Peer Revenue Publish or profit

Papers

Fresh from arXiv, typeset properly. Highlighted words trade on the market.

Computer Science Graphics

cs.GR Watch Graphics (sign in to use)

Thursday 10 September

Graphics · Cross-listed from cs.CV

Learning Interaction between Image and Layout Priors for Joint Image-Layout Generation in Design Templates

In this paper, we address the problem of graphic design template creation, which generates a background image and a layout of foreground elements over the background to form a harmonious composition from an input text. Prior work on graphic design generation mostly adopts a sequential paradigm, where design elements are generated sequentially. We argue that such a sequential scheme falls short of faithfully capturing the dependency between the background and layout (and thus the joint image-layout distribution), which limits the quality of generated design templates. To overcome this limitation, we propose a model, InterIL, which jointly generates the two modalities, background image and layout, in a single generative process. The novel design of our joint model connects the backbones of pretrained image and layout diffusion models with a learnable communication module to explicitly model bidirectional image-layout interaction. During training, the image and layout backbones are frozen to maintain and leverage the vast pretrained single-modality prior knowledge, while only the communication module is updated, so that the model can focus on learning image-layout interaction and thereby better capture the joint image-layout distribution for improved composition harmony. Our model has no design-specific inductive bias, which allows it to better preserve the original characteristics of realistic designs. We further introduce a test-time guidance strategy to enable users to impose their specific preferences on generated results. Our experiments show that, compared with prior approaches, our model can generate significantly better results in terms of image, layout and image-layout harmonization, producing outputs closer to real samples. We also demonstrate the flexibility of our model in enforcing user preferences at inference without retraining.
Read the full abstract

Graphics

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that augments each 2D Gaussian primitive with a quadratic phase profile controlled by a learnable curvature parameter. Against the planar Gaussian baseline, CVQPG improves the average PSNR of holographic reconstructions by 0.19 dB (RGB) and 0.33 dB (grayscale) at equal primitive counts, and by 0.05 dB (RGB) and 0.08 dB (grayscale) at equal parameter counts, where it still leads in all visual quality metrics. Our frequency-domain analysis shows that CVQPG better preserves the mid-to-high frequency band of natural images, where the reconstruction MSE drops by up to 11% (RGB) and 22% (grayscale), indicating that modulating primitive wavefronts is an effective and lightweight enhancement.
Read the full abstract

All authors Haolong Wang, Yicheng Zhan, Kaan Akşit, Simeng Qiu

Graphics

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.
Read the full abstract

Graphics · Cross-listed from cs.RO

GeoTrussRover: Morphological Computation with Contact-Semantic Control Primitives

Reconfigurable robots can change their contact geometry when a fixed body cannot negotiate an obstacle. A variable-geometry truss (VGT) distributes this shape change through a load-bearing structure, but coupling it to a mobile base creates a high-dimensional coordination problem. GeoTrussRover combines an electrically actuated VGT, a wheeled base, and contact-semantic morphology planning and control. We solve one source traversal and extract four contact-semantic primitives that describe coordination among 21 members. Physics-constrained projection adapts them to unseen step heights with the same contact topology. When every phase remains feasible, adaptation does not recompute the complete motion. If one phase violates the new physical constraints, only that phase is recomputed. A full-space QP then tracks the adapted motion and corrects member and wheel errors. For transfer from 0.10m to 0.075m, the method reduces objective-function evaluations by 63.7% relative to full recomputation. Contact-phase feasibility analysis covers step heights from 0.10 to 0.46m, or 1.08 to 4.97 wheel radii, with the upper value near the theoretical feasible boundary. The electric prototype traverses 2.11 wheel radii. The resulting low-dimensional representation stores task coordination in a hyper-redundant, load-bearing morphology and reuses it during locomotion.
Read the full abstract

All authors Muyuan Ma, Yi Zhang, Yang Yang, Xuanyan Zheng, Ruiqi Hu, Boxuan Ke, Zhenyu Chen, Yicong Lin, Xin Hao Yang, Daliang Xiao, Zhinan Hou, Wanhao Niu, Yuan Sun, Yan Yang, Yue Xie

Graphics

Learning Realistic Athletic Sprinting Without Demonstrations

We present a muscle-driven simulation system for generating biomechanically accurate motion for high-speed athletic locomotion tasks that does not require motion demonstrations. Our approach integrates state-of-the-art biomechanical athlete models into a new, high-performance GPU simulator capable of running at 1000x real-time. High-throughput simulation enables large-batch reinforcement learning to train control policies that operate directly in the model's high-dimensional muscle excitation space, and are guided only by task-specific episode termination conditions and a reward that encourages maximizing speed while reducing forces needed to respect joint limits. These policies train within a few hours on a single GPU and generate "near visually realistic" motions for complete athletic activities such as a full 100-meter sprint or performing popular athletic locomotion drills like side-shuffling, backpedaling, and carioca. The generated sprinting motions also exhibit strong agreement with experimental data captured from sprinters.
Read the full abstract

All authors William Wang, Nicholas Bianco, Guy Tevet, Jennifer Hicks, C. Karen Liu, Scott Delp, Kayvon Fatahalian

Graphics

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.
Read the full abstract

All authors Chaelin Kim, Seokhyeon Hong, Kwan Yun, Soojin Choi, Inseo Jang, Junyong Noh

Wednesday 9 September

Graphics · Cross-listed from cs.HC

MOONWALK: Mediating Operations with Intent-Evidence-Action Alignment Across Junior-Supervisor Review Workflows in Animation/VFX Pre-Production

Animation and VFX pre-production review requires teams to translate loosely specified creative intent–briefs, evolving specifications, heterogeneous references, and verbal decisions–into revisions that junior artists can execute without repeated clarification. In practice, criteria drift across iterations, review judgments lose their evidential basis, and the reasoning behind a request rarely survives the senior-junior handoff. We contribute a design framework for intent-evidence-action alignment: intent is articulated into a shared project record, judgments are anchored to grounded evidence, and authorized decisions are converted into clear revision tasks tied directly to reference notes. We instantiate this framework in MOONWALK, a professional pre-production review system comprising a shared intent record, reference/specification anchoring, structured work-in-progress comparison, and supervisor-authorized action planning. In this workflow, AI handles administrative coordination–flagging missing context and organizing notes–while artists retain full creative direction. An in-studio study with professional practitioners compares MOONWALK with a chat-only (chatbot) interface using matched production materials, while participants' existing workflows provide a retrospective ecological baseline. Results indicate stronger intent alignment, decision traceability, and checklist executability, while also showing that aesthetic authority and final prioritization must remain with practitioners. The evaluation establishes the value of the integrated structured workflow over unstructured conversational AI chatbot. Code: https://github.com/Akinesia112/Moonwalk/tree/english-version
Read the full abstract

All authors Shih-Yu Lai, Wen-Fan Wang, Sai Ling, Shaune Jan, Bing-Yu Chen, Xiang Anthony Chen

Graphics · Cross-listed from cs.CV

SceneHI: High-Resolution 3D-Consistent Scene Texturing with Controllable Illumination

SceneHI is a framework that lifts high-resolution, illumination-aware priors from 2D diffusion models to perform 3D texture synthesis. It is the first to demonstrate that high-resolution textures, previously limited to 2D synthesis, can be generated directly on 3D objects without model fine-tuning or optimization. Designed for complex, multi-object environments, SceneHI uniquely combines 3D-consistency, high-resolution fidelity, and physically plausible baked shadows within a single generative pipeline. To enforce strict geometric coherence, we introduce an exact analytical pixel-to-texel mapping that aligns diffusion trajectories across multiple viewpoints. We utilize High-Resolution Latent Textures (HRLTs) as a persistent canvas for gradually denoised textures, while camera views perform the denoising steps in latent pixel space. This ensures a shared base texture that can be subsequently refined to high resolution without compromising multi-view consistency. Finally, a light-aware generative pass embeds realistic geometry-consistent shadows directly into the atlases, bridging the gap to production workflows. SceneHI achieves high visual fidelity while reducing generation time by 80% compared to existing scene-level methods.
Read the full abstract

All authors Athanasios Tragakis, Marco Aversa, Daniela Ivanova, Chaitanya Kaul, Roderick Murray-Smith, Daniele Faccio, Paul Henderson

Graphics

Semi-Implicit Pairwise Descent for Nonlocal Continuum Mechanics

We propose Semi-Implicit Pairwise Descent (SIPD), a unified nonlocal pairwise framework for simulating large-scale hyperelastic materials involving complex contact and friction. By reformulating the Finite Element Method (FEM) equations of motion into a pairwise force representation from a nonlocal perspective, our approach avoids costly Hessian computations, leading to a reduction in per-iteration computational overhead. Furthermore, we propose an analytical projection strategy for projecting our Hessian-free coefficient matrices to positive semi-definiteness. And we treat contact and friction as a unified anisotropic elastic energy, allowing for a seamless integration into the elastic solver framework. We mathematically prove that our method is unconditionally stable and numerically convergent.Experimental results demonstrate that SIPD achieves real-time performance for million-scale simulations even under intricate contact and friction conditions.
Read the full abstract

All authors Xukun Luo, Xiao Cheng, Yuzhong Guo, Ying Qiao, Wencheng Wang, Xiaowei He

Graphics

RealSimLoop: Online Real-to-Sim Adaptation via Differentiable Reduced-Order Simulation with Vision Feedback

Real-world observations of deformable objects are often sparse or surface-level, while downstream tasks require hidden physical quantities such as internal deformation, stress fields, and interaction forces. Physics-based simulation can recover these quantities, but online real-to-sim adaptation remains challenging due to costly full-space optimization, limited feedback, and time-varying material properties. To address these challenges, we propose RealSimLoop, a differentiable framework for online real-to-sim adaptation using vision data as physical feedback. Our approach achieves quasi-real-time performance by executing differentiable simulation within a reduced-order neural subspace, drastically accelerating the optimization loop. We couple this efficient dynamics model with differentiable rendering, enabling direct gradient backpropagation that leverages high-fidelity pixel data to refine physical parameters such as material stiffness. Furthermore, by employing a sliding-window objective function, RealSimLoop enables robust online adaptation, allowing the system to track time-varying material properties and effectively bridge the real-to-sim gap arising from model reduction or unmodeled dynamics. Extensive experiments demonstrate that our method outperforms conventional offline methods, and we validate the framework's versatility in downstream applications, including external force prediction and 3D stress field reconstruction with novel view synthesis.
Read the full abstract

All authors Zhihao Cen, Chuhua Xian, Hailin Sun, Yuliang Liufu, Zhen Zhang, Xiangyu Chu, Hongmin Cai, Yunbo Zhang, Guoxin Fang

Graphics

InstantMimic: A High Performance System for Learning Physics-based Skills in Seconds

Physics-based character control is a long-standing challenge in computer graphics and robotics, requiring policies that satisfy complex dynamics while producing realistic motion. Recent Deep RL approaches, particularly imitation learning methods such as DeepMimic, have had broad impact beyond animation, influencing robotics by enabling agile and expressive behaviors. While these approaches achieve impressive results, they remain computationally inefficient to train in practice. Despite GPU-accelerated simulation, we find that end-to-end pipelines often underutilize hardware due to overheads outside the physics solver, caused by fragmented GPU kernels and CPU memory access in the critical path. We present InstantMimic, a system that addresses these inefficiencies by making the entire training loop GPU-native. Built on a GPU-native physics backend, our unified pipeline integrates simulation, environment computation, policy inference, and policy updates within a single execution flow. As a result, InstantMimic reduces training time for diverse physics-based skills to a few seconds and makes LLM-agent-driven hyperparameter search practical.
Read the full abstract

Tuesday 8 September

Graphics · Cross-listed from cs.RO

Ostrich: Taking Large Strides Through Stiff Contact in Differentiable Dynamics

Three properties determine whether a differentiable simulator can drive gradient-based optimization through contact: simulation accuracy, gradient reliability, and per-iteration cost. Tape-based engines such as MJX and Newton Semi-Implicit require timesteps small enough to keep contacts numerically tractable, and their backpropagation memory grows linearly with the number of timesteps T. Surrogate models bound memory by approximating contact away, but the resulting gradients lose the geometry the optimization depends on. We present Ostrich, a GPU-accelerated rigid-body simulator that resolves hard contacts and friction with non-smooth Newton iteration at large timesteps (h ~ 0.1 s), and differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to compute the adjoint at O(1) memory per timestep. On real-robot trajectories over a pallet obstacle, Ostrich holds MuJoCo's sim-to-real accuracy up to a 50x larger timestep. Its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls; a warm iteration runs 211x faster than MJX's and 4.7x faster than Semi-Implicit's. On the same scene Ostrich differentiates 8,192 parallel worlds on a single 24 GB GPU, sustaining 29x checkpointed MJX's optimization throughput; without checkpointing both baselines exhaust memory at far fewer worlds. We close with a gradient-based trajectory optimization demonstration over triangle-mesh terrain across a 10 s horizon, a setting where prior engines either restrict to primitive geometry or face the convergence and memory limits shown above.
Read the full abstract

Graphics

TBR: Transport-Based Rendering with Deposition Strokes for Inverse Graphics

We present a stroke design in which strokes are transport-coupled: each stroke deposits material of its own area and moves every earlier mark without changing its area, so later strokes deform earlier ones. We then solve the inverse problem under this design: given a target image, we optimise an ordered program of such strokes whose replay approximates it, with digital marbling as the motivating medium. The stroke is a capsule that continuously joins circular drops to drawn deposits; its transport is exactly area-preserving, with a closed-form inverse outside the deposit, and a variant with the same inverse differs from line-source potential flow by 8% of the mean displacement. A replay adjoint regenerates intermediate states instead of storing them and uses 8.7x less memory than checkpointed automatic differentiation; a fused implementation fits a 2000-stroke program at 1024x1024 in about four minutes on one GPU. On five marbled sheets the recovered programs are level with a published stroke-based fitter as rasters, replay across a fourfold resolution range, and support edits in program order and palette space that stay valid under transport.
Read the full abstract

Graphics

Neural Centroidal Voronoi Tessellations

Centroidal Voronoi tessellation (CVT) is a fundamental primitive for high-quality surface sampling and isotropic remeshing in computer graphics. However, computing surface CVTs with classical solvers remains expensive: each optimization step repeatedly constructs restricted Voronoi diagrams (RVDs) and integrates quantities over their surface cells. We introduce Neural CVT, a learning-based surface-CVT solver that replaces these costly geometric computations with a recurrent neural optimizer, accelerating CVT optimization by one to two orders of magnitude in our benchmarks while preserving geometric fidelity. Given an input surface, we sample a dense point cloud and extract multi-scale geometric descriptors with a graph neural encoder. A lightweight recurrent optimizer then refines seed positions over a small number of iterations, aggregating interpolated surface features and optimization history to predict per-seed displacements. The framework is trained self-supervised using CVT objectives that promote uniform distributions and, when desired, feature alignment. Across diverse organic and CAD-like shapes, Neural CVT generalizes to unseen geometry, initialization strategies, and seed densities, producing isotropic, feature-preserving remeshes comparable to state-of-the-art offline optimization methods at a fraction of the computational cost. Code and trained models will be released.
Read the full abstract

All authors Jiacheng Xu, Bo Pang, Rui Xu, Xiaocheng Zhang, Yang Liu, Fei Zhu, Guoping Wang, Peng-Shuai Wang

Graphics · Cross-listed from cs.LG

Geodesic-informed Generative Diffusion Model For Topology-preserved Image Video Generation

Generative diffusion models have emerged as a class of powerful techniques for various imaging applications, including but not limited to synthesis, reconstruction, and segmentation. Despite their success, current generative models pose two key limitations. First, they primarily rely on image intensity and texture information, with limited attention to underlying object geometry. As a result, they do not guarantee geometric or topological consistency during the generation process, which is a crucial requirement for high-stakes domains such as computational anatomy, biology, and robotics, where preserving object structure is critical. Second, existing models fail to explicitly learn or represent shape changes in the generative process. Such deformation dynamics remain occluded within network parameters; hence leaving the transformation process uninterpretable and physically uninformed. To address these challenges, we introduce IGG (Image Generation informed by Geodesic dynamics), a novel framework that integrates topology-preserving geodesic principles into the diffusion-based generative process. In contrast to conventional methods that operate in image intensity space, IGG learns and synthesizes diverse samples within geodesic deformation spaces, where geometric object changes are learned as smooth and invertible smooth mappings from a given template/source image. Our code is publicly available at https://github.com/nellie689/IGG.
Read the full abstract

All authors Nian Wu, Nivetha Jayakumar, Jiarui Xing, Miaomiao Zhang

Monday 7 September

Graphics · Cross-listed from cs.CV

Frame-Synchronous Hand Gesture Detection by Projected Winding Order

Gesture recognition on video is normally posed as classification: label each frame, then act on the label. That is adequate for control, where a command may be obeyed several frames late without a user noticing, and inadequate for synchronisation, where an output must be aligned to the frame on which the gesture physically occurred. We take the synchronisation problem for one common movement, the rotation of an open hand about its long axis, and show that it admits an exact solution needing no classifier, no training data and no calibration. Let s be the normalised two-dimensional cross product of the two palm edges at the wrist and the outer knuckles, under the projection the camera already performs. We prove that s factorises as k(theta)cos(theta) with |k| > 0 everywhere, so s vanishes exactly when the palm is edge-on and its sign tracks the face presented to the camera. Detection is therefore a zero crossing of one scalar, which yields an instant rather than an interval, and we prove the criterion invariant to image mirroring, hand scale and handedness, all from its algebraic form rather than from the landmark estimator. A two-handed interaction uses four fingertips as a window onto a restyled version of the same scene. We give a coverage predicate that stays correct when the hands cross, where the usual triangulation does not, and derive each free parameter of the three stylisation operators from a noise statistic rather than by inspection. Against a corpus with exact ground truth the criterion detects 95% of flips with no false positive in 240 near-miss sequences, and places each within 6.7 ms on average of the instant it occurred, a sixth of the interval at which the hand is observed, against 23.0 ms for reporting the bracketing sample. Reporting an event more finely than one samples follows from treating a gesture as the zero of a continuous quantity rather than a label.
Read the full abstract

2609.13269 · 7 Sep · 17 pages, 3 figures, 2 tables. Implementation, evaluation and figure-generating code: https://github.com/Amey-Thakur/GESTURE-FX. Live deployment: https://amey-thakur.github.io/GESTURE-FX/. The evaluation runs in a browser against the shipped modules, so every figure can be reproduced by opening a page

Graphics · Cross-listed from cs.CV

Flexible Motion Generation from Language and Style References

We introduce FlexMoGen, a novel framework for flexible human motion synthesis conditioned on both natural language descriptions and motion style references. Text prompts are effective at defining semantic content, but they are often limited in capturing fine-grained style details such as timing, limb articulation, and expressive dynamics. A style example clip supplements the text by conveying these nuanced motion characteristics directly, enabling the model to preserve high-level intent while reproducing the desired stylistic traits. Given a text prompt and a style example clip, FlexMoGen generates high-quality motions that preserve semantic content while faithfully reflecting the target style, offering users greater control over the animation generation process. Unlike prior methods that rely on discrete style labels and do not generalize to long or multi-style generation, FlexMoGen learns a variational style encoder without style supervision and supports long, time-varying, multi-style synthesis. Our framework jointly pre-trains the style encoder and a text-to-motion latent diffusion model within a unified architecture, modulating motion style through a lightweight adaptation module. It integrates an efficient relative positional encoding scheme and is trained on both stylized and non-stylized datasets, enabling strong generalization to unseen text-style combinations. Experiments show that FlexMoGen achieves the best balance between content fidelity and style reflection.
Read the full abstract

All authors Kai Weixian Lan, Bodie Criswell, Briana Fedkiw, Zhan Zhang, Joseph Teran, Daniel Holden

Graphics · Cross-listed from cs.CV

Heat Kernel Textures: the Geodesic Gaussians That Do Not Splat

3D Gaussian Splatting has recently revolutionised novel view synthesis as well as many other 3D vision methods and applications. Drawing inspiration from this representation, we now rethink textures to overcome the main issues of UV mapping while considerably lowering their memory footprint. Heat Kernel Textures (HKTex) eliminate UV unwrapping as well as their persistent issues of wasted UV space, seams, distortions, vertex-duplication, and varying resolution. Grounded in discrete Riemannian geometry and intrinsically defined on any manifold surface discretised as a triangular mesh, HKTex uses anisotropic heat kernels as geodesic equivalents to Gaussians. Like our kernels, also the optimisation of their position and the adaptive densification strategies were redefined to operate on the surface of the object to be textureised. Our novel representation is also fully integrated with a physically based renderer and can be optimised either from existing textures or multi-view images. Our project page and code are available at circle-group.github.io/research/HeatKernelTextures.
Read the full abstract

All authors Simone Foti, Caner Korkmaz, Stefanos Zafeiriou, Tolga Birdal

Graphics · Cross-listed from cs.CV

RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting

Image relighting is traditionally tackled via complex inverse rendering pipelines, which suffer from ill-posed optimization, or single-image generative models that ignore crucial multi-view cues necessary for understanding 3D geometry and material interactions. To address these limitations, we introduce a feed-forward generative Transformer for direct single- and multi-view image relighting that entirely bypasses explicit intrinsic property estimation. Adapted from a video foundation model, our architecture features a latent illumination module that dynamically injects target environment maps into spatial features via cross-attention. Furthermore, we employ permutation-invariant positional encodings to symmetrically process unordered multi-view inputs without sequential bias. To train this robust data-driven model, we construct the massive Laval Objaverse Dataset (LOD), comprising 90K objects and 39K unique illuminations. Extensive experiments demonstrate state-of-the-art visual quality, photorealistic relighting quality, and strong zero-shot generalization across single-view, multi-view, and novel-view relighting tasks.
Read the full abstract

All authors Hejun Wang, Jinxi Li, Junwei Jiang, Shiwei Mao, Hu Cheng, Shouwang Huang, Bo Yang

Graphics

CT2Yarn: Yarn-Level Reconstruction of Crochet from Computed Tomography

We introduce CT2Yarn, a human-in-the-loop framework for recovering a single continuous yarn path from micro-computed tomography (micro-CT) scans of real crochet objects. Crochet is a craft that creates complex three-dimensional shapes by interlocking loops formed from a single yarn. Recovering the underlying yarn path from external observations is challenging because of severe self-occlusion. While micro-CT reveals the full internal structure of a crochet object, the volumetric scan alone does not explicitly encode how the yarn traverses the object. This challenge stems from the hierarchical structure of yarn: a yarn consists of multiple twisted plies, and each ply itself consists of twisted fibers. Consequently, local fiber orientations observed in micro-CT scans are not aligned with the overall yarn direction. To recover yarn-level orientations from ply-level fiber orientations, we first estimate local fiber directions using Gabor filtering and convert the volume into an oriented point cloud. We then introduce an anisotropic mean-shift procedure that aggregates local fiber orientations within a neighborhood of the yarn radius into yarn-level orientation estimates. Combined with an automatic topology skeletonization strategy, our method extracts yarn-path fragments. Subsequent fragment linking, junction cleaning, and loop detection merge these trees into a small number of long curves. Where the automatic reconstruction remains ambiguous, a sketch-based user interface enables users to interactively complete the single continuous yarn path. The recovered yarn path enables downstream applications including physically based simulation, ply-level rendering, and stitch-pattern extraction.
Read the full abstract

Graphics · Cross-listed from cs.CV

Sub-Pixel Affine Registration of Space Debris Images via the Radon Point Spread Function

Inter-frame affine misalignment caused by platform jitter and attitude adjustments poses a fundamental challenge for multi-frame analysis of point targets in optical surveillance. Conventional registration methods rely on spatial intensity correlations or distinctive image features, both of which are largely absent in low-signal-to-noise-ratio point target imagery. We introduce the Radon Point Spread Function (RPSF) to characterize point targets in the Radon-transformed domain, and derive a closed-form framework that jointly estimates inter-frame translation and rotation from as few as four scalar RPSF samples per frame pair. The method requires no iterative optimization, feature extraction or interpolation, which is suitable for resource-constrained onboard processing. Simulation results confirm sub-pixel translation accuracy and a mean rotation error of 0.2556{\deg} at 1{\deg} Radon angular resolution. Validation on five real space debris datasets including both ground-based and in-orbit observations yields a mean calibration error below 0.5 pixels, substantially exceeding the precision required for reliable multi-frame processing.
Read the full abstract

All authors Shenshen Luan, Miaomiao Tian, Shuai Jiang, Yan Yang, Shuguo Xie, Zezhou Sun

Sunday 6 September

Graphics · Cross-listed from math.HO

Illustrating Hyperbolic Surfaces with Mesh Embeddings

Hyperbolic geometry exhibits geometric phenomena, such as fast area growth, that are difficult to visualize faithfully in Euclidean space, and which standard models like the Poincaré disk can obscure. To bring hyperbolic geometry to life, we embed hyperbolic surfaces in Euclidean space by discretizing the surfaces into meshes, and minimizing a distortion energy so that the edge lengths in the embeddings match those in the hyperbolic plane. The resulting surfaces buckle and ruffle to accommodate the extra area, making visible what flat models hide. We present exemplary illustrations, such as embedded disks, equidistant strips, diverging geodesics, and also artistic organic-like renders. We discuss our use of these models, as renders and 3D prints, in research talks, public engagement, outreach, and education.
Read the full abstract

All authors Fabian Lander, Erik Löffelholtz, Diaaeldin Taha, Steve Trettel, Anna Wienhard

Graphics · Cross-listed from cs.CV

ADELE - Adaptive Delaunay Grids for High-Fidelity Mesh-Native Reconstruction

Meshes remain the most practical representation for geometry reasoning and integration into graphics pipelines, yet existing reconstruction methods struggle to produce high-quality meshes. Most state-of-the-art approaches initially learn an intermediate representation (NeRF/3DGS) and treat mesh extraction as a post-processing step, which often leads to oversmoothed surfaces or poor quality meshes with excessive triangle counts.Existing mesh-native optimization methods alleviate some of these issues but suffer from fixed-resolution discretizations and unstable optimization behavior. In this paper, we introduce an adaptive mesh-based optimization framework and a practical mesh rendering technique to address these challenges. Our representation combines an optimizable Delaunay-triangulated tetrahedral grid with a multi-resolution hash grid. The former is refined through point pruning and insertion, while the latter provides latent features for SDF/appearance value predictions. We use volumetric rendering to bootstrap a coarse geometry while leveraging mesh-based rendering for recovering fine-grained details. Additionally, we propose a differentiable, rasterization-based depth-offset rendering formulation, reducing geometric artifacts and improving reconstruction quality. Our method significantly outperforms existing mesh optimization approaches across a variety of object-centric benchmarks while being competitive with state-of-the-art NeRF/3DGS methods.
Read the full abstract

All authors Johannes Weidenfeller, Shaofei Wang, Philipp Fürnstahl, Siyu Tang

Graphics · Cross-listed from cs.RO

Unifying Physics-Based Humanoid Interaction with a Context-Conditioned Interaction Prior

Developing unified physics-based humanoid controllers that can navigate complex 3D scenes and manipulate objects remains a longstanding challenge. Existing approaches are often specialized for either locomotion or object-centric manipulation, or rely on task-specific reward engineering that does not scale well across diverse behaviors. We present CHIP, a unified, physics-grounded framework for learning reusable humanoid interaction skills from heterogeneous motion data. Central to our approach is a conditional interaction prior that models a context-dependent distribution over these skills within a shared discrete space. Our method is trained in three stages. We first learn physics-based motion-imitation policies that acquire grounded teacher behaviors from heterogeneous interaction data. We then distill these behaviors into a context-conditioned interaction prior that captures reusable motion structure across locomotion and manipulation. Finally, we initialize downstream task policies from the pretrained prior and adapt them through prior-regularized online RL post-training. Experiments on a diverse suite of humanoid interaction tasks show that our approach supports scene-aware locomotion, contact-rich object manipulation, and compositional behaviors such as environment-aware object transport and long-horizon skill sequencing, while producing smooth transitions and physically plausible motion.
Read the full abstract

Graphics

Skinned Motion Retargeting via Artifact-driven Kinematic Prior Refinement

Motion retargeting aims to transfer a source motion to target characters with different skeletal structures, proportions, and body shapes. Although recent neural retargeting methods have improved flexibility across diverse skeletons, target-side geometric artifacts such as self-penetration remain difficult to resolve. Specifically, existing geometry-aware approaches often rely on fixed skeleton templates or implicit geometry-conditioned prediction, requiring a single network to account for target geometry deformation, detect target-side artifacts, and predict the corresponding correction from target geometry alone, which limits their ability to generalize across diverse skeleton structures and body shapes. In this paper, we present a geometry-aware motion retargeting framework that explicitly connects artifacts observed in the posed character geometry to motion refinement while preserving the flexibility of skeleton-agnostic neural retargeting. Our method first learns a motion embedding shared across different skeletons using a transformer-based retargeting autoencoder that transfers motion across arbitrary source–target skeleton pairs. Building on this kinematic motion prior, we introduce an artifact-driven refinement module that observes self-penetration on the posed target mesh and converts it into a corrective cue through a motion-to-vertex Jacobian. We further condition motion decoding on target geometry using skinning weight-based joint-aligned geometry features derived from the rest pose mesh. This design combines explicit target-side artifact reasoning with flexible geometry-aware decoding in a unified framework. Experiments on both fixed and arbitrary skeleton structure settings show that our method improves kinematic retargeting accuracy and reduces geometric artifacts, producing plausible motions across seen and unseen target characters.
Read the full abstract

All authors Seokhyeon Hong, Chaelin Kim, Inseo Jang, Soojin Choi, Junyong Noh

Graphics · Cross-listed from cs.CV

PLSR: Progressive and Localized Super-Resolution of 3D Objects via Localized Latent Voxel Diffusion

High-resolution 3D asset generation is vital in various 3D applications. Existing state-of-the-art diffusion-based models remain constrained by fixed resolutions, limiting their ability to produce details. In this paper, we tackle the challenge of generating more detailed, higher-resolution 3D objects by introducing a 3D super-resolution (SR) framework built on existing 3D generative foundation models. To this end, we design PLSR, a progressive and localized super-resolution solution to achieve this goal effectively and memory efficiently. Technically, given a coarse geometry from a pretrained 3D generator, we decompose the global SR task into localized sub-tasks via an associative input decomposition scheme, adapt a flow-based 3D generator into a localized super-resolution model through low-cost finetuning, and unify them in an iterative patch-wise denoising pipeline for seamless high-resolution output. Experiments on challenging objects show that our approach is able to generate 3D details with new strong fine-detail fidelity while significantly reducing the computational cost, offering a new and practical solution for high-resolution 3D asset generation.
Read the full abstract

All authors Yuxin Liu, Minshan Xie, Jiawen Liang, Runsong Zhu, Chi-Wing Fu, Tien-Tsin Wong

Saturday 5 September

Graphics

RBF Your SDF: Radial Basis Function Interpolation of Signed Distance Fields with Implied Tangent Points

Signed distance fields (SDFs) are a popular implicit representation of geometry. Converting a discrete set of SDF samples into an explicit surface is a fundamental problem in geometry processing. Traditional reconstruction methods such as marching cubes and dual contouring ignore the geometric information carried by samples far from the surface. Recently, Sellán et al.[2023] and several follow-up works leveraged the tangent-sphere structure of SDFs; every sample implies a point on a sphere tangent to the surface. However, these approaches extract the zero-level set via surface reconstruction, which considers only points and normals on the surface and ignores the remaining samples. We propose an approach that marries the tangent-sphere observation with radial basis function interpolation of all data, the implied surface points and the original data. By detecting spheres with extremely constrained tangent points, a configuration geometrically forced at sharp surface features, we identify and preserve surface corners that surface reconstruction-based methods systematically round. A partition-of-unity decomposition allows our method to scale efficiently to large grid resolutions. Our reconstructions improve both Chamfer and Hausdorff accuracy at every tested resolution.
Read the full abstract

Graphics · Cross-listed from cs.AR

From Splats to Silicon: Rethinking Computational Efficiency of 3DGS

3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies substantially across scenes, viewpoints, rendering paths, and platform constraints. Existing studies pursue efficiency through representation and algorithm design, GPU runtime optimization, and architectural support, but their reported gains correspond to different points along the rendering and update paths. Connecting these indicators to end-to-end system benefit requires tracing how each optimization changes Gaussian selection, screen-space work, data movement, and stage or frame time. We therefore use a workload-centric framework to connect representation and algorithm research, GPU runtimes, and hardware architectures and to identify recurring workload patterns. We complement literature analysis with reproduced measurements and controlled GPU profiling of selected implementations, relating workload counts to stage time and memory traffic. Together, these comparisons show that system gains depend on workload reductions reaching downstream execution, granularity matching each stage, and the cost of data transfers, synchronization, and cached results, gradients, and optimizer data. Building on these findings, we discuss more consistent evaluation under rendering-quality constraints and identify key directions for future system design.
Read the full abstract

All authors Minnan Pei, Qiwei Dong, Yihan Zhou, Gang Li, Yuchen Zhu, Wenju Zhao, Zhongtian Long, Siting Wang, Peisong Wang, Jian Cheng

Friday 4 September

Graphics · Cross-listed from cs.CV

RenderFormer-V2: Neural Rendering with Heterogeneous Scene Primitives

We present 'RenderFormer-V2', a unified learned transformer-based neural rendering model, complementary to modern physics-based rendering systems, that can handle diverse light-transport effects such as caustics, volumetric scattering, environment lighting, textured and displaced surfaces and out-of-distribution materials without per-scene training or specialized code. RenderFormer-V2 models global light transport as a sequence-to-sequence transformation. Following its predecessor, RenderFormer-V2 also employs a two stage process: a view-independent stage that resolves intra-scene primitive to primitive transport, and a view-dependent stage that transforms the internal neural scene representation into image pixels. Different from RenderFormer, our model employs a novel combined windowed-attention and rendering-informed attention sink in the view-independent stage to improve scalability while maintaining render accuracy. To further improve versatility, RenderFormerV2 supports heterogeneous scene primitives, including environment maps and participating media, and it employs a material encoding independent of the underlying surface reflectance model that encodes material appearance via a novel neural embedding. We demonstrate the versatility of RenderFormer-V2 on a variety of scenes and perform an extensive ablation of the improved attention mechanism.
Read the full abstract

All authors Chong Zeng, Yue Dong, Pieter Peers, Lvmin Zhang, Maneesh Agrawala

Graphics · Cross-listed from cs.CV

Srijika: OpenType-Layout-Reusing Font Restyling for Nine Indic Scripts

We present Srijika, a system for producing installable OpenType fonts for nine Brahmic scripts: Devanagari, Tamil, Bengali, Telugu, Kannada, Malayalam, Gujarati, Gurmukhi, and Odia. Rather than generating fonts from scratch, Srijika restyles glyph outlines from shaping-complete template fonts. It preserves the template's cmap and GSUB closure and its GPOS data under a documented metric policy, making every output a complete font by construction. This addresses a central challenge of Indic font generation: hundreds to thousands of conjuncts, half forms, and matra variants must remain mutually consistent under OpenType shaping. Srijika produces 66 TTFs: 57 curated presets and nine open-vocabulary showcase fonts. All pass the OpenType Sanitizer, while HarfBuzz and CoreText reproduce the template glyph-ID sequences on conjunct-heavy probes. A full-closure audit covering 80,915 glyphs and 54,812 anchors quantifies metric changes. Natural-language style selection uses Lipika, a retrieval index over approximately 650 open-license font families. A reference-conditioned latent diffusion model redraws template glyphs in the selected style, followed by content gating, harmonization, and shaped-cluster verification with fallback to template outlines. We evaluate against no-learning baselines. On diffusion-training-family-held-out SSIM gates, template copying outperforms generation on 50 of 56 faces. Style movement is measurable only with an internal same-model embedding whose training corpus includes the held-out families, so these results require caution. A learned baseline, independent style metric, and human study are outside this report's scope. Our contributions are the layout-reusing formulation and pipeline, its nine-script audit and benchmark, and a negative-results catalogue covering failed conditioning, objective choices, and data-hull limits of reference-guided restyling.
Read the full abstract