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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Adversarially-Guided 3D Shape Deformation via Diferentiable Rendering and 2D Supervision</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Gevasio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian Napoli</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Katarzyna Nieszporek</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Artificial Intelligence, Czestochowa University of Technology</institution>
          ,
          <addr-line>Czestochowa</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <fpage>67</fpage>
      <lpage>74</lpage>
      <abstract>
        <p>Recovering 3D geometry from 2D observations is a fundamental challenge in computer vision, with applications in animation, virtual reality, and robotics. Recent advances in diferentiable rendering have enabled gradient-based optimization of 3D shapes using only image supervision. In this work, we propose a novel adversarial framework that enhances 3D mesh deformation by integrating a diferentiable renderer into a Generative Adversarial Network (GAN). The generator deforms an initial mesh and optimizes textures to match 2D supervision from target images, while the discriminator-featuring dense connections and self-attention-learns to distinguish between real and synthesized renderings. Our method improves upon baseline diferentiable renderers both quantitatively and qualitatively, achieving lower Chamfer distance and higher Intersection over Union (IoU) across a variety of object categories. The results demonstrate that adversarial training efectively guides mesh deformation, producing reconstructions that are more accurate and visually consistent with target images.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;diferentiable rendering</kwd>
        <kwd>shape deformation</kwd>
        <kwd>2D guidance</kwd>
        <kwd>adversarial training</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>generalizable reconstruction pipelines.</p>
      <p>
        Despite these advances, current diferentiable methods
Reconstructing 3D geometry from 2D images is a long- often produce over-smoothed or inaccurate shapes,
parstanding goal in computer vision, with applications in ticularly when only limited views are available [
        <xref ref-type="bibr" rid="ref3 ref4 ref5">3, 4, 5</xref>
        ].
virtual and augmented reality, medical imaging, robotics, To address this, we propose augmenting diferentiable
and digital content creation. Accurate 3D models enable rendering with adversarial supervision. Our method
inrealistic simulations, enhanced diagnostics, and immer- tegrates a Generative Adversarial Network (GAN) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
sive experiences. However, inferring 3D structure from into the mesh deformation pipeline, where the generator
limited 2D information remains a fundamentally ill-posed deforms an initial template mesh to match reference
improblem, particularly when dealing with complex shapes, ages, and the discriminator learns to distinguish real from
partial occlusions, or diverse object categories. generated renderings. The discriminator architecture
in
      </p>
      <p>
        Traditional 3D reconstruction methods include point cludes dense connections and self-attention to efectively
cloud processing, voxel grids, and mesh-based optimiza- capture fine-grained spatial features [
        <xref ref-type="bibr" rid="ref10 ref7 ref8 ref9">7, 8, 9, 10</xref>
        ].
tion. While efective in constrained settings, these ap- Our contributions are as follows:
proaches often struggle with generalization and
scalability. Voxel-based methods are limited by memory and • We introduce an adversarially-guided 3D shape
resolution constraints, point cloud methods require dense deformation method that leverages diferentiable
input data, and mesh optimization techniques often need rendering and 2D supervision.
handcrafted objectives and careful initialization. These • We design a discriminator with dense blocks and
limitations are further exacerbated in dynamic or uncon- self-attention to improve shape fidelity and detail
strained environments. preservation.
      </p>
      <p>
        Recent advances in deep learning have enabled sig- • We integrate texture optimization and silhouette
nificant progress, particularly with the advent of difer- supervision to refine appearance and geometry
entiable rendering. By making the rendering process simultaneously.
diferentiable, neural networks can be trained end-to-end • We demonstrate quantitatively and qualitatively
to optimize 3D shape and appearance directly from 2D that our approach outperforms baseline
diferenimages. Frameworks such as Soft Rasterizer [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Py- tiable rendering methods across diverse object
Torch3D [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] allow backpropagation of image-space losses categories.
to 3D geometry, opening the door to more flexible and
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>ing using sparse Cholesky factorization. While efective,
such techniques are computationally intensive and
remain sensitive to initialization and viewpoint ambiguity.</p>
      <p>The problem of reconstructing 3D geometry from 2D
observations has been studied extensively, with a range
of techniques proposed over the years. These methods 2.4. Adversarial Training for 3D Shape
can be broadly categorized into classical reconstruction
pipelines, deep learning-based approaches, and diferen- Generation
tiable rendering frameworks. Recent eforts have also Adversarial learning has recently been applied to 3D
explored the integration of adversarial training to im- tasks to improve realism and detail preservation. For
prove reconstruction fidelity. instance, GANs have been employed to refine
volumetric reconstructions or to hallucinate missing geometry.
2.1. Classical 3D Reconstruction However, applying adversarial training in the context of
diferentiable mesh deformation remains underexplored.</p>
      <p>Our work addresses this gap by introducing a
discriminator tailored to rendered images, combining dense blocks
and self-attention mechanisms to provide fine-grained
feedback to the generator during training.</p>
      <p>Traditional methods rely on structured representations
such as point clouds, voxel grids, or explicit meshes. Point
cloud-based methods require dense and accurate data,
which is often impractical to obtain without expensive
scanning equipment. Voxel-based approaches discretize
space into uniform grids [? ], but sufer from memory
and resolution limitations. Mesh-based methods, while 2.5. Summary
eficient in representing surfaces, often require manual In summary, while diferentiable rendering has
signifiinitialization and lack robustness in unconstrained sce- cantly improved 3D reconstruction from 2D supervision,
narios. challenges remain in achieving high-quality,
generalizable mesh deformations. Adversarial training ofers a
2.2. Learning-Based Mesh Reconstruction promising solution by encouraging visual realism and
better structural consistency. Our work builds upon this
direction by integrating adversarial loss into a
diferentiable mesh optimization pipeline, enabling the
reconstruction of more detailed and accurate 3D shapes.</p>
      <p>
        Deep learning has significantly advanced mesh-based
reconstruction. Pixel2Mesh [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] introduced a framework
that deforms an initial ellipsoid mesh using graph
convolutional networks guided by 2D image features. It
demonstrated the efectiveness of learning-based deformation
but struggled with fine-grained topology and texture
detail. The 3Deformer model [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] further improved mesh
deformation by incorporating image features into a
neural mesh deformation pipeline, achieving high fidelity
in geometry and structure. However, these methods are
still sensitive to initialization and object complexity.
      </p>
      <sec id="sec-2-1">
        <title>2.3. Diferentiable Rendering</title>
        <p>
          Diferentiable renderers provide a powerful tool for
optimizing 3D representations directly from image-space
losses. Soft Rasterizer (SoftRas) [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] introduced a
probabilistic rendering function that enables gradient-based
optimization through occlusions and visibility. PyTorch3D
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] extended this idea into a flexible rendering
framework for 3D deep learning. Wen et al. [13] built upon
diferentiable rendering to jointly reconstruct shape and
appearance from single-view images using an
encoderdecoder architecture, demonstrating improved color and
surface detail. However, these methods often sufer from
oversmoothing and limited detail recovery, especially
under sparse supervision.
        </p>
        <p>Nicolet et al. [14] proposed improving the stability
of gradient-based optimization in diferentiable
render67–74</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Method</title>
      <p>We propose an adversarial training pipeline for 3D mesh
deformation, guided by diferentiable rendering and 2D
supervision. The system consists of a generator that
deforms a base mesh to match a target image, and a
discriminator that evaluates the visual realism of rendered
outputs. The generator is optimized using a
combination of reconstruction and regularization losses, while
the discriminator provides adversarial feedback based on
rendered RGB images and silhouettes.</p>
      <sec id="sec-3-1">
        <title>3.1. Overview</title>
        <p>Given a target image of a 3D object, our goal is to deform
a source mesh (initialized as a sphere) and optimize its
texture to match the target. The mesh is rendered from
multiple viewpoints using a diferentiable renderer, and
the rendered images are compared to the ground truth
using a composite loss function. The system alternates
between optimizing the generator (mesh and texture)
and training the discriminator to distinguish between
real and synthetic renderings.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Data Preparation and Normalization</title>
        <sec id="sec-3-2-1">
          <title>To ensure generalization across diverse shapes, we construct a dataset using freely available 3D models in the OBJ format [15]. Each model includes geometry (.obj), materials (.mtl), and texture maps.</title>
          <p>Meshes are normalized by translating them to the ori- The total generator loss is defined as:
gin and scaling them to fit inside a unit sphere. This
ensures consistent scale and positioning, which simplifies ℒ =  RGBℒRGB +  silℒsil +  edgeℒedge+
optimization and stabilizes training. Meshes are loaded
using PyTorch3D’s load_objs_as_meshes function, + normℒnorm +  lapℒlap +  advℒadv
which constructs batched Meshes objects for down- where the weights   are empirically set (see Section 4).
stream processing.
• Laplacian Smoothing Loss: ℒlap — Penalizes</p>
          <p>large deviations from the mean vertex position.
• Adversarial Loss: ℒadv — Binary cross-entropy
loss from the discriminator, encouraging realism
in rendered outputs.</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Diferentiable Rendering Pipeline</title>
        <sec id="sec-3-3-1">
          <title>We render each mesh from multiple viewpoints using PyTorch3D [2]. The rendering setup includes:</title>
          <p>3.3.1. Camera Configuration</p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>3.5. Adversarial Discriminator</title>
        <sec id="sec-3-4-1">
          <title>The discriminator is a CNN designed to assess the realism of rendered RGB images. It integrates dense connections and self-attention to better capture spatial patterns and long-range dependencies.</title>
          <p>3.5.1. Architecture
We use multiple perspective cameras placed at
uniformly sampled viewpoints around the ob- The network consists of an initial convolutional block
ject. Camera transformations are computed using followed by two dense blocks with growth rate 32 and
look_at_view_transform, and projection is per- intermediate channels of 64 and 192, respectively. Each
formed using FoVPerspectiveCameras. dense block is followed by a self-attention layer with
scaled dot-product attention. A final convolutional layer
3.3.2. Lighting and Shading reduces the feature map to a scalar output passed through
a sigmoid activation function. Spectral normalization is
applied to all convolutional layers to stabilize adversarial
training.</p>
          <p>Lighting is modeled with a single PointLights source
positioned above and to the side of the object. For RGB
rendering, we employ a SoftPhongShader, which
models ambient, difuse, and specular reflections. For
silhouette rendering, we use a SoftSilhouetteShader with
a thresholded alpha channel to extract binary object
contours.
3.3.3. Rasterization Settings</p>
        </sec>
        <sec id="sec-3-4-2">
          <title>Rasterization is configured with a fixed image resolution and blur radius. We adjust the number of faces per pixel to trade of quality and rendering speed.</title>
        </sec>
      </sec>
      <sec id="sec-3-5">
        <title>3.4. Loss Functions</title>
        <p>The generator is trained to minimize a composite loss
comprising multiple terms:
• RGB Loss: ℒRGB — L2 loss between rendered and
target RGB images.
• Silhouette Loss: ℒsil — L2 loss between rendered
and target silhouettes.
• Edge Loss: ℒedge — Encourages preservation of
mesh edge lengths to prevent distortion.
• Normal Consistency Loss: ℒnorm — Promotes
smooth surfaces by enforcing normal alignment
between adjacent faces.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.6. Training Procedure</title>
        <p>Training proceeds in alternating steps:
1. Generator step: A batch of viewpoints is
sampled. The generator deforms the mesh and
optimizes texture to minimize the total loss ℒ.
2. Discriminator step: The discriminator receives
real target images and generated renderings. It is
trained using binary cross-entropy to maximize
classification accuracy.</p>
        <sec id="sec-3-6-1">
          <title>The generator is optimized using stochastic gradient</title>
          <p>descent with momentum, while the discriminator uses
the Adam optimizer. Training is performed for a fixed
number of iterations, with periodic visualizations to track
progress.</p>
        </sec>
      </sec>
      <sec id="sec-3-7">
        <title>3.7. Implementation Details</title>
        <sec id="sec-3-7-1">
          <title>Our implementation uses PyTorch and PyTorch3D, with</title>
          <p>training conducted on Google Colab using an NVIDIA
GPU runtime. All meshes are batched for eficient parallel
processing. Code modules are structured for data loading,
rendering, loss computation, and model optimization.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Experiments</title>
      <p>We evaluate our method on a diverse set of 3D objects
and compare it against a baseline diferentiable rendering
pipeline using PyTorch3D. Both quantitative metrics and
qualitative visualizations are used to assess
reconstruction accuracy, mesh quality, and generalization capability.</p>
      <sec id="sec-4-1">
        <title>4.1. Experimental Setup</title>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Evaluation Metrics</title>
        <sec id="sec-4-2-1">
          <title>We use the following metrics to assess performance:</title>
          <p>• Reconstruction Loss: The total loss defined in
Section 3, combining RGB, silhouette, and
regularization terms.
• Chamfer Distance: Measures point-wise
similarity between predicted and target meshes.
• Intersection over Union (IoU): Measures
volumetric overlap between the generated and ground
truth meshes.
• Visual Quality: Qualitative comparisons of
mesh renderings across viewpoints.</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>Unless otherwise noted, all reported values correspond to 2000 training iterations. Extended results for 10000 iterations are provided in the appendix.</title>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Quantitative Results</title>
        <sec id="sec-4-3-1">
          <title>In Figure 2, we observe that PyTorch3D fails to accurately reconstruct the finger geometry of the hand object, while our model preserves the detailed articulation more efectively.</title>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>4.5. Extended Training Analysis</title>
        <sec id="sec-4-4-1">
          <title>Training the models for 10000 iterations improves both</title>
          <p>reconstruction loss and geometric fidelity. Full tables and
visualizations are provided in Appendix A. Notably, our
method consistently outperforms the baseline in Chamfer
distance and IoU with longer training, especially for
highfrequency shapes such as hand and sword.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Extended Results</title>
      <sec id="sec-5-1">
        <title>This appendix presents additional experimental results obtained by training the models for 10,000 iterations, along with loss progression plots and extended visual comparisons for both training durations.</title>
        <sec id="sec-5-1-1">
          <title>5.1. Training Loss Evolution</title>
        </sec>
        <sec id="sec-5-1-2">
          <title>5.2. Quantitative Results at 10,000</title>
        </sec>
        <sec id="sec-5-1-3">
          <title>Iterations</title>
        </sec>
        <sec id="sec-5-1-4">
          <title>5.3. Qualitative Comparisons</title>
          <p>Model
accurate deformations, especially in object regions with Union scores across multiple object categories.
Qualitacomplex structure or fine detail (e.g., hand, sword). These tively, it produces more realistic deformations, especially
improvements validate the benefit of adversarial super- in regions with fine-grained geometry such as limbs or
vision for guiding mesh optimization under weak 2D object extremities.
supervision. Compared to the baseline, which often fails This approach contributes to the broader goal of
buildto preserve sharp boundaries or introduces artifacts in ing generalizable, high-fidelity 3D reconstruction
sysregions with occlusion or high curvature, our approach tems that operate under weak supervision. Our design
maintains geometric consistency and enhances fidelity remains simple and modular, leveraging widely available
to the silhouette and inner contours observed in the tar- toolkits such as PyTorch3D and standard GAN
compoget images. Notably, at 10,000 iterations, the refinement nents.
introduced by our method leads to significant alignment Future work will explore extending this framework to
not only in the external silhouette but also in internal dynamic or articulated objects, learning category-specific
features such as joint articulation and surface topology, priors, and incorporating temporal consistency for
videoconfirming the progressive advantage of adversarial cues based shape reconstruction. Additionally, improving
texover traditional loss-only optimization strategies. ture fidelity and integrating semantic segmentation into</p>
          <p>Furthermore, the visual quality improvements ob- the adversarial loss are promising directions.
served in later iterations indicate that the adversarial
discriminator plays a crucial role in discouraging
unrealistic deformations and encouraging plausible mesh Declaration on Generative AI
structures even when direct pixel supervision is limited. During the preparation of this work, the authors
This qualitative evidence complements the quantitative used ChatGPT, Grammarly in order to: Grammar and
results reported in Section ??, and supports the hypothe- spelling check, Paraphrase and reword. After using this
sis that leveraging learned priors from adversarial train- tool/service, the authors reviewed and edited the content
ing leads to more robust and semantically coherent re- as needed and take full responsibility for the publication’s
constructions, particularly when only sparse or partial content.
supervision is available.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <sec id="sec-6-1">
        <title>We presented an adversarial framework for 3D shape</title>
        <p>deformation guided by diferentiable rendering and 2D
image supervision. By integrating a mesh generator
with a self-attention-based discriminator, our method
improves the visual quality and geometric accuracy of
reconstructed 3D meshes from sparse image inputs.</p>
        <p>Our results demonstrate that adversarial training can
enhance mesh fidelity over standard diferentiable
rendering pipelines. Quantitatively, our method achieves
lower Chamfer distances and higher Intersection over</p>
      </sec>
    </sec>
  </body>
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