistic RGB images of a 3D scene that align with the geometry of that scene. For appearance modeling, SVBRDF prediction networks recover material parameters from RGB images. Combining these technologies allows us to quickly generate SVBRDF maps for multiple views of a 3D scene, which can be merged to form a SVBRDF texture atlas of that scene. In this paper, we analyze the challenges and opportunities for SVBRDF prediction in the context of such a fast appearance modeling pipeline. On the one hand, single-view SVBRDF predictions might suffer from multiview incoherence and yield inconsistent texture atlases. On the other hand, generated RGB images, and the different modalities on which they are conditioned, can provide additional information for SVBRDF estimation compared to photographs. We compare neural architectures and conditions to identify designs that achieve high accuracy and coherence. We find that, surprisingly, a standard UNet is competitive with more complex designs. Project page: http://repo-sam.inria.fr/nerphys/svbrdf-evaluation

  • Open Access

    Content-Aware Texturing for Gaussian Splatting

    by Panagiotis Papantonakis, Georgios Kopanas, Fredo Durand, George Drettakis

    Gaussian Splatting has become the method of choice for 3D reconstruction and real-time rendering of captured real scenes. However, fine appearance details need to be represented as a large number of small Gaussian primitives, which can be wasteful when geometry and appearance exhibit different frequency characteristics. Inspired by the long tradition of texture mapping, we propose to use texture to represent detailed appearance where possible. Our main focus is to incorporate per-primitive texture maps that adapt to the scene in a principled manner during Gaussian Splatting optimization. We do this by proposing a new appearance representation for 2D Gaussian primitives with textures where the size of a texel is bounded by the image sampling frequency and adapted to the content of the input images. We achieve this by adaptively upscaling or downscaling the texture resolution during optimization. In addition, our approach enables control of the number of primitives during optimization based on texture resolution. We show that our approach performs favorably in image quality and total number of parameters used compared to alternative solutions for textured Gaussian primitives. Project page: https://repo-sam.inria.fr/nerphys/gs-texturing/

  • Open Access

    Splat and Replace: 3D Reconstruction with Repetitive Elements

    by Nicolas Violante, Andréas Meuleman, Alban Gauthier, Fredo Durand, Thibault Groueix, George Drettakis


  • Top Cited Papers
    Open Access

    FastComposer: Tuning-Free Multi-subject Image Generation with Localized Attention

    by Guangxuan Xiao, Tianwei Yin, William T. Freeman, Frédo Durand, Song Han

    Diffusion models excel at text-to-image generation, especially in subject-driven generation for personalized images. However, existing methods are inefficient due to the subject-specific fine-tuning, which is computationally intensive and hampers efficient deployment. Moreover, existing methods struggle with multi-subject generation as they often blend identity among subjects. We present FastComposer which enables efficient, personalized, multi-subject text-to-image generation without fine-tuning. FastComposer uses subject embeddings extracted by an image encoder to augment the generic text conditioning in diffusion models, enabling personalized image generation based on subject images and textual instructions with only forward passes. To address the identity blending problem in the multi-subject generation, FastComposer proposes cross-attention localization supervision during training, enforcing the attention of reference subjects localized to the correct regions in the target images. Naively conditioning on subject embeddings results in subject overfitting. FastComposer proposes delayed subject conditioning in the denoising step to maintain both identity and editability in subject-driven image generation. FastComposer generates images of multiple unseen individuals with different styles, actions, and contexts. It achieves 300 $$\times $$ × –2500 $$\times $$ × speedup compared to fine-tuning-based methods and requires zero extra storage for new subjects. FastComposer paves the way for efficient, personalized, and high-quality multi-subject image creation. Code, model, and dataset are available here (https://github.com/mit-han-lab/fastcomposer).


  • Open Access

    Imaging privacy threats from an ambient light sensor

    by Yang Liu, Gregory W. Wornell, William T. Freeman, Frédo Durand

    Embedded sensors in smart devices pose privacy risks, often unintentionally leaking user information. We investigate how combining an ambient light sensor with a device display can capture an image of touch interaction without a camera. By displaying a known video sequence, we use the light sensor to capture reflected light intensity variations partially blocked by the touching hand, formulating an inverse problem similar to single-pixel imaging. Because of the sensors’ heavy quantization and low sensitivity, we propose an inversion algorithm involving anℓp-norm dequantizer and a deep denoiser as natural image priors, to reconstruct images from the screen’s perspective. We demonstrate touch interactions and eavesdropping hand gestures on an off-the-shelf Android tablet. Despite limitations in resolution and speed, we aim to raise awareness of potential security/privacy threats induced by the combination of passive and active components in smart devices and promote the development of ways to mitigate them.


  • Open Access

    Materialistic: Selecting Similar Materials in Images

    by Prafull Sharma, Prafull Sharma, Julien Philip, Julien Philip, Michaël Gharbi, Michaël Gharbi, Bill Freeman, Bill Freeman, Fredo Durand, Fredo Durand, et al.

    Separating an image into meaningful underlying components is a crucial first step for both editing and understanding images. We present a method capable of selecting the regions of a photograph exhibiting the same material as an artist-chosen area. Our proposed approach is robust to shading, specular highlights, and cast shadows, enabling selection in real images. As we do not rely on semantic segmentation (different woods or metal should not be selected together), we formulate the problem as a similarity-based grouping problem based on a user-provided image location. In particular, we propose to leverage the unsupervised DINO [Caron et al. 2021] features coupled with a proposed Cross-Similarity Feature Weighting module and an MLP head to extract material similarities in an image. We train our model on a new synthetic image dataset, that we release. We show that our method generalizes well to real-world images. We carefully analyze our model's behavior on varying material properties and lighting. Additionally, we evaluate it against a hand-annotated benchmark of 50 real photographs. We further demonstrate our model on a set of applications, including material editing, in-video selection, and retrieval of object photographs with similar materials.


  • Open Access

    Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering

    by Vincent Sitzmann, Semon Rezchikov, William T. Freeman, Joshua B. Tenenbaum, Fredo Durand

    Inferring representations of 3D scenes from 2D observations is a fundamental problem of computer graphics, computer vision, and artificial intelligence. Emerging 3D-structured neural scene representations are a promising approach to 3D scene understanding. In this work, we propose a novel neural scene representation, Light Field Networks or LFNs, which represent both geometry and appearance of the underlying 3D scene in a 360-degree, four-dimensional light field parameterized via a neural implicit representation. Rendering a ray from an LFN requires only a single network evaluation, as opposed to hundreds of evaluations per ray for ray-marching or volumetric based renderers in 3D-structured neural scene representations. In the setting of simple scenes, we leverage meta-learning to learn a prior over LFNs that enables multi-view consistent light field reconstruction from as little as a single image observation. This results in dramatic reductions in time and memory complexity, and enables real-time rendering. The cost of storing a 360-degree light field via an LFN is two orders of magnitude lower than conventional methods such as the Lumigraph. Utilizing the analytical differentiability of neural implicit representations and a novel parameterization of light space, we further demonstrate the extraction of sparse depth maps from LFNs.


  • Open Access

    AsyncTaichi: On-the-fly Inter-kernel Optimizations for Imperative and Spatially Sparse Programming

    by Yuanming Hu, Mingkuan Xu, Ye Kuang, Frédo Durand

    Leveraging spatial sparsity has become a popular approach to accelerate 3D computer graphics applications. Spatially sparse data structures and efficient sparse kernels (such as parallel stencil operations on active voxels), are key to achieve high performance. Existing work focuses on improving performance within a single sparse computational kernel. We show that a system that looks beyond a single kernel, plus additional domain-specific sparse data structure analysis, opens up exciting new space for optimizing sparse computations. Specifically, we propose a domain-specific data-flow graph model of imperative and sparse computation programs, which describes kernel relationships and enables easy analysis and optimization. Combined with an asynchronous execution engine that exposes a wide window of kernels, the inter-kernel optimizer can then perform effective sparse computation optimizations, such as eliminating unnecessary voxel list generations and removing voxel activation checks. These domain-specific optimizations further make way for classical general-purpose optimizations that are originally challenging to directly apply to computations with sparse data structures. Without any computational code modification, our new system leads to $4.02\times$ fewer kernel launches and $1.87\times$ speed up on our GPU benchmarks, including computations on Eulerian grids, Lagrangian particles, meshes, and automatic differentiation.

  • Open Access

    Painting Many Pasts: Synthesizing Time Lapse Videos of Paintings

    by Amy Zhao, Guha Balakrishnan, Kathleen M. Lewis, Frédo Durand, John V. Guttag, Adrian V. Dalca

    We introduce a new video synthesis task: synthesizing time lapse videos depicting how a given painting might have been created. Artists paint using unique combinations of brushes, strokes, and colors. There are often many possible ways to create a given painting. Our goal is to learn to capture this rich range of possibilities. Creating distributions of long-term videos is a challenge for learning-based video synthesis methods. We present a probabilistic model that, given a single image of a completed painting, recurrently synthesizes steps of the painting process. We implement this model as a convolutional neural network, and introduce a novel training scheme to enable learning from a limited dataset of painting time lapses. We demonstrate that this model can be used to sample many time steps, enabling long-term stochastic video synthesis. We evaluate our method on digital and watercolor paintings collected from video websites, and show that human raters find our synthetic videos to be similar to time lapse videos produced by real artists. Our code is available at https://xamyzhao.github.io/timecraft.