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Wenzheng Chen

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7 papers
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7

TMLR Journal 2025 Journal Article

Dive3D: Diverse Distillation-based Text-to-3D Generation via Score Implicit Matching

  • Weimin Bai
  • Yubo Li
  • Wenzheng Chen
  • Weijian Luo
  • He Sun

Distilling pre-trained 2D diffusion models into 3D assets has driven remarkable advances in text-to-3D synthesis. However, existing methods typically rely on Score Distillation Sampling (SDS) loss, which involves asymmetric KL divergence—a formulation that inherently favors mode-seeking behavior and limits generation diversity. In this paper, we introduce Dive3D, a novel text-to-3D generation framework that replaces KL-based objectives with Score Implicit Matching (SIM) loss, a score-based objective that effectively mitigates mode collapse. Furthermore, Dive3D integrates both diffusion distillation and reward-guided optimization under a unified divergence perspective. Such reformulation, together with SIM loss, yields significantly more diverse 3D outputs while improving text alignment, human preference, and overall visual fidelity. We validate Dive3D across various 2D-to-3D prompts and find that it consistently outperforms prior methods in qualitative assessments, including diversity, photorealism, and aesthetic appeal. We further evaluate its performance on the GPTEval3D benchmark, comparing against nine state-of-the-art baselines. Dive3D also achieves strong results on quantitative metrics, including text–asset alignment, 3D plausibility, text–geometry consistency, texture quality, and geometric detail.

NeurIPS Conference 2024 Conference Paper

An Expectation-Maximization Algorithm for Training Clean Diffusion Models from Corrupted Observations

  • Weimin Bai
  • Yifei Wang
  • Wenzheng Chen
  • He Sun

Diffusion models excel in solving imaging inverse problems due to their ability to model complex image priors. However, their reliance on large, clean datasets for training limits their practical use where clean data is scarce. In this paper, we propose EMDiffusion, an expectation-maximization (EM) approach to train diffusion models from corrupted observations. Our method alternates between reconstructing clean images from corrupted data using a known diffusion model (E-step) and refining diffusion model weights based on these reconstructions (M-step). This iterative process leads the learned diffusion model to gradually converge to a local optimum, that is, to approximate the true clean data distribution. We validate our method through extensive experiments on diverse computational imaging tasks, including random inpainting, denoising, and deblurring, achieving new state-of-the-art performance.

NeurIPS Conference 2022 Conference Paper

GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images

  • Jun Gao
  • Tianchang Shen
  • Zian Wang
  • Wenzheng Chen
  • Kangxue Yin
  • Daiqing Li
  • Or Litany
  • Zan Gojcic

As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in the synthesis process, which makes their use in common 3D software non-trivial. In this work, we introduce GET3D, a Generative model that directly generates Explicit Textured 3D meshes with complex topology, rich geometric details, and high fidelity textures. We bridge recent success in the differentiable surface modeling, differentiable rendering as well as 2D Generative Adversarial Networks to train our model from 2D image collections. GET3D is able to generate high-quality 3D textured meshes, ranging from cars, chairs, animals, motorbikes and human characters to buildings, achieving significant improvements over previous methods.

NeurIPS Conference 2021 Conference Paper

DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer

  • Wenzheng Chen
  • Joey Litalien
  • Jun Gao
  • Zian Wang
  • Clement Fuji Tsang
  • Sameh Khamis
  • Or Litany
  • Sanja Fidler

We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths---speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting.

ICLR Conference 2021 Conference Paper

Image GANs meet Differentiable Rendering for Inverse Graphics and Interpretable 3D Neural Rendering

  • Yuxuan Zhang 0001
  • Wenzheng Chen
  • Huan Ling
  • Jun Gao 0004
  • Yinan Zhang
  • Antonio Torralba 0001
  • Sanja Fidler

Differentiable rendering has paved the way to training neural networks to perform “inverse graphics” tasks such as predicting 3D geometry from monocular photographs. To train high performing models, most of the current approaches rely on multi-view imagery which are not readily available in practice. Recent Generative Adversarial Networks (GANs) that synthesize images, in contrast, seem to acquire 3D knowledge implicitly during training: object viewpoints can be manipulated by simply manipulating the latent codes. However, these latent codes often lack further physical interpretation and thus GANs cannot easily be inverted to perform explicit 3D reasoning. In this paper, we aim to extract and disentangle 3D knowledge learned by generative models by utilizing differentiable renderers. Key to our approach is to exploit GANs as a multi-view data generator to train an inverse graphics network using an off-the-shelf differentiable renderer, and the trained inverse graphics network as a teacher to disentangle the GAN's latent code into interpretable 3D properties. The entire architecture is trained iteratively using cycle consistency losses. We show that our approach significantly outperforms state-of-the-art inverse graphics networks trained on existing datasets, both quantitatively and via user studies. We further showcase the disentangled GAN as a controllable 3D “neural renderer", complementing traditional graphics renderers.

NeurIPS Conference 2020 Conference Paper

Learning Deformable Tetrahedral Meshes for 3D Reconstruction

  • Jun Gao
  • Wenzheng Chen
  • Tommy Xiang
  • Alec Jacobson
  • Morgan McGuire
  • Sanja Fidler

3D shape representations that accommodate learning-based 3D reconstruction are an open problem in machine learning and computer graphics. Previous work on neural 3D reconstruction demonstrated benefits, but also limitations, of point cloud, voxel, surface mesh, and implicit function representations. We introduce \emph{Deformable Tetrahedral Meshes} (DefTet) as a particular parameterization that utilizes volumetric tetrahedral meshes for the reconstruction problem. Unlike existing volumetric approaches, DefTet optimizes for both vertex placement and occupancy, and is differentiable with respect to standard 3D reconstruction loss functions. It is thus simultaneously high-precision, volumetric, and amenable to learning-based neural architectures. We show that it can represent arbitrary, complex topology, is both memory and computationally efficient, and can produce high-fidelity reconstructions with a significantly smaller grid size than alternative volumetric approaches. The predicted surfaces are also inherently defined as tetrahedral meshes, thus do not require post-processing. We demonstrate that DefTetmatches or exceeds both the quality of the previous best approaches and the performance of the fastest ones. Our approach obtains high-quality tetrahedral meshes computed directly from noisy point clouds, and is the first to showcase high-quality 3D results using only a single image as input.

NeurIPS Conference 2019 Conference Paper

Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer

  • Wenzheng Chen
  • Huan Ling
  • Jun Gao
  • Edward Smith
  • Jaakko Lehtinen
  • Alec Jacobson
  • Sanja Fidler

Many machine learning models operate on images, but ignore the fact that images are 2D projections formed by 3D geometry interacting with light, in a process called rendering. Enabling ML models to understand image formation might be key for generalization. However, due to an essential rasterization step involving discrete assignment operations, rendering pipelines are non-differentiable and thus largely inaccessible to gradient-based ML techniques. In this paper, we present DIB-Render, a novel rendering framework through which gradients can be analytically computed. Key to our approach is to view rasterization as a weighted interpolation, allowing image gradients to back-propagate through various standard vertex shaders within a single framework. Our approach supports optimizing over vertex positions, colors, normals, light directions and texture coordinates, and allows us to incorporate various well-known lighting models from graphics. We showcase our approach in two ML applications: single-image 3D object prediction, and 3D textured object generation, both trained using exclusively 2D supervision.

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