Graphics · Cross-listed from eess.IV
Papers
Fresh from arXiv, typeset properly. Highlighted words trade on the market.
Monday 21 September
Mesopic and low-light display transforms require, as their driving signal, a per-pixel scotopic-to-photopic luminance ratio (S/P); the exact spectral S/P is unavailable for ordinary RGB content, so a low-cost closed form that estimates S/P from a linear-RGB triplet is used in its place. Such closed forms exist but have been characterized only on narrowband / LED sources, i.e. spectrally sparse spectra, where a relative error of ~41% has been reported for a three-channel projection. Display content, however, is natural and broadband. We ask whether the same closed form is adequate there, using per-pixel spectral S/P from hyperspectral imagery as ground truth. On a daylight radiance time-series, a six-scalar closed form (three photopic and three scotopic channel weights) reproduces spectral S/P with a median error of ~0.07 that is time-invariant once the RGB input is chromatically adapted to D65; evaluated in un-adapted sRGB the error instead carries a color-temperature tilt across illuminants (~0.19), so adaptation is the enabling step for this use case. The result generalizes to an independent fifty-scene set (pooled median 0.024; 45/50 scenes within a pre-registered 0.10 band), with the few exceedances concentrated in saturated, spectrally-peaky surfaces that approach the narrowband regime (floral close-ups in this set). The scotopic weight vector is shown to be primary-model dependent, but the value used here is corroborated by a primary-free XYZ projection, and the median error stays within the band across all principled coefficient choices. We do not claim observer-validated appearance fidelity or adequacy on narrowband sources; both are out of scope. Both outcomes follow from the same three-channel projection: it is overwhelmed by spectrally sparse inputs and adequate on spectrally smooth ones.
Graphics
Constrained Program Generation for 3D Reaction Animation with a 0.8B Model
Visualizing a chemical reaction requires making its molecular changes visible while keeping the animation faithful to the stated chemistry. Equations, structural diagrams and molecular viewers provide complementary descriptions, but assembling an interactive three-dimensional explanation still requires specifying the changes and checking their consistency. We present ChemXRG, a domain-specific language (DSL) framework that addresses this gap by representing a reaction animation as an executable program. Persistent atom identifiers and explicit bond, charge and grouping operations connect the symbolic reaction to the displayed transformation. This shared representation lets generation, verification and rendering operate on the same account of what changes. Given known, atom-mapped reactant and product structures, reaction-grounded constraints fix input-determined facts and restrict action choices; execution checks validate the resulting transformation before geometry and frames are constructed. We implement this paradigm with a reaction-program corpus and ChemQwen, a trained 0.8B DSL generator. Paired and component evaluations show improved compiler acceptance and normalized full-program agreement under input-conditioned constraints, while identifying remaining failures that require execution checks. A public browser application demonstrates the connection from symbolic reaction descriptions to inspectable programs and interactive 3D animations.
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Graphics · Cross-listed from cs.CV
Estimating Accurate Hand Pose in Camera Space with Vision Transformer
Monocular RGB-based hand pose estimation has emerged as a critical research frontier in computer vision. The local hand pose estimation methods predict hand poses relative to the wrist, while global hand pose estimation also requires estimating the wrist's position in the camera coordinate system. However, this camera-space estimation confronts two fundamental challenges: (1) depth ambiguity in monocular settings, and (2) the coupling effect of hand local poses and global wrist positions in the perspective projections. In particular, this coupling reflects that the projections are jointly determined by local hand poses, wrist positions, and camera intrinsics. To overcome these challenges, our framework proposes two key innovations: Transformation-Isomorphism Supervision for hand-depth information extraction and Perspective Information Embedding for resolving above coupling effect of local pose and wrist position, both integrated within the mainstream encoder-decoder architecture. Besides, we propose a novel framerate-aware multi-dataset training strategy for sequential pose refinement. Our fully integrated approach achieves at most 37.1% superiority in CS-MJE over SOTA on HO3D. Project page: https://github.com/Mine268/CS-ViT.
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Sunday 20 September
Graphics
Implementation Note 2: Approximating a Smooth Three-Dimensional Function on a Coarse Lattice
A smooth 3D function can be efficiently and accurately approximated by a 3D lookup table of significantly lower resolution combined with tetrahedral interpolation. The function is sampled once on a coarse grid in a preprocessing step. For each input, the enclosing grid cube is located, one of the 6 tetrahedra in this cube is selected, and the values at its 4 corners are combined by a weighted sum. For RGB to CMYK color conversion, a particularly frequent application of this, a table with $n = 16$ cells per axis ($17^3$ nodes, 16-bit values) requires 38\,KiB. A full 8-bit table requires 64\,MiB. As shown in an experimental evaluation, the mean error of the $n = 16$ table is 0.08\,% ink per channel. For 8-bit input, the lookup uses integer arithmetic only (Section~\ref{sec:integer}). It requires no floating point and no division, and all intermediate values fit in 32 bits. Floating point is needed only to build the table, once and offline. The integer result differs from tetrahedral interpolation with exact fractions by at most 1 unit of the 16-bit output, and white and black are reproduced exactly. This makes the approach suitable for low-power devices and real-time applications where computational resources are limited.
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Graphics · Cross-listed from cs.CV
VISTA: Video-Injected Stylized Text-to-Animation
We present VISTA, a two-stage framework for generating stylized 3D human motion by fusing structural content from text prompts with expressive style from reference videos, without requiring jointly paired (text, video, stylized motion) triplets. A Dual-channel Autoencoder first maps motion sequences and video clips into a shared latent manifold. A masked autoregressive diffusion backbone then operates within this manifold, injecting video-derived style through a dedicated late-fusion Dual-AdaLN pathway while preserving text-conditioned content structure. A cross-batch unpaired training protocol with latent cycle consistency enables joint learning across separate semantically rich and stylistically diverse datasets. As a proof-of-concept for controllable animation synthesis, we validate VISTA on rendered motion-capture references: it achieves the highest style recognition accuracy among video-conditioned methods while preserving competitive content alignment, and its decomposed 3-way classifier-free guidance provides independent, user-controllable calibration of the content-style balance at inference time.
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MoSAT: Human Motion Generation from Spatial Audio and Textual Description
Human motion is shaped by both external acoustic events and behavioral intent: spatial audio conveys environmental cues that elicit or guide a response, while text specifies the desired action and how it should be performed. In this paper, we study the novel task of human motion synthesis jointly conditioned on spatial audio and natural language, a problem that has been largely overlooked in previous research. To support this task, We introduce STAM, a dataset of motion sequences paired with spatial audio and detailed textual annotations whose rich vocabulary affords precise and nuanced specification of human motions. We further introduce MoSAT, a latent flow-matching framework for full-body motion generation jointly conditioned on natural-language intent and directional spatial-audio cues through hierarchical cross-attention before generating motion. Such a hierarchical design enhances temporally coherent and semantically aligned motion sequences. We also develop tri-modal evaluators for comprehensive evaluation on this novel task. Extensive experiments show that MoSAT achieves the SOTA performance by leveraging spatial audio's intrinsic motion-shaping properties alongside textual semantics, enabling precise and diverse motion in various scenarios.
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Graphics · Cross-listed from cs.CV
Mira-Scene: Pixel-Aligned Layouts for Generative 3D Scene Reconstruction
Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision. We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense canonical-to-scene correspondences from which object transformations are recovered through robust geometric alignment. Because CCM operates in bounded canonical space, it provides a stable prediction target that can be trained from scalable object-level 3D data without requiring scene-level layout annotations. Mira-Scene further introduces a multimodal diffusion transformer that jointly generates object geometry and CCMs, using modality-specific expert streams with shared attention and positional encoding to promote geometry-layout consistency. Experiments on indoor, outdoor, synthetic, and in-the-wild scenes show that Mira-Scene substantially outperforms strong baselines in layout accuracy, achieving relative gains of 39.8% in 3D-IoU and 16.5% in 2D-IoU over SAM3D, using limited open-source training data.
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Edge-centric Brain Transformer: An Edge-centric Functional Connectivity Learning Framework for fMRI-based Brain Disorder Diagnosis
Resting-state functional magnetic resonance imaging (rs-fMRI) enables the characterization of functional interactions among distributed brain regions and has shown promise for brain disorder diagnosis. However, existing deep learning methods predominantly rely on node-centric representations, where brain regions serve as the primary learning units, potentially overlooking discriminative alterations embedded in functional connections. Here, we propose an edge-centric brain transformer (EBT) framework that reformulates rs-fMRI analysis as functional connection representation learning. Instead of modeling brain regions independently, EBT constructs edge time-series representations to capture dynamic co-fluctuation patterns of functional connections and organizes discriminative connections into a line graph for explicit connection-to-connection modeling. A structure-aware transformer is developed to learn both local dependencies among anatomically related connections and global interactions across distributed functional networks. Furthermore, an edge-level orthogonal clustering readout module is introduced to derive subject-level representations and identify latent connectivity modules associated with brain disorders. Evaluations on multiple neuroimaging datasets demonstrate that EBT consistently outperforms representative graph neural networks, brain transformers, and conventional connectivity-based approaches. Interpretability analyses further reveal stable disease-associated functional connections and connectivity modules that align with known pathological network alterations. These findings establish an edge-centric perspective for rs-fMRI-based brain disorder diagnosis and provide a promising framework for discovering interpretable connectivity biomarkers. The source code is publicly available at: https://github.com/Zdy12/Edge-centric-Brain-Transformer.
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Graphics · Cross-listed from cs.CV
ProxyBuild: Text-Guided Structured 3D Building Generation with Mesh-Anchored Procedural Proxies
Text-guided 3D building generation holds tremendous application potential, yet existing generative models typically output inseparable single meshes or non-interactive rendered representations. While procedural modeling can generate editable buildings with hierarchical structures, rule authoring is laborious, and even with the aid of large language models (LLMs), it remains challenging to effectively solve procedural rules under geometric constraints. In this paper, we propose ProxyBuild, a novel hybrid framework for structured building generation. We introduce the Mesh-Anchored Procedural Proxy (MAPP) as a novel intermediate representation, which tightly anchors building components onto geometric shells, thereby decoupling the generation task into two phases: proxy prediction and proxy-to-asset instantiation. First, we construct a building dataset with MAPP annotations to train our designed face-edge bigraph encoder. By explicitly modeling the feature interactions of topological elements on heterogeneous mesh graphs, this encoder accurately infers the semantic roles of faces and edges. Subsequently, conditioned on textual styles and attribute parameters parsed by LLMs, we accomplish high-precision asset retrieval and assembly by integrating a spatial placement logic with hard constraints. Extensive experiments show that ProxyBuild not only significantly mitigates common issues in building generation such as over-smoothing, component collisions, and structural corruptions, but also accurately parses semantic-free shells from diverse sources. Outperforming prior baselines across various metrics, our method can robustly generate structurally clear, detail-rich, and post-editable 3D buildings from text, thereby providing a reliable and interactive content foundation for downstream applications such as virtual reality and digital twins.
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Saturday 19 September
Graphics · Cross-listed from cs.CV
LINGO: Latent Initialization and Gradient Optimization for Sparse-view X-ray Novel View Synthesis and CT Reconstruction with 3D Gaussian Splatting
In novel view synthesis and Computed Tomography (CT) reconstruction with sparse-view X-ray imaging, insufficient angular coverage leads to structural ambiguity and accumulated noise. Integrating 3D Gaussian Splatting (3DGS) with X-ray absorption physics can achieve promising results, but it suffers from noisy initialization, positional insensitivity, and weak gradients in low-density regions. In this paper, we propose a unified Latent Initialization and Gradient Optimization (LINGO) framework to address these issues. LINGO combines latent mask-space initialization with dynamic gradient optimization to improve point cloud structural completeness while accelerating training. It constructs voxel-level 3D filters from X-ray masks to robustly suppress background noise and provide reliable geometric priors. By employing an adaptive voxel scaling strategy and dynamically scaling loss, LINGO can adjust spatial resolution and explicitly amplify gradients in low-density structures. To evaluate the quality of initialization, we introduce the Initialization Point Cloud Structural Deviation (IPSD) metric. Experiments on the X3D dataset indicate that for the novel view synthesis task, LINGO improves the Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index (SSIM) by an average of 0.72 and 0.0039, respectively, over baselines under identical sparse-view settings, achieving comparable reconstruction quality within 5k steps to state-of-the-art models typically trained with 30k iterations. For the CT reconstruction task, LINGO also demonstrates consistent improvements, with average PSNR and SSIM gains of 0.36 and 0.0134. These results highlight LINGO's effectiveness in both accelerating training and enhancing reconstruction quality across different sparse-view imaging scenarios.
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Friday 18 September
Graphics
GS-PQM: A Parameter-Domain Quality Metric for Compressed Gaussian Splatting
Recent advances in Gaussian Splatting (GS) compression have enabled substantial reductions in GS model size. Reliable objective quality assessment is therefore essential for comparing compression methods and guiding the development of more efficient GS codecs. Existing GS quality assessment typically relies on image and video quality metrics, requiring rendering of predefined viewpoints and making the quality estimate dependent on the selected views. This paper introduces GS-PQM, a novel full-reference quality metric for post-training GS compression that operates directly in the GS parameter domain. GS-PQM estimates perceptual quality from a set of parameter-domain distortion errors using a Support Vector Regression model. Experimental results show that GS-PQM outperforms 25 existing image, video, and point-cloud quality metrics in assessing compressed GS content, providing an accurate and computationally efficient alternative to rendering-based quality assessment.
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Graphics · Cross-listed from cs.CV
GestureFAR: Streaming Co-Speech Gesture Generation with Flow Autoregression
Generating natural co-speech gestures from streaming speech is essential for embodied conversational agents, where motion must be produced while a user is still speaking. Recent streaming gesture systems make online generation possible by autoregressing over discrete motion tokens, but this design compresses high-dimensional continuous motion into finite codebooks and can limit the realism and diversity of generated gestures. To preserve both causality and continuous expressiveness, we propose GestureFAR, a flow-autoregressive framework for streaming co-speech gesture generation. First, GestureFAR autoregresses over causal continuous motion latents, using a transformer to model streaming audio-motion context and a per-token flow-matching head to sample the next latent from a continuous distribution. Second, we introduce a head-only flow distillation strategy that freezes the causal backbone and distills the multi-step per-token flow head into a single network evaluation using consistency and distribution-matching objectives. This keeps the model token-causal while removing the main latency bottleneck for live interaction. Experiments on BEAT2 show that GestureFAR significantly improves the quality–latency trade-off among streaming-capable methods, preserving strong gesture quality while enabling real-time token-causal generation. Project Page: https://andypinxinliu.github.io/GestureFAR
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Thursday 17 September
Graphics · Cross-listed from cs.LG
Uncertainty-Aware RL-Controlled Adaptive 3D Mapping
Voxel-based volumetric mapping is fundamental to 3D reconstruction, yet fixed-resolution grids remain inherently inefficient - wasting memory in uniform regions and losing detail in complex ones. Existing adaptive methods, such as MAP-ADAPT, partially address this by varying resolution based on geometry and user-defined semantic class lists, but these heuristics require expert tuning, lack generalization to unseen objects, and provide no explicit mechanism to control memory usage. We propose an adaptive framework that refines voxels based on semantic entropy, which captures label uncertainty, together with geometric curvature and texture richness as scene complexity cues, yielding principled resolution allocation without reliance on semantic taxonomies. To make the accuracy-memory trade-off explicit and user-controlled, we further introduce a reinforcement learning agent that learns voxel subdivision policies under a user-specified target memory budget, replacing hand-tuned thresholds with a single intuitive control parameter. The resulting multi-resolution TSDF achieves higher geometric accuracy, better semantic consistency, and improved memory-accuracy trade-offs compared to MAP-ADAPT and fixed-resolution baselines on both synthetic and real-world datasets. Our code and models are available at https://github.com/alpayozkan/UnRL.
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Physically Based Rendering in the Latent Space
Image diffusion models have shown impressive image generation capabilities but are often hard to control, in contrast to classical computer graphics pipelines such as physically based rendering. However, we observe that there is a bridge between light transport phenomena and the distribution of latent space values produced by such models. Thus, we introduce physically based rendering in the feature space learned by the variational autoencoders in generative models, enabling light transport simulation in the latent space. This allows us to leverage physically based rendering techniques to output latent maps for physically guided content generation. We propose modifications to the rendering equation, which, when paired with a differentiable renderer, can yield an optimal set of scene parameters that require only minimal refinement to accurately render into the pretrained latent space. We train our method on a single rendered image, and then demonstrate the generalization of the method to scene geometry changes, lighting changes, and camera view changes.
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Graphics · Cross-listed from cs.CV
SplashSplat: Reconstructing Splashing Liquids from Real-World Multi-View Videos
A splash lives for a fraction of a second: sheets tear into ligaments and droplets, appearance is view-dependent and nearly textureless, and little persists long enough to track. Reconstruction research has consequently focused on smoke, synthetic liquids, or gently deforming surfaces. To our knowledge, no synchronized multi-view dataset of splashing liquids exists. We therefore introduce a benchmark of 20 real scenes, from coherent streams to violent splashes, captured by seven synchronized, calibrated 4K cameras at 60 fps, with manually refined per-view liquid and container masks and fixed evaluation splits. We further present SplashSplat, built on a single principle: impose physical structure only where the observations can constrain it. Per-frame liquid SDFs fused from the masks provide the geometry, level-set transport between consecutive SDFs yields a coarse velocity field, and Lagrangian carriers advected along this flow, corrected against each new observation and reseeded where coverage is lost, decode local Gaussians for differentiable rendering. SplashSplat outperforms state-of-the-art dynamic Gaussian splatting methods on our real captures and on a synthetic benchmark, with physically more plausible motion and a lower training cost. The same representation supports temporal interpolation and style transfer without re-optimization.
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S4R: Scaling for Rigid-Body Interpenetration Resolution
Rigid-body interpenetration frequently occurs in procedurally assembled and generated scenes and must be removed before downstream applications such as physical simulation. We present S4R (Scaling for Rigid-Body Interpenetration Resolution), a scale-continuation method for static interpenetration repair. S4R first uniformly shrinks each body about a fixed reference center to a small initial scale, at which the layout is penetration-free, and then restores full scale through a sequence of minimum-norm convex contact quadratic programs (QPs) that target the linearized separation margin during continuation. Resolution thereby replaces one deep correction with a sequence of shallow-contact subproblems. A conservative scale-event bound and frozen-witness gap predictions cut the number of exact mesh queries; the continuation then ends with a full-scale evaluator check and bounded tail refinement. We evaluate S4R on Kubric, HY3D-Bench, and Thingi10K using a shared mesh-level evaluator and a unified per-scene timing protocol. In the main comparisons on all three benchmarks, up to N=5000 bodies, S4R reaches zero reported penetration with displacement that stays small and nearly independent of scene size, and at the lowest wall time within each hardware tier among the compared methods. A GPU implementation extends these results to large-scale scenes. Our code and data can be found on our project page: https://frank-zy-dou.github.io/projects/S4R/index.html.
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An Elementary Expression for Multiple Scattering in Homogeneous Microflake Media
We derive a novel diffuse-like BRDF based on microfacet theory. Its main novelty lies in the fact that it admits an elementary expression for both evaluation and importance sampling, while accounting exactly for all scattering orders under the Smith shadowing assumption. As such, it is the first to settle the question of whether such a construction was possible. In practice, the BRDF produces Lambertian reflectance at normal incidence and progressively concentrates reflected light around the mirror direction as incidence approaches grazing. We showcase this effect by comparing rendering results against Lambertian and state-of-the-art stochastic microfacet BRDFs.
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Graphics · Cross-listed from cs.CV
GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets
Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.
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Graphics · Cross-listed from cs.CV
PART: Learning 3D Part Assembly and Retrieval with Transformers
3D assembly is fundamental to modern manufacturing and digital content creation. In this paper, we present PART, a unified transformer-based framework for 3D part retrieval and assembly: given a target shape and a part library, PART automatically selects the appropriate parts and predicts their 6-DoF poses to reconstruct the target. While prior work has achieved impressive progress on assembling a pre-defined set of parts, this more practical retrieval-based setting remains largely unexplored. The task faces three key challenges: (i) a combinatorially explosive search space that grows exponentially with library size; (ii) variable-length outputs, as different targets require different numbers of parts; and (iii) continuous 6-DoF pose estimation for part assembly. To address these, we formulate retrieval and assembly as a set prediction problem and design a novel transformer-based framework that retrieves parts and regresses their poses with variable-length output. Additionally, we exploit the duality between part pose estimation and target segmentation through joint training and a novel segmentation-enhanced optimization module. Finally, We curate a large-scale dataset of 80K+ shapes, and the results show that PART generalizes to scene layouts, image targets, and real-world scans. Project Page: https://iambrc.github.io/PART-project-page/.
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Graphics
Printing the Underdetermined: Materializing Multi-solutionness in Figurative Paintings
Figurative paintings are often approached as if they depict a single recoverable 3D scene: viewers infer depth and occlusion, and reconstruction pipelines attempt to converge to one stable model. We instead foreground multi-solutionness, the non-uniqueness of 3D configurations compatible with a single painted image, and propose a workflow that keeps this non-uniqueness visible and material. Multi-solutionness arises from two sources: unobserved content, where backsides and occluded volumes admit multiple plausible completions, and observed cues, where perspective, shading, and occlusion still underconstrain geometry. When additional views are synthesized by a video generative model without explicit 3D constraints, small frame-level drifts become inevitable rather than exceptional. Our pipeline samples multiple camera-orbit multi-view video sequences from one painting, reconstructs each sequence with 3D Gaussian Splatting into a point-based Gaussian scene representation where density halos and ghosting expose unresolved degrees of freedom, and fabricates these representations as physical artifacts using DreamPrinting. By treating multiple compatible interpretations as explicit outputs rather than residual error, we provide a computational framework for spatial readings of figurative painting that can be inspected, compared, and discussed in both digital and physical form.
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DELUGE: Decomposed Entropy-coded Live Unstructured Geometry Exchange for Real-time Particle Streaming
Particle-based physics simulations, including fluids, smoke, and granular media, are fundamental to visual realism in immersive VR and AR. With the growing adoption of social VR and digital twins, demand is increasing for shared experiences in which multiple users interact with the same simulation in real time. Realizing such experiences requires low-latency streaming of large-scale particle data from a server to each client, yet existing point cloud compression methods such as G-PCC (TMC13) and Draco assume static geometric structures; when applied to dynamic particle streaming, their encoding latency exceeds the frame period, failing to meet real-time delivery requirements. We propose DELUGE, a streaming compression architecture that exploits the temporal coherence and velocity predictability inherent in physics simulation particles, achieving sub-frame-latency encoding and decoding through three complementary techniques. Evaluation on dynamic point cloud datasets demonstrates that DELUGE achieves approximately $20\times$ faster decoding than G-PCC (TMC13) and $6\times$ faster encoding than Draco. We further build end-to-end client implementations for both web browsers and Apple Vision Pro, and confirm through a within-participants perceptual quality evaluation and a two-person collaborative task study on Vision Pro that the proposed method supports real-time collaborative experiences with hand-tracked fluid interaction.
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Graphics · Cross-listed from cs.RO
LYRIC: Language-Driven Physics-Based Character Control for Contact-Rich Whole-Body Object Interaction
We present LYRIC, a generative flow-matching controller for language-driven physics-based contact-rich interaction control, that enables simulated characters to perform contact-rich whole-body object interactions from a free-form language instruction and a sparse terminal object goal. To obtain reliable expert trajectories from imperfect motion-capture references, a single tracking policy is trained using geometry-conditioned interaction rewards and relaxed reference tracking near hand-object contact. To guide interaction progress without prescribing a full-body kinematic reference, we factorize the controller into a task-level planner that predicts short-horizon object and humanoid-root trajectories, and an action generator that resolves whole-body motion and contacts in closed loop. After behavior cloning, we freeze the planner and post-tune the action generator on policy using the planner's predictions as stable supervision for intermediate task progression. In a controlled OMOMO evaluation, our tracker achieves 64.3% success compared with 53.2% for an InterMimic reimplementation, while a unified policy achieves 76.5% on the full OMOMO dataset. On the held-out split, LYRIC achieves 90.3% task success, compared with 74.2% for the strongest matched kinematic-planner baseline, with better semantic alignment and motion quality. Without retraining, the controller also supports test-time object-waypoint guidance. Qualitative results further demonstrate robust, natural contact-rich interactions and zero-shot transfer to novel object shapes. The webpage is available at https://neu-vi.github.io/LYRIC/
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FootprintRAG: Visual Analytics for Evidence Context Refinement in RAG-based Scientific Literature Exploration
Retrieval-Augmented Generation (RAG) is increasingly used to ground large language model (LLM) outputs in scientific literature. However, in open-ended literature exploration, the evidence context used for generation is often produced through hidden retrieval, reranking, assessment, and filtering steps. Users may receive retrieval summaries without knowing how the system constructed the evidence context, which evidence units were retained or discarded, or whether potentially useful evidence was excluded before synthesis. We present FootprintRAG, an LLM-agent-powered visual analytics system for evidence context refinement in RAG-based scientific literature exploration. The core idea is to treat the RAG evidence context as an explicit, inspectable, and revisable analytical object before generation. FootprintRAG parses scientific literature into text and figure evidence units, expands an initial query into parallel query variants, retrieves and assesses evidence across iterative rounds, and surfaces ERS-ranked supplementary candidates from the corpus-level evidence space. Through coordinated views, the system connects retrieval trajectories, evidence-state revision, and provenance-aware summary generation into a user-steerable workflow. We evaluate FootprintRAG through two case studies, a user study, and a workflow-level comparison with representative RAG systems. The results show that FootprintRAG helps users compare retrieval directions, revise candidate evidence, recover potentially overlooked evidence, and trace generated summaries back to supporting evidence units. FootprintRAG is available at https://github.com/meteorshowering/FootprintRAGVA.git.
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Wednesday 16 September
Graphics · Cross-listed from cs.MM
MoQSplat: Adaptive Progressive Streaming of 3D Gaussian Splatting via MoQ
3D Gaussian Splatting (3DGS) enables photorealistic novel view synthesis, but transmitting gigabyte-scale scene data remains challenging for immersive applications. Traditional HTTP Adaptive Streaming over TCP introduces Head-of-Line (HOL) blocking and coarse segmenting ill-suited to fine-grained 3DGS delivery. We propose MoQSplat, which maps 3DGS content onto the Media over QUIC (MoQ) transport hierarchy. MoQSplat partitions scenes into spatial Tracks, clusters splats into semantically coherent Groups, and constructs progressive-quality Subgroups mapped to independent QUIC streams to eliminate connection-level HOL blocking. Using a stateless, subscriber-driven adaptation loop, clients dynamically request spatial regions and quality tiers based on six degrees of freedom (6-DoF) frustum visibility, distance, and foveal alignment. We evaluate the core components on a prototype implementation, showing that opacity-based pruning outperforms scale-based pruning for progressive delivery. The source code is available at https://github.com/emanuele-artioli/MoQSplat.
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Graphics · Cross-listed from cs.CV
CARA: Collision-Aware Resolution Adaptation for Multiresolution Hash Encoding Based Image Fitting
Multiresolution hash encodings have recently enabled fast and high-fidelity implicit neural representations by storing multi-scale features in fixed-size hash tables along a geometric resolution schedule. However, the standard design is data-agnostic: different resolution levels receive identical hash-table capacity despite large differences in image frequency content. As a result, some levels experience severe hash collisions while others underutilize parameters, leading to inefficient capacity allocation. To address this issue, we propose Collision-Aware Resolution Adaptation (CARA), a method that assigns per-level resolutions by balancing the effective information load across hash levels. This adaptive allocation reduces capacity bottlenecks and improves parameter efficiency. In addition, we introduce an invertible pixel-shuffle transform that reduces hash load factors by redistributing spatial information, thereby mitigating collision-induced information loss without enlarging the hash tables. To support evaluation on extremely high-resolution data, we also curate, to the best of our knowledge, the first uncompressed whole-slide image dataset for academic research. Experiments on Kodak images, gigapixel natural images, and raw whole-slide images demonstrate that CARA consistently improves the fidelity-parameter trade-off. Our method matches state-of-the-art performance while using only $27.76%$ of the parameters, and achieves up to $6.11$ dB PSNR improvement at comparable parameter counts. Code is provided in the supplementary.
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Graphics · Cross-listed from cs.RO
InterMASH: A Unified Geometric Representation for Grasp Synthesis
Grasp synthesis aims to generate stable and physically plausible hand–object interactions, and has become a fundamental problem in both human hand modeling and robotic manipulation. However, a unified representation across human and robotic hands is still lacking, mainly due to differences in hand morphology and surface modeling. Prior methods typically rely on either contact maps or dense implicit descriptors to represent interaction, but these representations are often incomplete or computationally expensive and redundant. We propose InterMASH, a unified geometric representation that establishes cross-embodiment correspondence using sphere-fixed anchors. At each anchor, low-degree spherical harmonics compactly encode local hand geometry, object geometry, and contact, forming an explicit and interpretable token sequence. Building on this natively tokenized structure, we introduce a conditional Diffusion Transformer that operates directly in the proposed InterMASH representation space and jointly generates hand geometry and contact, improving consistency and physical plausibility. Our method achieves competitive performance with state-of-the-art methods on key physical feasibility metrics in a large-scale ShadowHand benchmark, supports joint training across multiple hands, and shows that cross-embodiment fine-tuning with human grasp data can improve robotic grasp success and diversity. Project page is available at https://inter-mash.github.io/.
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Graphics · Cross-listed from cs.CV
CADSplat: Sparse-View 3D Gaussian Splatting Aided by CAD Models for Robust, Photorealistic Digital-Twin Reconstruction
We present CADSplat, a framework that reconstructs photorealistic, geometrically accurate digital twins from sparse ($<15$ views), wide-baseline posed images of an object by regularizing 3D Gaussian Splatting (3DGS) with an explicit CAD shape prior. Using such a prior requires finding a CAD model whose shape resembles the object depicted in the images and determining the pose of each camera relative to the object. We obtain both by matching segmented object silhouettes against silhouettes rendered from a CAD library and keeping the camera-to-object poses of the best-matching model. We then anchor 3D Gaussian primitives to the surface of the retrieved model and jointly optimize the 3DGS parameters, the camera-to-object registration, and a non-rigid deformation field to account for shape differences between the physical object and the CAD model. Across two real-world datasets, CADSplat outperforms unconstrained, few-shot, and mesh-texturing baselines and degrades gracefully to as few as 3 views. Our experiments show that most of the gain in rendering quality comes from how the splats are constrained—a fixed set of splats tied to a surface and moved by a single smooth deformation field—rather than from the CAD shape itself. The CAD model adds shape knowledge where views are scarcest, in the sparsest captures and on strongly self-occluded objects, and it places every camera in the object's own frame. This enables applications beyond novel-view synthesis, such as markerless augmented reality registration, per-image object pose estimation, physical simulations, and the transfer of part labels from the design to the reconstruction.
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Tuesday 15 September
Graphics
PointGrade: Geometric Priors for Grading MoonBoard Problems
A MoonBoard is a standardized bouldering wall used in gyms around the world. Climbs up the wall limited to only a subset of holds are known as problems. We introduce PointGrade, a novel machine learning approach to predicting the difficulty of a MoonBoard problem. By sampling a point cloud from pre-scanned meshes of every hold, our model combines 3D object classification architecture with existing sequence-based approaches to difficulty grade prediction. Our method captures latent geometric information contained the climb, outperforming other work on the problem that neglect this data.
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Graphics
Human-aware Design Generation: Adding 3D Humans into Graphic Designs
Graphic designs nowadays predominantly contain human images, where people are posed and framed in a delicate way to guide viewers' visual exploration and evoke desired feelings. Despite recent progress in automatic graphic design generation, there has been no work on investigating the role of the human representations in design creation. In this paper, we seek to emphasize the importance of visual human representations in graphic design generation, by studying a novel task, dubbed as design-conditioned 3D human adding. To solve this task, we propose a model that adds 3D human representations into an existing partial design, by predicting their 3D poses, their 2D composition in the image containing them, as well as the spatial arrangement of the image in the input design, to generate a complete design. Our experiments show that our model outperforms baselines by predicting the 3D human poses, 2D framing and human image layout that better harmonize with the other existing design elements, and generating higher-quality holistic designs. Our work is the first to explore connections between 3D human generation and 2D graphic design generation, which would inspire future research in leveraging 3D information to build more powerful generative models for graphic designs in the 2D domain. The code is available at https://github.com/GreyNails/Human-aware-Design-Generation-Adding-3D-Humans-into-Graphic-Designs.
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Graphics · Cross-listed from cs.LG
DSD: Learning Diverse and Reusable Motor Skills via Diffusion Skill Discovery
Humans efficiently learn new tasks by reusing a rich repertoire of motor skills across different goals and contexts. A similar strategy can also be used to enable simulated characters to efficiently perform new tasks by leveraging reusable motor skills. To support a wide range of downstream tasks, the learned repertoire should be diverse, consisting of distinct behaviors as well as spatial and temporal variation within each behavior. A commonly used method for learning diverse skills is by maximizing the mutual information between skill latents and the states produced by a policy. The marginal state entropy promotes broad behavioral coverage, while the conditional entropy encourages consistent behaviors from each latent. However, directly estimating the marginal state entropy is intractable in high-dimensional control problems. Prior methods therefore rely on indirect latent-space approximations or coarse estimators of the state distribution. These approximations may not effectively promote broad coverage of the state space, resulting in skills with limited behavioral diversity and reduced utility for downstream tasks. In this work, we propose Diffusion Skill Discovery (DSD), a skill discovery method that uses a diffusion model to approximate the entropy gradient of the policy-induced state distribution through score matching. The resulting objective encourages the discovery of skills that produce a broader range of behaviors for high-dimensional humanoid control. The learned skills are reused in two downstream control settings: hierarchical control with a task-specific high-level policy and zero-shot control through latent selection from offline trajectories. Our experiments show that DSD discovers a broader repertoire of reusable motor skills than prior skill discovery methods, leading to the emergence of complex and agile behaviors that can be reused across downstream tasks.