SketchBloom: Training-Free Vector Sketch Outpainting with Stroke-Level Style Control
Authors: Quang-Thinh Nguyen, Duy-Khang Do, Tam V. Nguyen, Minh-Triet Tran, Trung-Nghia Le
Organizations: University of Science, Ho Chi Minh City, Vietnam · Vietnam National University, Ho Chi Minh City, Vietnam · University of Dayton, Ohio, United States
Outpainting sparse sketches while preserving contour coherence and stroke style remains challenging. We present SketchBloom, a training-free framework that combines pretrained raster outpainting and style-transfer guidance with per-instance vector optimization. Given a sketch, a scene prompt, and an optional reference style, it produces an editable Scalable Vector Graphic (SVG) composed of Bezier strokes. Adaptive latent blending balances content contours and reference texture without model retraining. A reference-derived stroke vocabulary initializes contour- and DINO-attention-guided strokes, which are optimized separately for structure and texture before contour-emphasizing multiply fusion. As in prior optimization-based vector sketching, no task-specific network is trained; our contribution is the synthesis design specialized to sketch outpainting. On LineArtOut-1K, comprising 1,024 input and style combinations, SketchBloom improves perceptual, semantic, and structural fidelity over the evaluated vector baselines when all methods vectorize the same outpainted raster. This protocol evaluates vector synthesis rather than end-to-end outpainting or reference-style superiority. Runtime is approximately six minutes per pair on a single NVIDIA H200 GPU. Project page: https://khangcntn123.github.io/SketchBloom/
Figures & tables
Figure 2: Raster guidance pipeline. ControlNet expands Isketch into Icnt , from which Iedge is extracted. DDIM inversion, adaptive latent blending, and style-sourced attention features combine content structure with Iref , producing the stylized target Isty .
Figure 3: Vector-native synthesis. A reference-derived stroke vocabulary initializes two passes: structure optimizes geometry against Iedge , whereas texture optimizes stroke attributes against Isty . Multiply blending places Vstruct over Vtex to produce the final SVG V∗ .
Figure 4: Qualitative comparison under the same raster input. SketchBloom (bottom row) better retains object boundaries, perspective, and scene detail.
Method
Aesthetic [ 22 ] ↑
DINO [ 5 ] ↑
DreamSim [ 9 ] ↓
Edge F1 ↑
CLIPasso [ 25 ]
4.1690
0.2064
0.7256
0.5262
CLIPascene [ 24 ]
4.3904
0.2022
0.7024
0.5797
SwiftSketch [ 2 ]
3.9784
0.1566
0.8305
0.3139
ControlSketch [ 2 ]
4.1493
0.1470
0.7960
0.3299
DiffSketcher [ 27 ] (adapted)
4.8020
0.3760
0.5351
0.8325
SketchBloom (Ours)
5.2186
0.5053
0.4983
0.8866
Table 1: Quantitative comparison on 64 shared outpainted content images. All methods receive the same Icnt . DINO and DreamSim use Icnt as reference, Edge F1 uses Iedge , and Aesthetic is no-reference. Results are computed per content image. Best values are in bold .
Init.
MAE ↓
SSIM [ 26 ] ↑
Chamfer [ 4 ] ↓
Edge F1 ↑
Random
0.4384
0.1120
0.0006
0.7731
Hybrid
0.2041
0.8068
0.0003
0.8841
Table 2: Structure-only initialization ablation against Iedge . Best values are in bold .
Variant
Gram [ 10 ] ↓
DINO [ 5 ] ↑
DreamSim [ 9 ] ↓
Edge F1 ↑
Aesthetic [ 22 ] ↑
Texture only
1.82×10−4
0.7328
0.1744
0.8067
5.0715
Structure only
2.76×10−4
0.5800
0.2918
0.8841
4.8718
Fusion
2.19×10−4
0.7372
0.1712
0.8629
5.3507
Table 3: Fusion ablation. Gram uses Iref , DINO and DreamSim use Isty , and Edge F1 uses Iedge . Best values are in bold .
Figure 5: Qualitative ablations. Top: hybrid tiling converges earlier than random initialization. Bottom left: patch loss preserves local detail without the gray halos of L2 . Bottom right: multiply fusion combines geometric structure with tonal texture.