Research
I am interested in the applications of machine learning methods for representing, synthesizing, and manipulating 3D objects and scenes.
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One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns
Arman Maesumi, Dylan Hu, Krishi Saripalli, Vladimir G. Kim, Matthew Fisher, Sören Pirk, Daniel Ritchie
ACM Transactions on Graphics (Proceedings of SIGGRAPH), 2024
project page / pdf (34mb) / bibtex
We learn a denoising diffusion model that can produce multiple types of parametrized noise functions and blend between them spatially, even without spatially-varying training data.
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Explorable Mesh Deformation Subspaces from Unstructured 3D Generative Models
Arman Maesumi, Paul Guerrero, Vladimir G. Kim, Matthew Fisher, Siddhartha Chaudhuri, Noam Aigerman, Daniel Ritchie
SIGGRAPH Asia, 2023 (Conference Track)
project page / pdf (30mb) / arXiv / bibtex
Given a set of landmark meshes, our method extracts a 2-d deformation subspace from a pretrained non-mesh 3-d generative model, which facilitates exploration of continuous variations between the landmark meshes.
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Learning Transferable 3D Adversarial Cloaks for Deep Trained Detectors
Arman Maesumi*, Mingkang Zhu*, Yi Wang, Tianlong Chen, Zhangyang Wang, Chandrajit Bajaj
arXiv, 2021
pdf (8mb) / arXiv / bibtex
3D human meshes are cloaked from object detectors via adversarial texture maps, which are trained using differentiable rendering.
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Triangle Inscribed-Triangle Picking
Arman Maesumi
The College Mathematics Journal, 2019
pdf (1mb) / journal / bibtex
The probability density function and moments (OEIS A279055) of the area of stochastically generated inscribed geometry are derived.
Preliminary findings were presented at TUMC 2017.
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Renderings
In my free time, I enjoy creating 3D renderings and physical simulations using various software. More can be found here. The programs and tools that I use include: Blender, Cinema 4D, RealFlow, Vray, Octane, Arnold, Krakatoa, and more.
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