Graphics · Cross-listed from cs.CV
Papers
Fresh from arXiv, typeset properly. Highlighted words trade on the market.
Friday 4 September
Recent advances in automatic rigging now deliver animation-ready 3D assets at scale, yet generating the motion to drive them remains a bottleneck. Existing learned animators are topology-constrained: they rely on category-specific templates or require per-skeleton fine-tuning and reference motions at inference. We present UniMate, a unified foundation model that synthesizes articulated motion for arbitrary skeletons from a rigged 3D asset and a text prompt, with no test-time optimization or per-skeleton retraining. UniMate introduces a topology-aware diffusion transformer, which integrates skeletal topology into attention via three mechanisms: (1) a graph-aware attention bias from pairwise joint relations and geodesic distances; (2) a spectral rotary position embedding generalizing RoPE to arbitrary kinematic trees via the graph Laplacian; and (3) a global topological conditioner attention-pooled from the rest-pose skeleton. We also curate UniML3D, 13,006 motion sequences spanning bipedal, quadrupedal, avian, marine, insectoid, serpentine, and articulated rigid objects with unified canonicalization and text pairing. Trained on this dataset, UniMate outperforms state-of-the-art baselines in quality, generalization, and efficiency, and supports zero-shot cross-topology transfer, in-betweening, expansion, and text-guided editing. Our project page is available at https://linzhanmou.com/unimate/.
Graphics · Cross-listed from cs.CV
Compact Neural Appearance Models for Efficient Gaussian Splatting
Explicit primitive-based radiance fields such as 3D Gaussian Splatting typically model view-dependent appearance using low-order spherical harmonics (SH). Although efficient to evaluate, SH coefficients dominate per-primitive storage and memory traffic, while their band-limited basis restricts angular detail. We present a thorough, end-to-end comparison of SH and recent spherical appearance models and introduce an implicit alternative that decodes compact per-primitive latent codes using a tiny shared MLP. We integrate all models into the same optimized pipeline, fusing their forward and backward passes into a differentiable CUDA rasterizer and provide a portable WebGL viewer for laptop and mobile GPUs. Our evaluation across reconstruction quality, memory use, and optimization and rendering performance shows that recent spherical models offer the strongest overall quality-efficiency trade-off. Our neural representation is the most compact model evaluated and, compared to third-degree SH, reduces the per-primitive appearance footprint from 192 to 28 bytes, accelerates optimization by 1.3$\times$, while improving reconstruction quality. We further analyze how appearance parametrization shapes optimization, identifying differences in recovered geometry and the tendency of expressive models to absorb non-static scene content. Together, our framework and analysis provide practical guidance for replacing SH beyond what image metrics alone can capture.
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Graphics
GradRig: Differentiable Weights for Skinned Gaussian Splat Deformation
Skinned deformation is a common framework to turn a 3D shape from its rest pose into a dynamic pose through the deformation of a coarser kinematic structure, called rig. When applied to a 3D mesh, this rig only needs to displace vertices to deform the polygons that connect them. However, when deforming 3D Gaussian Splats, which do not provide connectivity information, rigidly transforming points is not enough to prevent the creation of holes when stretching shapes. In this paper, we use the spatial gradient of skinning weights to provide a full mesh-free deformation pipeline for Gaussian Splats, that more accurately stretches splats while remaining fully compatible with real-time rendering capabilities, which we demonstrate in a WebGL viewer. We present how we evaluate these gradients when the user creates the rig structure and propose an optional adaptive resampling scheme to split up splats that still produce artifacts.
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Thursday 3 September
Graphics
Cascaded Non-Line-of-Sight Imaging
Time-of-flight non-line-of-sight (NLOS) imaging recovers information from hidden objects by analyzing the time of flight of indirect photons scattered on a visible (relay) wall. Most methods make the simplifying assumption that photons travel exclusively three-bounce paths, thus ignoring other useful information encoded in higher-order photons (with, e.g., four- or five-bounce paths). We present a novel cascaded NLOS imaging approach that leverages higher-order information and allows imaging a broader range of single- and multi-corner scenarios. We combine ultra-fast laser scanning with recent time-gated 2D sensor arrays to capture the scene's impulse response on a visible relay wall. From the captured impulse response, our method computes an analogous virtual impulse response at any other hidden wall. This effectively allows us to concatenate a second, virtual NLOS imaging system that leverages higher-order illumination. We validate our cascaded imaging method both in simulation and with a real prototype, demonstrating NLOS imaging with fourth- and fifth-bounce illumination of objects in challenging orientations and hidden around two corners. We also analyze how wave-based NLOS imaging interacts with rough hidden walls, which explains and helps overcome existing visibility limitations. We further illustrate how to image hidden objects from different perspectives, thus observing previously unseen features, by relying on multiple hidden walls.
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Graphics
LayoutShop: Content-Constrained Exploratory Design of Creative Article Layout
We present LayoutShop, a novel computational framework for designing creative layouts that frame a given article. Inspired by the actual article layout design process, we enable users to create or select layout templates for conceptualization. These templates help construct a layout design space to extract eligible layout structures. Our algorithm then determines the geometry of the extracted layout structures to frame the given article via an optimization approach. We then employ two neural networks for layout assessment, and the high-quality outputs are returned to users for selection. We conducted a user study to evaluate the framework's usability and the quality of the article layouts it produces. The results of the user study confirmed that our framework can effectively help users create high-quality article layouts.
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Graphics
STyMo: Fast and Controllable Few-Shot Motion Style Transfer
Supporting a wide variety of motion styles is critical for creating diverse virtual characters, but current methods either require large stylized datasets or pre-trained models that cannot generalize beyond their training distribution. We present STyMo, a few-shot approach that learns motion style from only seconds of paired data and trains in one to two minutes. Our key insight is to decompose style into two components: a static component capturing time-invariant posture, and a temporal component capturing frame-wise dynamics. This decomposition yields an interpretable system where posture intensity, temporal exaggeration, and per-body-region style can be adjusted at runtime. Furthermore, the reduction in required training data and computation time structurally permits an iterative authoring workflow. To ensure robustness on arbitrary inputs, we further introduce a stylizability gate that automatically prevents artifacts on out-of-distribution motions. We demonstrate results across diverse motion styles, from subtle emotional variations to exaggerated character archetypes, and release our processed paired dataset to facilitate future research.
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Graphics
Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editing
Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting that supports palette-based recoloring, per-palette tone curves for color-aware luminance adjustment, and pixel-level color constraints. Rather than training a new representation from scratch, we reparameterize the spherical harmonics of a pretrained vanilla 3DGS to encode view-dependent palette weights. We simultaneously solve for weights and palette colors via a loss based on image-space sparsity. Luminance editing is realized as a per-pixel weight shift along the achromatic axis, which we show is equivalent to a per-pixel palette-aware luminance edit. This view-space formulation addresses a core limitation of prior primitive-space methods, where alpha-blending breaks per-Gaussian sparsity and causes edits to bleed into unintended regions. Our edits run in tens of milliseconds via an iteratively reweighted least squares and damped block-coordinate descent that couples tone curves and palette shifts under view-space sparsity. Our representation can be efficiently baked back into a vanilla 3DGS, preserving compatibility with standard viewers. We demonstrate sparser, more localized edits than prior palette-based 3DGS methods, while enabling independent luminance control per palette color and view-consistent pixel-level constraints, capabilities previously unavailable for 3DGS.
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Graphics
TileGS: Tile-Local Depth Binning for Gaussian Splatting Rasterization
Real-time 3D Gaussian Splatting (3DGS) achieves high rendering quality, but standard rasterization still traverses a globally sorted tile stream that creates long per-tile ranges and heavy geometry-attribute traffic. We present TileGS, a tile-local reorganization of Gaussian splatting. TileGS turns each long tile range into a sequence of shorter depth-local ranges, rasterizes those ranges in front-to-back order, and applies selective repair where coarse ordering is insufficient to match baseline compositing. Across a 9-scene benchmark on desktop and laptop Ada GPUs, our default No-GW (No Geometry-Write) variant delivers a mean 1.44x raster-kernel speedup on RTX 4090 and mean end-to-end frame speedups of 1.069x on RTX 4090 and 1.094x on RTX 1000 Ada over gsplat–a widely used optimized open-source 3DGS implementation–while matching the gsplat output up to numerical noise (|Delta PSNR| < 0.001 dB, |Delta SSIM| < 0.001, |Delta LPIPS| < 0.001). Full-suite RTX 4090 Nsight Compute profiling reveals TileGS is faster despite lower SM throughput, lower active-warp occupancy, and higher DRAM traffic, while total SASS thread instructions fall by 1.26x. Source-attributed profiling confirms that geometry attributes dominate the remaining memory pressure (85.8% of total raster traffic and 88.6% of excess sectors). Together, these counters support the interpretation that TileGS improves raster performance by reducing effective raster traversal work, rather than by reducing byte volume, improving coalescing, increasing occupancy, or directly reducing measured warp divergence.
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Graphics
ReRoom: Blending Virtual and Physical Contexts for In Situ Room Planning in Mixed Reality
Planning a real domestic space is an in situ authoring process: users evaluate candidate layouts at true scale, refine their intent, and carry accepted decisions into later iterations. Existing approaches either separate layout editing from the physical room or provide limited support for evaluating and refining whole-room proposals in situ. We present ReRoom, a mixed-reality system for in situ room-layout authoring. ReRoom presents a shared layout state through a virtual room proxy spatially registered to the target room, allowing interaction and layout generation to remain grounded in the physical context. Users refine the current proposal through direct manipulation or language and preserve accepted placements, allowing each generated update to continue the same evolving design. To balance layout quality with generation efficiency, ReRoom uses a skill-guided layout agent whose room-layout design skill operationalizes three principles that we formulate by synthesizing established interior-design guidance for real-room layout generation. The skill grounds these principles in a normalized representation of the scanned room and reusable geometric checks. Evaluations show that ReRoom produces high-quality layouts for non-rectangular rooms, while its in situ workflow improves the room-planning experience over an otherwise equivalent off-site VR workflow. Code will be released upon acceptance of the paper.
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Graphics · Cross-listed from cs.CV
Building Pretraining Data for World Models: An Unreal Engine-Based Pipeline for Action-Conditioned Video Generation
Action-conditioned video models require large-scale visual data paired with control signals that are temporally aligned with the resulting scene transitions. Such supervision is difficult to obtain from ordinary real-world video because the actions that caused each visual change are typically unknown. We present a large-scale synthetic data production pipeline built on Unreal Engine for generating action-conditioned, multi-view video. To accommodate the different execution requirements of real-time physics and high-quality offline rendering, the pipeline executes trajectory generation and final rendering in two stages: Stage I runs real physics in PIE and records per-frame character states, control inputs, and camera states into an intermediate trajectory representation; Stage II replays those trajectories in a new engine process and renders them offline with Movie Render Queue (MRQ). Around this core, we develop a distributed production system with cache-aware task partitioning, node-local slot scheduling, automated scene screening, aesthetic and luminance filtering, partial-output recovery, asynchronous upload, and continuous cluster health monitoring. The production cluster contains 25 servers with eight NVIDIA RTX 5090 GPUs per server. From 2,384 asset packs, 429 levels were retained for production together with a pool of 40 humanoid characters. The pipeline has produced 2,691 hours of 1080p video and 6,076 hours of 720p video. We describe the system architecture, the implementation decisions that emerged from production failures, and the limitations of using perceptual quality proxies for world-model data curation. The pipeline described in this report constitutes the Unreal Engine synthetic-data production component used in EchoWM.
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Graphics · Cross-listed from cs.CV
TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates
3D Gaussian Splatting has become a de facto scene representation for novel view synthesis, yet robustly learning 3D Gaussian primitives from visual input remains challenging. Standard optimization relies on gradient-based updates, but a common issue is the gradient vanishing phenomenon: a pixel far from a Gaussian primitive often has diminishing gradient magnitudes to influence primitive attributes, resulting in suboptimal scene reconstruction. In this paper, we propose a method to address gradient vanishing with a piecewise truncated gradient formulation that improves the optimization stability and robustness to initializations. We show that our method consistently improves 3D Gaussian Splatting with random and COLMAP initializations while being generalizable across static and dynamic Gaussian Splatting. As a by-product, we also examine the limitations of current benchmarks for dynamic scenes, and introduce a novel dataset for benchmarking dynamic Gaussian Splatting using synthetic 3D scenes. We demonstrate the effectiveness of our method in both static and dynamic settings for the public benchmarks and our proposed dataset.
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Graphics · Cross-listed from cs.CV
P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing
Advances in neural rendering have enabled high-fidelity multi-view reconstruction of 3D scenes. However, free-form non-rigid shape editing remains a significant challenge. Point-based neural representations are highly desirable for multi-view reconstruction because they lack fixed connectivity, which does not constrain the learned surface topology to that of the initialization. Yet this same property causes point-based representations to struggle with holes and surface discontinuities under large deformations. To address this, we propose a novel self-supervised method to enable point-based representations to adapt to large deformations without requiring ground truth multi-view images of deformed geometry. The key idea is to generate random deformations and to ensure consistency in the predicted surface before and after deformation. In particular, the surface prediction from the deformed point cloud should be the same as the deformation applied to the surface prediction from the original point cloud. We incorporate our approach into attention-based point representations, which differ from splatting-based point representations in their use of a learned interpolation kernel between points as opposed to a Gaussian kernel around each point. This learned interpolation kernel can learn to adapt to large deformations, without requiring addition or removal of points. We show that our framework significantly enhances its robustness to large deformations. Experiments on synthetic geometry editing benchmarks (Neural Editor, Objaverse) demonstrate that our approach outperforms existing point-based methods in zero-shot editing and significantly reduces artifacts. Furthermore, qualitative results on the DTU and Mip-NeRF 360 datasets demonstrate our method's effectiveness on real-world scenes.
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Graphics · Cross-listed from cs.CV
PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations
We present PointGT, a point-based 3D representation that enables simultaneous editing of object geometry and appearance. Existing reconstruction and view synthesis techniques produce volumetric 3D representations that are high-quality and photorealistic, but are difficult to edit. In particular, recent efforts to enable texture editing for 3D Gaussian Splatting representations are not compatible with geometry edits and deformations. Our method combines a point-based representation that is well-suited for geometry deformations with a learned UV mapping technique that enables high-resolution texture editing. We show that PointGT enables fine-grained editing of both geometry and texture in point-based neural representations with high rendering quality.
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Wednesday 2 September
Graphics
Projective Affine Body Dynamics for Multibody Systems
Multibody systems have widespread applications in diverse fields such as robotics, entertainment, and animation. Their capability to model and simulate intricate interactions among interconnected bodies makes them invaluable in various domains. However, complexity arises with factors like non-smooth contact handling, nonlinearity in flexible joints, and parallelization challenges. We introduce a stable and highly parallel GPU algorithm within affine body dynamics for solving constrained multibody dynamics with nonlinear constraints.Our innovation involves reformulating constrained multibody dynamics into a variational form, treating the system as a set of affine bodies connected with peridynamic bonds. This formulation provides a unified model for affine body dynamics, constraints, and contact within the peridynamics framework.It also facilitates the integration of the semi-implicit successive substitution method to solve nonlinear optimization in a global-local iterative manner. The proposed method obviates the necessity of assembling a global Hessian, rendering it highly suitable for efficient implementation on GPUs.This allows real-time simulation of intricate interactions involving both rigid and flexible bodies, encompassing contact, joint constraints, and friction.
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Graphics
LightBridge: Feed-Forward Generative Relighting for 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) achieves high-quality, real-time novel view synthesis, but the resulting assets have baked-in illumination and cannot be easily relit. Inverse rendering methods optimize simplified reflectance and illumination models for each scene, limiting efficiency and relighting quality. Recent generative approaches leverage large diffusion models for realistic lighting edits, but applying them to 3DGS typically requires an additional per-scene optimization stage to bake the edited appearance into the representation. We present LightBridge, a feed-forward generative framework for controllable relighting of complete 3DGS assets in a single pass. To enable feed-forward training, we construct a large-scale Multi-Illumination Relighting Dataset with paired source and target observations of the same scenes. Latent Bridge Relighting Diffusion models relighting as source-to-target transport in latent space, enabling one-step extraction of 2D visual tokens without iterative diffusion sampling. A Gaussian Propagation Transformer uses a point transformer with sparse image-to-point self-attention followed by point-to-image cross-attention to efficiently propagate these cues across the complete 3DGS, while avoiding full attention over all image and Gaussian tokens. Experiments validate these designs, demonstrating competitive relighting quality and efficient single-pass prediction of complete relit 3DGS assets without scene-specific optimization. The code and dataset will be made publicly available upon acceptance.
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Graphics
Telligram: Text-Driven Calligram Generation via Diffusion-Guided Skeleton Optimization
Compact calligram generation aims to form a semantic shape while keeping letters recognizable. Most existing methods are shape-conditioned and mainly solve downstream letter layout inside a given contour. We study text-only calligram generation without an input contour. This setting is difficult because semantic shape formation and letter readability strongly interfere with each other when optimized in a single stage. Pushing the word toward a clear figure can easily damage glyph structure, while preserving readable letters can weaken the target shape. To address this difficulty, we present Telligram, a training-free, low-tuning, two-stage framework composed of Semantic Occupancy Prior Formation and Readability-Constrained Glyph Realization. The first stage uses Variational Score Distillation (VSD) with structured skeleton optimization and hierarchical gradient projection to produce a semantic occupancy prior. The second stage converts this occupancy prior into per-letter regions and reconstructs readable glyph layouts through lightweight geometric processing. The framework generates coherent and creative word-level semantic calligrams directly from text prompts.
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Graphics
WildFab: Multi-Axis 3D Printing from Models in the Wild
Multi-axis 3D printing enables support-free fabrication and improved part quality, but robustly processing real-world geometries remains challenging. Models from design workflows or direct data acquisition often contain solid–shell combinations and non-manifold structures. Handling such models in the wild typically requires time-consuming geometry repair, which may alter the intended geometry. In this work, we present WildFab, a computational framework for multi-axis 3D printing that directly computes spatial toolpath and global collision-free motion from input models. Our pipeline builds on a hybrid query representation that combines a neural unsigned distance field (UDF) with a regularized generalized winding number field (reg-GWN). The UDF supplies differentiable surface-distance and direction queries, while the reg-GWN resolves near-surface ambiguity in the fitted UDF by providing reliable surface localization and a solid-void indicator. Based on this representation, we introduce a high-precision spatial toolpath computation algorithm that iteratively projects points between optimized guidance-field level sets and reg-GWN gradient-magnitude ridges. Subsequently, we develop an efficient and robust coarse-to-fine collision checking scheme for motion planning: UDF-based rejection first identifies potential collisions, while time-varying reg-GWN verification accurately resolves collision pairs for both solid and shell components. We validate WildFab on diverse inputs, demonstrating successful computation from non-manifold parametric surfaces, voxelized topology-optimization results, implicit models, raw scanned point clouds, and non-watertight meshes. The fabrication results highlight our method's ability to advance end-to-end design-to-3DP workflows.
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Graphics · Cross-listed from cs.RO
Unified Motion Retargeting for Humanoids with Learned Point Cloud Correspondence
Humanoid learning increasingly relies on transforming vast and diverse human motion data into high-quality robot reference trajectories. However, retargeting human motion to humanoid robots is challenging due to substantial differences in morphology, degrees of freedom, joint ranges, and kinematic constraints between humans and robots. Existing retargeting methods typically address these differences by defining human-robot correspondence through hand-crafted sparse keypoints or body-part pairs. As a result, retargeting quality depends heavily on manual semantic design, limiting scalability across motion sources and robot morphologies and providing only sparse guidance for reproducing detailed poses and interactions. In this paper, we present Unified Motion Retargeting (UMR), a framework that learns dense point cloud correspondence without requiring manually designed human-robot mappings. By treating exterior point clouds as a unified interface between human motion and humanoid robots, UMR decouples retargeting from source-specific skeletal semantics and robot-specific topology. The learned dense correspondence provides fine-grained geometric anchors for constrained point cloud matching optimization, enabling surface-level pose alignment and direct transfer of interaction contacts. Experiments demonstrate that UMR unifies retargeting across heterogeneous motion sources, robot embodiments, and downstream scenarios ranging from locomotion to interaction, while achieving higher motion fidelity and plausibility than state-of-the-art methods. UMR therefore provides a scalable foundation for transforming large-scale human motion references into robot-ready training data.
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Tuesday 1 September
Graphics
ToCo-Mesh: Topology-Consistent Dynamic Mesh Reconstruction via Adaptive Tessellation and Surface-Aligned 2DGS
Reconstructing dynamic meshes with consistent topology from multi-view temporal images remains a challenge. Existing approaches typically face a dilemma between fine-scale shape recovery and topological stability. Frame-by-frame extraction methods capture fine details but break vertex correspondence, leading to flickering meshes. Conversely, template-based deformation ensures consistency but struggles to adapt its surface resolution during optimization, missing local surface details. To address these limitations, we propose ToCo-Mesh, a dynamic reconstruction framework that maintains topology consistency over time while achieving high-fidelity geometry. Specifically, we introduce a dual-mesh representation, where a canonical template mesh is tightly bound to time-varying coarse guide meshes via barycentric parameterization. While keeping guide meshes fixed to condition the deformation, we perform error-driven split-and-merge on the template mesh to progressively increase reconstruction fidelity. Furthermore, to suppress surface irregularities and achieve photorealistic rendering, we incorporate a Surface-Aligned 2DGS module. By anchoring flattened Gaussians to mesh faces, we utilize their rendered normals to guide inverse geometric fine-tuning. To our knowledge, ToCo-Mesh is the first framework to enable adaptive mesh refinement while maintaining strict topological consistency. Extensive experiments demonstrate that our method achieves SOTA geometric accuracy while maintaining competitive rendering quality.
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Graphics · Cross-listed from cs.AI
Neuro-Symbolic Geometric Abstraction (NeuSOGA): From Observations to Symbolic Mathematical Representations
A fundamental challenge in artificial intelligence is the transformation of observations into explicit symbolic representations suitable for abstraction, interpretation, and reasoning. While modern AI systems achieve remarkable perceptual capabilities through large-scale statistical learning, the resulting knowledge is typically encoded within latent parameters that are difficult to inspect or manipulate analytically. Inspired by Neuro-Symbolic AI and theories of human abstraction, this paper investigates the formation of symbolic mathematical representations from geometric observations. We propose NeuSOGA (Neuro-Symbolic Geometric Abstraction), a framework that progressively transforms observations into topological abstractions, geometric abstractions, and ultimately symbolic mathematical representations. The architecture combines topology-guided structural discovery using Euclidean Distance Transforms, foundation-model perception using Segment Anything, adaptive multi-scale geometric abstraction, and symbolic synthesis through Implicit Area Splines. The resulting representation is an analytical implicit model supporting arbitrary-order smoothness, additive composition, and closed-form evaluation. Unlike neural latent encodings, the generated representation remains interpretable, editable, and mathematically explicit. Experiments on ModelNet40 point clouds, arbitrary-view projections, and segmented optical observations demonstrate that NeuSOGA transforms diverse observations into compact symbolic representations while preserving essential geometric and topological structure across sensing modalities and viewing directions. NeuSOGA provides an interpretable and explainable pathway from observation to symbol and establishes
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Graphics
MeshSplatBench: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering
Triangle- and mesh-based neural rendering seeks to bridge neural representations and graphics engines through triangle primitives compatible with standard rasterization. Yet existing methods were developed and evaluated under inconsistent settings, with few direct comparisons and little evaluation in graphics engines. We introduce MeshSuite, the first benchmark for systematic evaluation of engine deployment and Non-Engine Render in triangle- and mesh-based neural rendering. MeshSuite evaluates two deployment settings: Standard Deployment, using an opaque mesh pipeline with vertex colors and hardware Z-buffering; and Dedicated Deployment, using method-specific engine implementations to preserve appearance and compositing features. For mesh splatting, we also audit exported surfaces for topological and geometric integrity as downstream graphics assets. Our results show that engine deployment reduces image quality in both settings; among evaluated methods, MeshSplatting degrades least under Standard Deployment. Dedicated Deployment preserves most fidelity at roughly 5-33x the runtime of Standard Deployment across two deployment datasets. For mesh splatting, explicit connectivity and shared indexing remain limited: shared vertex indexing alone guarantees neither manifoldness nor global connectivity. These findings show that rasterizability is only part of graphics readiness and underscore the need to assess engine deployment. Project page: https://prinasi.github.io/MeshSuite.
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Graphics · Cross-listed from cs.AI
Figures as Programs: Recursive Generation of Editable Scientific Figures
Scientific methodology figures are essential for communicating complex methods clearly, yet creating them remains labor-intensive and typically requires multiple rounds of refinement. Recent image-generation models can synthesize visually appealing raster figures, but producing a human-satisfactory result in a single generation step remains difficult. Moreover, precise edits to raster figures are challenging for both humans and models. We formulate scientific figure generation as recursive SVG program construction and propose FigTree, a multi-agent system that automatically transforms a scientific paper into a structured vector figure. FigTree grounds figure content in the source paper, decomposes a figure into a hierarchy of local regions, generates each region as a short SVG program, and assembles the resulting fragments. A render-critic refinement loop jointly inspects the rendered figure and its underlying program, enabling visual defects to be traced to specific statements and accurately repaired. We conduct extensive evaluations of FigTree on figure quality and editability, showing that FigTree produces high-quality figures, while also enabling more effective editing than existing raster-based methods.
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Graphics
HyperSketch: Controllable Video Sketching in a Style Hyperspace
Vector sketch animation offers tremendous advantages for multimedia and creative design through concise line expressions and flexible editing. Learning-based generation methods of sketch animation have made significant progress in the last decade, but still suffer from limited style diversity and controllability. This paper presents a controllable video sketching method that automatically converts videos into multi-style vector sketch animations. A continuous style hyperspace is constructed by multi-dimensional sketch styles (fidelity, simplicity, text guidance strength) and the timeline. With this hyperspace, stroke control points are parameterized as 4-variable Bernstein polynomials, ensuring smooth and differentiable style transitions. A multi-task, multi-stage optimization framework is designed to learn stroke hyperparameters accurately and efficiently. We further developed a web-based interactive interface that allows real-time style manipulation via editable curves. Experiments show the style controllability, high-quality, and user-friendliness of our method, which outperforms SOTA methods.
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Graphics · Cross-listed from cs.HC
No Pixel Left Behind: Filling Gaps in Anime Colorization
Animation production workflows often involve digital colorization of line art, where small unpainted regions ("gaps") frequently occur and remain an underexplored challenge. We conducted a formative study in Japanese animation (anime) pipelines and found that while the paint bucket tool is widely used for base coloring, tiny enclosed areas are frequently overlooked, resulting in time-consuming manual detection and filling. We introduce GapFill, a tool grounded in professional practices that reduces the effort of gap detection, zooming, and color selection. Our deep-learning method suggests appropriate fill colors by referencing surrounding regions, leveraging the flat-color nature of anime-style images. In a user study with 13 professional colorists, our system improved performance and usability in gap-filling tasks over conventional methods. The study also suggested that prediction accuracy alone is not the primary factor for usability, that appropriate colors can be contextually ambiguous, and that GapFill can complement existing tools depending on users' trust in new AI-powered assistance.
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Graphics
Inverse Rig Optimization from Line Drawings
Stylized 3D character animation is largely hand-authored, with animators authoring rig parameters one keyframe at a time to find the best pose. Because stylized work reads chiefly through contour lines, drawing contours in the camera view is the most direct and precise way to express artistic intent. This mismatch between the rig controls and the artist's goal forces a laborious trial-and-error workflow, with animators repeatedly manipulating rig controls against the rendered view to match the desired contour. To address this, we propose a method that recovers rig parameters from screen-space contour strokes, enabling effective keyframing from sketches. Given strokes that redraw the current contour, our method optimizes the high-level rig parameters defined in the DCC tool. The key is to use a pre-trained MLP rig surrogate that provides a differentiable map from rig parameters to mesh vertices, replacing the original black-box rig within the optimization process. We match user-drawn lines to mesh contour lines and backpropagate the resulting screen-space error through the surrogate to update the rig parameters. Our results demonstrate that the method works for diverse characters and practical scenarios.
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Graphics
Inverse Rendering for Modeling with Line Primitives
Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.
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Monday 31 August
Graphics · Cross-listed from cs.CL
ViCo: Visual-oriented Coding with Self-Reflection for Chart Replication
This paper addresses the challenge of generating high-quality academic charts that match the visual standards of human-authored papers. While existing AI agents can produce well-structured text and code, their generated visualizations often lack the stylistic and semantic fidelity of human designs. Advanced coding agents that employ self-reflection mechanisms exhibit poor visual reasoning and limited reflection following, resulting in sparse reward signals that severely undermine their reinforcement learning (RL). We propose ViCo, a training framework for visual-oriented coding that employs iterative reflections to align generated chart images progressively with the reference. We first introduce a self-supervised warm-up stage, which augments Monte Carlo Tree Search with consistency-based pruning to synthesize high-quality reflection trajectories, ensuring that each coding step strictly follows the outcomes of prior reflections. A multi-step RL algorithm is then developed, using counterfactual baselines to estimate advantage for reflection and action steps within each refinement cycle, thereby addressing the reward sparsity. To enable efficient reward in massive training, we propose an automatic, multifaceted evaluation framework that assesses charts' style, layout, and semantic consistency via a hierarchical heterogeneous layout graph structure. Experiments on three public benchmarks demonstrate that ViCo, trained on an 8B model, achieves performance close to proprietary LLMs with adequate reflection capabilities.
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Graphics · Cross-listed from cs.CV
FoldingAgent: Inferring Parametric Origami Procedures from Demonstration Videos
We present FoldingAgent, an agentic framework for inferring explicit parametric folding programs directly from origami demonstration videos. Our framework leverages the reasoning power of a pre-trained Vision-Language Model (VLM) equipped with a suite of specialized tools that enable the agent to simulate geometric transitions, verify physical plausibility, retrieve and compare visual content, and evaluate its own predictions. To translate visual content into folding programs, we define a parametric space that consists of the paper's geometry and a set of parametric folding actions. Unlike models that predict static crease patterns, our agent operates sequentially and possesses the ability to re-plan its actions, effectively mitigating the compounding errors inherent in multi-step folding. Our approach takes a step toward closing the gap between human origami knowledge, which is primarily shared through unstructured visual demonstrations, and computational methods, which typically rely on structured, parametric representations such as a crease pattern or an executable parametric plan. We evaluate our approach on PurelandFold, a newly curated benchmark of diverse Pureland origami videos with ground-truth geometry and action labels. Our results demonstrate that by combining VLM reasoning with a set of specialized tools and physical simulation, we can successfully transform unstructured visual demonstrations into executable, physically plausible folding procedures.
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Graphics
Domain-Varying 2D Green' s Functions for Cage-based Deformation
In this work, we propose a novel theoretical view of cage-based deformation based on domain-varying Green' s functions and treat this domain as a new control space for the deformation effects. Harmonic Coordinates (HC) and Green Coordinates (GC) are classic methods in cage-based deformation and serve as the theoretical foundation for shape editing in a range of practical deformation tools. Our method revisits these two classical approaches. Specifically, we propose a framework based on Green' s functions across diverse domains (independent of the cage-enclosed domain) to unify these two techniques. To our knowledge, this represents the first such attempt in nearly two decades. Based on this perspective, we propose a novel cage-based deformation technique that introduces a new control space and utilizes domain-varying Green' s functions to yield varying deformation effects. Our method also establishes a continuous transition of effects from HC to GC as the Green' s function domain $\Theta$ expands from the cage region $\Omega$ to the entire $\mathbb{R}^2$. We call our method Domain-Varying Green Coordinates (DVGC). When $\Theta$ is a disk or a rectangle, the Green' s function possesses analytic or semi-analytic expressions, respectively, enabling the DVGC to be computed without finite element discretization. Furthermore, when $\Theta$ is a disk, the DVGC admit a closed-form expression for 2D simplicial cages, thereby eliminating the need for numerical integration. Experiments demonstrate that our method provides a novel control space ranging from more consistent with the cage to more shape-preserving, generating diverse deformation effects by varying the Green' s function domains.
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Graphics · Cross-listed from cs.CV
Proximity3D: Shape from Capacitive Proximity on Sensing Manifold
Most shape reconstruction methods assume measurements defined over planar sensing domains, such as RGB images or depth maps. In this paper, we use a curved capacitive textile as a shape sensor, treating its surface as a non-planar sensing manifold. Each scan is represented as a capacitive proximity field on this manifold, induced by the interaction between the curved electrode layout and nearby object geometry. We introduce a multi-view feedforward reconstruction model that aggregates these fields across known sensor views and recovers the observed object shape. Simulated and physical experiments demonstrate robust reconstruction from capacitive proximity signals acquired on curved sensing surfaces, pointing toward a new route to robotic near-field geometric awareness via embodied sensing.