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Computer Science Graphics

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Wednesday 14 October · still arriving

Graphics · Cross-listed from cs.CV

GLoD-LVSM: Learning Geometry-Grounded Continuous-LoD Scene Representations for Large View Synthesis Models

Large view synthesis models (LVSMs) reconstruct scenes from sparse views and render novel views quickly, but they incur unnecessary storage and rendering costs due to token redundancy. We present GLoD-LVSM, a compact, geometry-grounded scene representation for LVSMs with continuous levels of detail. First, instead of learning a fixed set of scene anchor initializations, GLoD-LVSM learns a continuous field that initializes a flexible number of anchors to match the desired budget. A condenser then aggregates scene information into these anchors, with both the field and condenser trained end-to-end. Second, the condenser infers reference-token and anchor geometry to guide compression through geometry-grounded attention, improving rendering quality and enabling frustum culling during decoding. Compared with existing LVSM scene-compression baselines, GLoD-LVSM achieves the best trade-off between rendering quality and scene token count. Compared with the uncompressed base model, GLoD-LVSM reduces the scene-token count by 33.4% and accelerates rendering by $1.23\times$ with no quality loss. Under a relaxed quality-loss budget, the reduction increases to 85.5%, with $3.00\times$ rendering speedup. Further analysis reveals that view-synthesis supervision yields emergent scene depth and self-organized anchors that align with surfaces and adapt their density to local texture complexity. Beyond rendering, we further show that our scene representation also supports scene-semantic understanding, highlighting its potential for broader downstream tasks.
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All authors Weikai Lin, Nicholas Milef, Carl S Marshall, Grant Kaijuin Yang, Todd Keeler, Yuhao Zhu

Graphics · Cross-listed from cs.CV

VisibilitySplat: Ray-Traced Occlusion for Relighting with 3D Gaussian Splatting

We address inverse rendering with 3D Gaussian Splatting (3DGS) by introducing explicit visibility modeling for relighting as well as material and light decomposition. Our approach augments the standard rasterized 3DGS pipeline with a sparse visibility oracle that estimates transmittance-weighted occlusion for Gaussian primitives from sampled lighting directions. This oracle is implemented using a point-based ray tracer accelerated by a bounding volume hierarchy (BVH) and queried sparsely within the inverse-rendering objectives, while the original 3DGS loop is retained for training efficiency, interactive visualization, and tooling compatibility. Shading follows a physically based rendering (PBR) formulation with a principled microfacet bidirectional reflectance distribution function (BRDF) and low-resolution high-dynamic-range (HDR) environment maps. We evaluate our method on the TensoIR synthetic dataset against baselines based on neural radiance fields (NeRFs), tensor representations, and 3DGS. The results show competitive performance and improvements over several earlier baselines for novel-view synthesis (NVS), albedo reconstruction, and relighting. Ablations indicate that explicit visibility modeling is an important contributor to relighting and material-illumination disentanglement, while pure PBR supervision can favor appearance fitting in NVS. Overall, the findings suggest that sparse, point-based visibility queries effectively complement rasterized splatting for inverse rendering while preserving the practical advantages of the 3DGS ecosystem.
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Graphics · Cross-listed from cs.CV

Q-MAGIC: Quad-only Mesh Autoregressive Generation via Singularity-Aware Circular Relative Offset Tokenization

Autoregressive models have proven effective for triangular mesh generation by transforming it into predicting the next face, converting the non-differentiable connectivity prediction into a sequence of token predictions. However, generating quad-only meshes remains challenging because quad faces impose stricter topological constraints than triangles. The model must not only serialize quad faces into a valid token sequence, but also support unambiguous connectivity reconstruction during de-serialization. To address this, we propose Q-MAGIC, a novel autoregressive model for quad mesh generation. We first introduce a tailored serialization scheme for quad meshes, which requires at least two new vertices for the next face and is less flexible than triangles due to strict wiring constraints. To meet these requirements and reduce serialization length, we propose a singularity-aware serialization that prioritizes wiring from singular points, leading to more coherent traversals. Additionally, we propose a circular relative offset tokenization that encodes geometry mainly via local relative offsets. Built upon this representation, an autoregressive Transformer learns the underlying distribution of quad meshes via next-token prediction, enabling effective quad mesh generation. Extensive experiments demonstrate that Q-MAGIC produces more compact sequences while consistently improving geometric fidelity and mesh quality compared to state-of-the-art methods.
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All authors Yuming Zhao, Zezeng Li, Weimin Wang, Xiang Wu, Na Lei

Graphics · Cross-listed from cs.CV

Spectral World Renderer: Unified 3D Hyperspectral Unmixing

Cameras and the foundation models built on them recognize what a 3D scene contains, but not what it is made of: surfaces of the same colour can be different materials. Hyperspectral unmixing explains each spectrum as a mixture of material signatures, yet in 3D it is applied to rendered images after the views are composited, or tied to slow implicit fields, and no multi-view data with known composition exist to check the result. We present the Spectral World Renderer (SWR), which unifies world generation and unmixing. A coding agent builds executable 3D worlds that are rendered with measured spectra, so every hyperspectral image comes with exact labels and sub-pixel proportions; the resulting SWR-Bench provides eight indoor and outdoor worlds in which decompositions can be verified. SWR then unmixes inside rendering: each Gaussian of a compact 3D representation is decoded into material abundances before compositing, so one render yields spectra and material maps, and any surface can be queried by material name, a clicked pixel or a reference spectrum. Without material labels, SWR identifies materials best in all eight worlds, has the best mean PSNR on real captures, trains 3.7-12.9x faster than unmixing baselines, renders 34.9 labelled views/s and separates same-coloured materials.
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All authors Chia-Ming Lee, Yu-Jou Hsiao, Ming-Ching Chang, Xin Li, Yu-Lun Liu, Chih-Chung Hsu

Tuesday 13 October · still arriving

Graphics

DiffGIPC: Differentiable Mixed-Coordinate Contact Dynamics on GPU

Contact-rich inverse problems require efficient gradients and reliable enforcement of non-penetration. Existing differentiable methods provide fast simulation and rigid-deformable coupling, but contact treatments based on penalties or velocity-level constraints can permit penetration or positional drift. Incremental Potential Contact (IPC) maintains non-penetration through geometric barriers and {continuous collision detection (CCD)}. However, repeated forward and backward evaluations remain costly in full-space finite-element (FEM) implementations, particularly when nearly rigid components retain many vertex {degrees of freedom (DoFs)}. We present DiffGIPC, a GPU-accelerated differentiable IPC framework for optimizing interacting deformable and nearly rigid bodies. Our affine-body derivatives enable {rest-shape} design, initial-state optimization, and articulated control while retaining only twelve motion DoFs per affine body. These gradients account for how changes in geometry, placement, and actuation affect other objects through collision and friction. We preserve these interactions in one coupled FEM-affine adjoint system per frame, reducing the backward-system size without discarding the dependencies that drive the inverse problem. GPU-optimized backward computation further reduces the cost of repeated gradient evaluations. A reusable PyTorch interface connects supported physical parameters to user-defined parameter maps and losses across design, identification, motion, placement, and articulated control. Experiments demonstrate peak speedups over DiffIPC of approximately 150.0x with full-space FEM and 4133.3x with affine bodies for combined forward simulation and backward differentiation.
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All authors Kemeng Huang, Bowen Ren, Xinyu Lu, Minchen Li, Taku komura

Graphics · Cross-listed from cs.CV

Cepheid: Decoupling Scale from Structure for Cross-Family Motion Completion

Sparse-to-dense motion completion recovers dense mesh motion from sparse vertex displacements. Residual priors trained on one geometry family frequently fail to beat parameter-free harmonic extension off-family. Moreover, cross-family training meets a scaling barrier: residual amplitude varies by more than an order of magnitude across geometry families and collapses as observations become denser. Since this scale depends on unknown target motion, it cannot be measured directly at test time. We decouple residual structure from physical scale by learning a dimensionless prior, estimating amplitude from observables and a lightweight correction fitted only on training sources. Our unified model surpasses harmonic extension across all evaluated families, including unseen cloth and legged bodies, without skeletons, registration, or cross-mesh correspondence. The same prior applies without retraining to point-tracked animal video and a robot grasping a soft body. Project page: https://su-terry.github.io/cepheid-website/
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Graphics · Cross-listed from cs.RO

RoboSimStudio: An Interactive Toolkit for Human and Agent Rapid Real2Sim of Robot Manipulation Tasks

It has been difficult to accurately model the physics of the interaction between a robot and the objects it manipulates, including contact mechanics, coupled contact dynamics, deformations, stiffness and friction. We present RoboSimStudio (RSS), an interactive toolkit that makes choices of solver, contact model, and physical parameters explicit and editable, allowing both humans and coding agents to quickly create and iteratively refine simulations based on observed physical behavior. We implement RSS with the open Newton physics simulation system and describe experiments with human-guided real2sim using (1) visual evaluation, (2) force-feedback and (3) agentic Real2Sim2Real. Code, video and additional information can be found on the project website: https://robosimstudio.github.io
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All authors Kaiyuan Chen, Shuangyu Xie, Uksang Yoo, Xinyue Zhu, Cael Magner, Alvin Zhu, Daehwa Kim, Eric Heiden, Erwin Coumans, Miles Macklin, Spencer Huang, Ken Goldberg

Graphics · Cross-listed from cs.CV

Texture Interpolation as Texton Matching

Texture interpolation asks what should lie between two textures. Standard methods typically blend pixels or features at corresponding spatial locations, implicitly assuming that co-located elements should be mixed. For unrelated textures, however, this correspondence is arbitrary: a crack at one location has no particular relationship to a fiber at the same location in another image. We study whether this hidden pairing choice is itself a major determinant of interpolation quality. We represent textures as collections of local appearance vectors, or textons, and replace positional pairing with appearance-aware matching while keeping the encoder, representation, and decoder fixed. This isolates the effect of correspondence from changes in model capacity or training. Across texture pairs, appearance-aware matching consistently improves the distributional quality of interpolated midpoints over positional feature blending. Soft matching produces the strongest midpoint statistics, whereas one-to-one assignments yield more balanced transitions and closer agreement with the target endpoint. The same intervention also improves a second pretrained texture interpolator without retraining. These results identify correspondence as a first-class design choice in texture interpolation: meaningful transitions depend not only on how strongly two textures are mixed, but also on which local appearances are mixed with one another.
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Graphics

Content-Edited Layout Generation for Graphic Design

In this paper, we formulate a novel form of conditional layout generation for graphic design, termed content-edited layout generation(CELG). CELG extends conventional content-aware layout generation (CLG), which generates a foreground layout for a fixed background image. The key distinction is that CELG treats the input image as an editable visual asset and, conditioned on a textual design intention and a foreground requirement that may be empty, produces an adapted background together with its layout. To study this task, we introduce Search-Compare-Edit(SCE), a data construction framework that supplies the paired supervision missing from existing design datasets. Starting from professional design canvases and their layouts, SCE synthesizes plausible pre-edit source images and corresponding editing instructions, yielding InstructEdit, a dataset of aligned source images, target canvases, instructions, and layouts. Based on the generated data, we train a two-flow multimodal flow matching model that couples a pretrained image editor with a layout flow transformer, enabling background editing and layout generation simultaneously within a unified framework that more closely reflects real-world design workflows. Our experiments systematically demonstrate the value of CELG as a distinct task and the performance advantages of the proposed model.
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Graphics

Construction of Simple Quadrangulations of the Sphere at Skeletal Joints

We present a method for constructing a simple quadrangulation of the sphere from an unordered set of $n$ direction vectors, with application to parametric volumetric models of skeletal joints. We first select a quadrangulation encoding the joint topology by exhaustively enumerating candidate dual graphs, prioritizing convexity and regularity of the resulting quads. We then realize this topology on the sphere without crossings by solving a conflict-constrained assignment problem with lazy cyclic-order separation, and recover the corresponding primal graph. Experiments on direction sets from spherical Fibonacci sampling of size $3$ to $20$ show that the method robustly produces valid, high-quality quadrangulations across a range of input configurations. The resulting primal graph is directly converted into exact rational Bézier shell and column volumes, yielding a compact and precise volumetric representation of the joint. The approach extends naturally to multi-joint assemblies, enabling the construction of truss-based lattice structures within 3D domains.
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Graphics

TempFit: Panoptic Symbol Spotting via Template Fitting

In this paper, we introduce TempFit, a novel approach for the problem of Panoptic Symbol Spotting on CAD drawings. Existing methods treat symbol spotting as a per-primitive classification or mask-prediction task, with no explicit constraint enforcing that the primitives assigned to one instance form a spatially connected group. As a result, predictions may erroneously merge primitives from distant symbols into a single instance or fragment a coherent symbol across multiple predictions. Motivated by the professional "retrieve-and-transform" CAD design workflow, we reformulate this task as a Template Fitting problem, where each foreground instance is detected by retrieving and aligning a canonical template from a library, enforcing structural completeness by construction. Building on this formulation, we present an autoregressive transformer that unifies template retrieval and pose prediction within a single end-to-end pipeline. The framework treats the template library as an explicit geometric memory, parsing background regions in parallel via learnable background tokens and synthesizing foreground instances autoregressively while attending to template-specific geometry at each step. Experiments on FloorplanCAD and our newly collected IndustryCAD dataset, a more challenging benchmark with complex industrial symbols, heavy occlusion, and wide scale variation, demonstrate state-of-the-art performance with particularly large gains on IndustryCAD. Project page: https://tempfit-project.github.io/.
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All authors Honghao Xu, Hao Wang, Xiang Liu, Juzhan Xu, Manfred Lau, Kai Xu, Ruizhen Hu

Graphics

Integrating 3D Posture Neutralization with Statistical Shape Modeling for Head-Neck-Shoulder Ergonomic Design

The design of ergonomic products and workspaces requires a deep understanding of human anatomy and posture. In particular, the head-neck-shoulder region is critical for many applications such as cervical orthoses, helmets, and other head-worn or neck-worn devices. This paper presents a framework that integrates posture neutralization with statistical shape modeling (SSM) for the head-neck-shoulder (HNS) region. We acquire a single three-dimensional (3D) scan of the head-neck-shoulder region from each of 200 Chinese adults in a natural posture for each subject. Every scan is then posture-neutralized before SSM. We fit a parametric head-neck model to each scan to separate cervical pose from anatomy, and reset the cervical pose to a common neutral configuration, so that the resulting model captures anatomical shape variation rather than posture-induced deformation. The resulting shape space yields a standardized template and population-wide modes of variation, providing baselines for parametric ergonomic design. We further discuss how the model supports population coverage analysis and the design of products that accommodate anatomical diversity while maintaining neutral cervical posture.
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All authors Jinbo Luo, Hang Ren, Yadie Yang, Jie Zhang

Monday 12 October

Graphics

HoOPOE: A Holography-Optimized Perceptual ObjectivE function

Holographic devices must reconstruct an entire light field given a finite number of spatial light modulator (SLM) pixels, and must do so using scalar-wave diffraction from coherent illumination alone. As a result, computer-generated holography (CGH) often has speckling artifacts. We propose HoOPOE (Holography-Optimized Perceptual ObjectivE function), a CGH-specific, perceptually-aware loss function that hides speckles from human vision. HoOPOE is effective for CGH optimizations because it accounts for the human visual system's sensitivity to spatio-temporal frequencies and color, and its parameters are tuned to maximize its performance as a loss function for CGH. We use HoOPOE to generate holograms for mesh-derived focal stacks. We then conduct a user study to benchmark HoOPOE-generated holograms against existing loss functions. HoOPOE yields the most visually pleasing results; users prefer HoOPOE 68% of the time over the next best objective function on average.
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All authors Ethan Chen, Xi Peng, Alexandre Chapiro, Dario Seyb, Michael Grundmann, Carl Marshall, Sushant Kondguli, Praneeth Chakravarthula, Yuhao Zhu

Graphics · Cross-listed from cs.MA

AgentCue: Statistical Summaries for Guiding Decentralized Multi-Agent Self-Organization

Multi-agent systems (MAS) combine multiple agents to solve complex tasks, and recent MAS scale to more than a thousand agents. At this scale, decentralized MAS remove the central orchestrator that assigns sub-tasks, and the agents, which we call workers, self-organize through their own choices of sub-tasks and collaborators on a shared board. As workers keep adding participation and collaboration records, however, the information explodes: workers spend more and more effort on reading the records of other workers, and self-organization loses efficiency. In the statistical view, we represent the execution history of an MAS by two continually updated networks, a collaboration network among workers and a participation network between workers and task types. We then propose AgentCue, a method built on a new latent space model that places workers and task types in a shared latent space. Each time the networks are updated, the estimated parameters of the latent space model form a compact and interpretable statistical summary, and workers use the statistical summary to choose sub-tasks and collaborators without repeated searches of the shared board. We establish the identifiability of the latent space model and non-asymptotic error bounds for the estimates under network increments, and we show that a fixed number of gradient updates after each network update suffices for the same error rate. Experiments on LongBench v2 Multi-Doc QA show that AgentCue achieves competitive effectiveness, efficiency, and interpretability.
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All authors Guojun Zhu, Xinyou Chen, Kejian Zhang, Sanguo Zhang, Doudou Zhou

Graphics

Low-Cost Deep Learning for Automated Keyframe Interpolation in Sprite Animation

Sprite-based animation remains prevalent in video game development, but manual in-betweening—generating intermediate frames between keyframes—is labor-intensive. Existing video frame interpolation methods, optimized for photorealistic content, introduce smoothing artifacts when applied to the sharp edges, limited color palettes, and stylized motion characteristic of hand-drawn sprites. We present a deep learning approach for sprite in-betweening that adapts a U-Net encoder-decoder architecture with domain-specific modifications, including RGBA-aware processing, multi-scale flow refinement, and alpha-gated blending to preserve pixel-perfect sprite aesthetics. Following data-centric AI principles, we demonstrate that a few carefully curated sprite animation triplets—selected for diversity, quality, and representative edge cases—enable effective training without requiring massive generic datasets. Experimental evaluation using the FLIP perceptual metric shows that our method achieves a mean error of 0.258 on 42 test triplets, outperforming state-of-the-art video interpolation RIFE (0.313, 17.5% worse), traditional optical flow Lucas-Kanade (0.449, 42.6% worse), and general frame synthesis CyclicGen (0.603, 57.2% worse). This study shows that quality-over-quantity data curation and domain-specific architectural adaptations yield better interpolation quality than general-purpose methods trained on orders of magnitude more data, validating the data-centric AI paradigm for specialized visual domains. This is particularly important for small-to-medium-sized game development studios, where budget and time constraints are critical.
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Sunday 11 October

Graphics · Cross-listed from cs.CV

Gen Through the Lens: Camera-Controllable Video Generation via Cross-Coordinate Conditioning Fusion

We present Gen Through the Lens, a camera-controllable image-to-video generation framework that synthesizes videos from a given reference image while enabling realistic and physically consistent camera operations. Unlike previous models that treat camera motion as abstract conditioning or rely on a single coordinate system, our approach explicitly decomposes and fuses control signals across three coordinate spaces: the camera coordinate (modeled by intrinsic parameters), the world coordinate (represented by spatial geometry hints), and the object coordinate (described by 3D bounding boxes of target subjects). Through cross-coordinate conditioning fusion, these heterogeneous cues are unified to guide the generative process, enabling precise control of camera motion, focus, and framing while preserving temporal and spatial coherence. Extensive experiments demonstrate that our method produces controllable and visually consistent results across diverse camera operations, outperforming existing approaches in both realism and editability.
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All authors Shuai Li, Jinxu Xiang, Xinyuan Li, Hanlei Guo, Xiyang Tan, Alan Zhao, Xiaotong Zhao, Ran Zhang

Graphics

Walk-on-Ambient-Patch: Solver-Adapted Isometric Embeddings for Projected Walk on Spheres

Projected Walk on Spheres (PWoS) solves surface PDEs through ambient sampling and closest-point projection, but tightly folded embeddings can force short steps or ambiguous projections despite simple intrinsic geometry. We introduce Walk-on-Ambient-Patch (WoAP), which treats the embedding as a solver variable. Edge-isometry constraints and tangent-point repulsion separate intrinsically distant regions, optionally in higher codimension; patch states track residual projection branches without introducing PDE boundaries. We analyze the resulting geometry–sampling tradeoff: additional dimensions provide separation freedom but reduce uniform tangent progress, while strong tangent-biased proposals incur large importance-weight moments. Folded-surface experiments demonstrate reduced projection conflicts, a separate hard-constraint pilot verifies metric preservation, and an internal fixed-RMSE comparison favors higher dimensions at stricter accuracy targets. Together, these results motivate choosing the embedding and projection state jointly with the stochastic solver.
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Graphics

Design for Machinability: Topology Optimization for Subtractive Machining Using Trimmed Neural Fields

Topology optimization has found significant utility in additive manufacturing, but the resulting geometries are often difficult to realize using subtractive methods. The complex, curved surfaces of optimized designs typically require time-consuming point milling operations. In contrast, geometries composed of developable surfaces are well suited to flank milling, enabling substantial improvements in machining efficiency and surface quality. However, globally minimizing Gaussian curvature leads to overly simplistic designs. We address this challenge with a novel method that represents geometry using three implicit neural fields, optimized to produce machinable components. The resulting designs consist of regions of developable surfaces separated by seamlines where curvature is concentrated. Seamlines are efficiently computed as intersections of the implicit fields, while the geometry emerges through their product. By constraining surfaces to align with the cutter's normal or tangential direction, our approach further accommodates practical constraints of 3-axis machining. We demonstrate concurrent optimization of topology and Gaussian curvature, enabling control over seamline feature scale. Compared to methods that enforce subtractive machinability without considering milling efficiency, our approach consistently reduces machining time while maintaining competitive structural performance.
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Graphics

Co-DSL: Human-LLM Co-design of Reusable Spatial Concepts for Layout Generation

We present Co-DSL, a framework in which users and LLMs co-design reusable spatial concepts for layout generation. In the first stage, our system allows users to create a library of personalized operations. To add a concept, a user provides a description, which the LLM converts into an initial implementation. The user can then observe the concept's execution behavior over example scenarios and provide lightweight feedback to the LLM, which revises the concept's implementation logic. In the second stage, given a library, an LLM can author a layout program that meets a new layout request from a user. Executing a layout program instantiates a concept-graph, a declarative composition of library concepts. In this way, we require the LLM only to specify which concepts should hold, while we use a solver to search for a layout that satisfies them. Across five spatial layout domains, we find that Co-DSL libraries let LLMs capture layout patterns that are challenging for prior fixed-operation systems, and demonstrate that our concept-graph representation is needed for LLMs to reliably compose concepts together. We further find that Co-DSL lets LLMs author generative layout programs that expose high-level parametric controls users can manipulate to explore a distribution of related layouts without re-prompting.
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Saturday 10 October

Graphics · Cross-listed from cs.RO

Learning Dynamic Grasping

Synthesizing believable 4D hand-object grasping sequences is important for character animation, extended reality, and embodied agents. Grasping requires a hand to approach, contact, and lift or manipulate an object coherently. Existing synthesis methods often model only the final static grasp or rely on additional conditions, such as language, target grasps, or object trajectories, to specify the interaction. We instead study the underconstrained problem of generating a complete grasping motion from a single initial hand-object state. Our framework decouples hand-motion generation from object-motion recovery. Given an object point cloud in the initial wrist frame and the initial parameterized hand configuration, conditional flow matching predicts a sequence-level contact map and a hand pose at each normalized sequence time. This time-indexed formulation avoids the error accumulation of autoregressive rollout while representing the complete motion. We then infer an attachment frame and recover rigid-object motion through training-free, contact-guided weighted registration. We evaluate on held-out DexYCB objects and unseen object geometries reconstructed from in-the-wild videos by Open-CHOIR. Compared with LatentHOI, our method produces smoother hand and object motion in every setting, matches or improves on its contact and penetration metrics in the wild under a shared initialization, and is about 30x faster per generated frame. In a 15-participant study, our motions were preferred in roughly two thirds of (forced-choice pairwise) comparisons. Precise contact closure on novel geometry, however, remains a key open challenge.
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All authors Nga Kiu Kelly Ho, Yilin Liu, Hao Xu, Niloy J. Mitra

Graphics · Cross-listed from cs.CV

Automatic assembly modeling through attention-based assembly feature mate prediction and assembly feature pattern recognition

Assembly modeling plays an important role in constructing product models, yet it is still mainly performed via interactive operations that are experience-dependent and labor-intensive. Data-driven strategies hold promise for automating this process; however, existing approaches either predict poses that cannot directly generate editable B-Rep assembly constraints or require prescribed part pairs or predefined assembly faces. To reduce the large candidate space of constraint prediction without predefined assembly faces, we propose a data-driven framework based on assembly feature mate prediction. The framework performs automatic assembly modeling from unassembled B-Rep parts, using assembly features to group the geometric entities of local mating interfaces and restrict candidate formation. Given the lack of suitable assembly feature annotations in existing datasets, we construct a large-scale dataset through an automatic annotation pipeline. Using the annotated dataset, we train an attention-based network to predict assembly feature mates, with Engineering Compatibility Fusion (ECF) incorporating explicit engineering compatibility into learned matching scores. To improve the accuracy of automatic assembly modeling, we use assembly feature patterns (AFPs) to guide the matching process. Finally, a post-processing search selects assembly feature mate and AFP mate candidates, whose associated constraints are generated and solved to complete assembly modeling. Experimental results show that the framework achieves assembly constraint accuracies of 74.79% on the six-assembly comparison set and 64.09% on the extended test set of 16 assemblies, which includes the comparison set. With ground-truth face labels supplied as additional input, the corresponding accuracies increase to 81.78% and 80.93%, respectively.
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All authors Ziheng Dai, Wanbin Pan, Zhihong Tang, Shuming Gao

Graphics · Cross-listed from cs.AI

Reels-RSI: Program-Level Self-Improvement for Code-Rendered Explainer Videos

Explainer videos – a worked geometry problem, why the sky is blue, how a dynasty fell – are usually one more target for pixel video generation. We argue they are a different kind of artifact: a program (script, storyboard and per-frame animation code) that a deterministic renderer turns into frames. A program can be read, diffed, tested and audited; pixels can only be watched. Reels-RSI is an open-source reel director for any agent harness; its self-improvement happens at the program level rather than in weights or prompts. Every revision pass is logged with a code snapshot; a retrospective pairs each check finding with the diff that fixed it and proposes lessons; a lesson that a static check can catch is compiled into a rule with a must-fail and a must-pass example, so the memory is unit-tested; and a rule learned today runs over everything made before it. A bounded, benchmark-gated step lets an agent rewrite the director's playbook, kept only when blind pairwise judgments on held-out topics prefer it; nothing enters memory without a human decision. Across 111 reels – a field study, two playbook evolutions, a 2x2 memory ablation, a weaker director, a 48-reel learning curve and a judge-reliability study – we find that the rule learned in the field caught four latent defects in frames authored before it existed and none after; that rules are an audit for a strong director (eight unguarded reels, no violation) and a guard for a weaker one (thirty violations unguarded versus five); that lessons shorten revision loops but do not compound or move the judge; and that the first rewrite's 11–1 verdict was a position bias in our vote design (judges pick the second-shown reel 62–81% of the time), masking scripts that traded thirteen facts for craft. We document four failure modes of the preference signal, which check caught each, and the fixes. Code, rules, lessons and data are public.
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Friday 9 October

Graphics · Cross-listed from cs.CV

SliderEdit++: Improved Slider Trajectories in Instruction-Based Image Editing

Slider-based control aims to give users continuous, fine-grained control over the intensity of individual edits in instruction-based image editing. However, existing approaches fail to deliver reliable continuous controllability: traversing a slider can produce abrupt visual jumps and non-monotonic changes, while jointly controlled sliders can interfere with one another. To systematically study these limitations, we introduce SlideBench, a comprehensive benchmark for continuous image editing spanning diverse editing categories and equipped with a unified suite of metrics quantifying monotonic progression, perceptual continuity, and inter-slider disentanglement. Building on these observations, we propose SliderEdit++, which explicitly regularizes the intermediate editing trajectory rather than supervising only its endpoints. Our method combines velocity- and semantic-space trajectory regularization with spectral control to encourage smooth, predictable slider traversal, together with a disentanglement objective that reduces interference between independently controlled edits. On SlideBench, SliderEdit++ achieves state-of-the-art performance, improving the overall score by 18.5% relative to the strongest baseline. At the same time, using a few-step editing backbone makes our method approximately 3x to 20x faster than existing slider-based approaches, enabling substantially more responsive interactive editing.
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All authors Arman Zarei, Sayan Nag, Bryan Wang, Franck Dernoncourt, Varun Manjunatha, Nedim Lipka, Soheil Feizi, Samyadeep Basu

Graphics

MeshRepair: Autoregressive Topology Repair for Generated Artisan Meshes

Recent artisan mesh generation methods produce meshes whose topology comes close to the preferences of human artists. But gaps to artist quality remain because generated meshes commonly contain holes, stray faces, and duplicated faces. Regenerating a mesh from scratch is costly, and a new draw may change the preferred topology entirely or introduce errors elsewhere. In this work we study artisan topology correction. The task is to correct the topology of a generated mesh (the draft) in place, toward the layout an artist would make. We propose a method for this task. It is a face-level correction network based on a prefix-LM. It reads the mesh bidirectionally and emits an edit sequence autoregressively. The sequence consists of a deletion phase followed by an addition phase. We propose the novel formulation of the deletion head which picks faces to delete autoregressively and the addition head that selects vertices to form a face to add. The addition head also adds vertices when needed. Untouched faces pass through unchanged, so the corrected mesh keeps the vertices and the layout of the draft. The draft enters as a prefix and only the edits are generated. A correction therefore takes far fewer decoding steps than generating every face again with an autoregressive mesh generator. We benchmark our method against repair tools on scripted defects and on held-out drafts from two mesh generators. Across both scripted defects and generated drafts, our method improves the quad-equivalent face F1, removes non-manifold faces, and cleans up the topology.
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All authors Xiyu Wang, Yufei Wang, Ruocheng Wu, Zhihao Li, Lanqing Guo, Bihan Wen

Graphics · Cross-listed from cs.CV

Make It Flow: Animating Water in 3D Gaussian Splatting Scenes

Explicit 3D scene representations such as 3D Gaussian Splatting (3DGS) have recently enabled high-quality, real-time novel view synthesis. However, these methods assume static scenes, limiting realism in the presence of dynamic phenomena ubiquitous in real-world environments. While coherent motion (e.g., humans or vehicles) can be captured and reconstructed, high-frequency effects such as flowing water remain intractable under casual capture conditions, where dense multi-view, high-speed acquisition is not feasible. We present a method to animate water in static 3DGS scenes, enabling visually plausible motion without requiring dynamic capture or physical simulation. Our approach estimates 2D optical flow from reference images or model renderings and lifts it into a consistent 3D Eulerian motion field. We propose a cinemagraph-inspired algorithm that applies this motion field to deform Gaussian primitives, producing temporally seamless looping animations. The resulting representation retains real-time rendering performance, significantly enhances perceptual realism, and preserves free-viewpoint navigation within the scene. We evaluate our method on a newly captured dataset of in-the-wild waterfall scenes and demonstrate clear improvements over prior work in dynamic Gaussian splatting and 3D cinemagraph generation in visual quality and computational efficiency.
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All authors Kjell Keune, Florian Hahlbohm, Jannis Möller, Susana Castillo, Martin Eisemann, Marcus Magnor

Graphics · Cross-listed from cs.CV

Efficient Confidence-Aware Densification for 3DGS

3DGS-MCMC has replaced the gradient-driven density control of 3D Gaussian Splatting with opacity-based sampling and relocation, and is now the de facto standard for prior-free densification under a fixed primitive budget. Because opacity stays high where the scene is already well reconstructed, this sampling sends most new primitives to the foreground and leaves the background under-reconstructed. At low budgets, prior-based methods such as ConeGS and EDGS outperform it, at the cost of a pre-trained radiance field or dense image matches and a separate initialization stage. We argue for a comeback of error-driven densification within the fixed-budget MCMC framework. Our confidence-aware densification keeps the fixed budget and gradual growth of 3DGS-MCMC, but places primitives by the image error instead of the opacity. New primitives are drawn mostly where screen-space gradients are large. We favor primitives with a low learned confidence, which marks regions the reconstruction still explains poorly, and relocate the primitives that contribute least to the rendered images to these places. Averaged over 24 scenes, our method outperforms 3DGS-MCMC in PSNR, SSIM and LPIPS at every budget from 100k to 2M primitives. At 100k, without a prior or an initialization stage, it recovers 0.84dB of the 1.05dB PSNR by which ConeGS leads 3DGS-MCMC, and from 500k on, it has the highest PSNR and SSIM of all fixed-budget methods we compare with, including ConeGS and EDGS. While inherently prior-free, our densification can also exploit priors: from the ConeGS or EDGS initialization, it matches ConeGS in PSNR and SSIM at 100k and is best in all three metrics at 500k.
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All authors Manuel Hofer, Thomas Köhler, Felix Windisch, Bernhard Kerbl, Markus Steinberger, Lukas Radl

Graphics · Cross-listed from cs.CV

SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection

Existing 3D Gaussian Splatting (3DGS) pruning methods primarily rely on global Top-K selection based on independent importance scores, lacking regional budget control and ignoring joint deletion effects. Consequently, they cannot ensure balanced reconstruction quality across a scene. We propose SplatQ, a combinatorial pruning algorithm that coordinates regional budget allocation and joint Gaussian selection under a fixed budget. SplatQ partitions Gaussians by spatial proximity and appearance similarity into size-limited blocks, decomposing global selection into subproblems of a specific size. It then smooths importance-based block retention quotas to prevent excessive budget concentration. Finally, it constructs a quadratic approximation of joint deletion effects using the responses of representative pixel colors to changes in Gaussian opacity. Individual responses, pairwise interactions, and quota penalties are incorporated into a quadratic unconstrained binary optimization (QUBO) objective, solved using simulated annealing (SA) or a coherent Ising machine (CIM) to jointly select Gaussians. Experiments on 5 benchmarks demonstrate that SplatQ outperforms state-of-the-art pruning methods in aggregate reconstruction quality, spatial quality balance, and rendering speed. Ablations confirm that budget smoothing improves local detail reconstruction, while interaction modeling improves Gaussian selection quality under a fixed budget.
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All authors Hongbin Ye, Haixu Liu, Shenwei Kang, Wenxiu Wei, Tinglan Wang, Hongdong Zhu, Fan Tang, Qi Gao, Yin Ma, Kai Wen, Hai Wei, Nuo Qian, Wei-Shi Zheng, Shaobo Chen, Fa-Ting Hong, Jingke Meng

Graphics · Cross-listed from cs.AR

A Hybrid and Hierarchical Ray Tracing Method for Efficient 3D Gaussian Rendering

3D Gaussian Splatting (3DGS) is a powerful representation for real-time neural reconstruction and rendering. While existing 3DGS systems rely on rasterization for efficiency, recent work explores ray tracing to enable secondary lighting, highly distorted cameras, and depth-of-field effects. However, compared with rasterization, ray-traced 3DGS introduces three major challenges: (1) the highly non-uniform spatial distribution of massive numbers of Gaussian primitives creates severe load imbalance; (2) neighboring pixels often generate rays with highly similar traversal paths, leading to substantial redundant traversal overhead; and (3) supporting both Gaussian and triangle primitives yields heterogeneous intersection workloads that are not well matched to existing GPU architectures. We present H2-Ray, a hybrid and hierarchical ray tracing architecture for efficient 3D Gaussian rendering. H2-Ray introduces three techniques. Load-Balanced Spatial BVH (LB-SBVH) partitions the scene into uniform grids and uses density-aware representations to convert an imbalanced global workload into balanced local traversal units. Ray-Cluster Path Reuse (RCPR) lets a proxy ray share traversal state with neighboring rays to amortize redundant traversal. The Unified Intersection Engine (UIE) supports mixed Gaussian and triangle intersections through a mode-multiplexed datapath that shares 40% of its floating-point units across both primitive types. Across 8 scenes, H2-Ray achieves a geometric-mean speedup of 3.77x and a maximum speedup of 9.26x over RaySplats on the NVIDIA RTX A5000, combining a cycle-accurate model of the modified RT Core with measured CUDA timings.
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All authors Tiancheng Zhao, Sixu Li, Yuzhou Chen, Hengyu Ding, Zhiming Pan, Chaojian Li

Graphics · Cross-listed from eess.SY

Hierarchical Graph Neural Network for Probabilistic Power Flow with Grid Topology Contingencies

Data-driven surrogates reduce the nonlinear solves required for probabilistic power flow (PPF), but models tied to a fixed bus–branch graph often generalize poorly when outages change electrical coupling. This paper proposes a topology-decomposition-driven hierarchical bidirectional graph neural network (TDD–HBGNN) for PPF under unseen topologies. For each realized topology, the network is decomposed into fundamental topological units (FTUs), dynamically homogeneous voltage clusters (DHVCs), and a core backbone sub-grid (CBSG), with equivalent-admittance representations preserving electrical ports between units. A sensitivity-based linear prior captures the first-order voltage-magnitude and phase-angle response, while the HBGNN learns topology-dependent nonlinear residuals. Impedance- and uncertainty-aware bottom-up aggregation condenses local perturbations, while mode-modulated top-down broadcasting restores system context at buses. We evaluate our approach on the IEEE 118-bus and Polish 2746-bus systems under unseen N–1 and N–2 contingencies against six baseline methods. Compared with these methods, TDD–HBGNN achieves 2.47–4.20-fold lower all-bus phase-angle errors and lower phase-angle errors in every held-out event. Its voltage-magnitude advantage is concentrated near the outaged branches, where paired error ratios reach 1.75–2.58 on the IEEE system and 1.87–1.97 in Polish N–2 events. All system–contingency–baseline comparisons favor TDD–HBGNN in joint voltage–angle error. Moreover, shared hierarchical operators keep the model size at 0.658 million parameters across both grids and yield 0.161–1.793~ms forward latency per probabilistic case. These results demonstrate system-wide angular accuracy, outage-local voltage accuracy, and parameter-efficient scaling across unseen topologies.
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All authors Jinbao Wang, Jun Liu, Shiliang Zhang, Xuehui Ma, Lin Yan, Haolin Liu, Sabita Maharjan

Graphics · Cross-listed from cs.CV

Sonic-AMG: Streaming Human Motion Generation from Spatial Audio

Modeling human reactions to spatial audio requires understanding both what is heard and where it comes from. Prior work generates motion offline from complete acoustic and spatial input sequences. Humans, however, react to sounds without knowing what they will hear next. We present Sonic-AMG, to our knowledge the first framework for streaming human motion generation from spatial audio. The model encodes acoustic content and body-relative source geometry as separate tokens. Conditioned on these tokens, a causal transformer with a flow head generates continuous motion latents, from which a causal decoder reconstructs motion segments. Standard teacher-forced training derives motion histories and body-relative source locations from ground-truth motion, whereas streaming inference relies on generated motion for both, resulting in a training-inference mismatch. To reduce this history discrepancy, we introduce rehearsal training, which combines full-sequence teacher-forced supervision with supervised prediction along short autoregressive self-rollouts. To keep spatial conditioning consistent with generated motion, we propose spatial feedback, which recomputes body-relative source locations from generated root poses during both rehearsal training and inference. On SAM, Sonic-AMG achieves state-of-the-art FID and R-precision. It further supports real-time online generation of coherent reactions across sound events and source locations. Project page: https://jingchengni.com/sonic-amg/.
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All authors Jingcheng Ni, Zekun Li, Zhiyang Dou, Xiaoyan Cong, Ziyao Zeng, Hongyang Du, Randall Balestriero, Taku Komura, Srinath Sridhar