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Computer Science Graphics

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Sunday 27 September

Graphics

Lattice Structure Optimization for Additive Manufacturing: Manufacturability-Driven Design and Pareto Front Construction

Lattice metamaterials support lightweight, multifunctional structures, while additive manufacturing (AM) enables complex geometries. Yet multiphysics lattice design faces two challenges: efficiently constructing well-covered multi-objective Pareto fronts under limited budgets, and satisfying manufacturing constraints such as overhangs, enclosed cavities, and restricted powder-removal channels. We propose a manufacturing-constraint-driven method for lattice optimization and Pareto-front construction. Differentiable manufacturing constraints are embedded in inverse-homogenization topology optimization, enabling joint optimization of physical performance and manufacturability. A progressive Pareto-front mechanism uses a density-generation network to learn latent representations of high-quality lattices, interpolates neighboring nondominated representations, and decodes them into initial density fields for subsequent optimization. Newly found nondominated solutions update the network and sample set, progressively expanding the manufacturable set. On 3D periodic unit cells, with 1000 optimization runs, network initialization achieves a 92.60% success rate and 916 manufacturable samples, versus 78.30% and 776 for random initialization. Its Pareto front reaches a hypervolume of 0.0787, compared with 0.0675 for random initialization. The results show that the method efficiently constructs broadly covered manufacturable Pareto fronts for multiple physical properties.
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Graphics

Sivia: Learning to Draw, Learning to Learn

A paper's overview figure is often the first thing readers see: it must explain the method correctly and look polished. We present Sivia, an overview-figure system that reads the paper, plans its relations, adapts visual organization from recent top-conference papers, and composes a design for image generation. Sivia improves with use through human-guided recursive self-improvement (RSI) at two levels: learning to draw revises its drawing skill from feedback on accuracy and presentation, and learning to learn revises the updater that proposes those revisions. A personal profile adapts presentation to its user's aesthetic preferences while the scientific content stays fixed. A diagnostic study of 1,964 overviews for 445 papers (17,973 relation judgments) shows that most errors are omissions and that source-derived relation plans raise required-relation accuracy (RRA) by up to 19.85 points. On 48 test papers, learning both levels reaches 93.54% RRA, 15.31, 9.38, and 8.33 points above the initial skill, the Fixed-updater, and the GEPA baselines, while readability and visual quality rise from 3.95 and 4.00 to 4.70 and 4.78 on five-point scales. Learned presentation profiles raise liking from 4.02 to 4.73 and adoption from 34 to 45 of 48 tasks. Code and released artifacts are available at https://github.com/exsinger-hub/Sivia
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All authors Feng Yuan, Xinyi Gao, Zijun Sun, Haoyue Li, Menglei Hua, Xiao Li, Yifan Gao

Saturday 26 September

Graphics

Constant-Memory Differentiable Light Tracing

Reverse-mode differentiation of Monte Carlo light transport naively requires storing a computation graph whose size grows with path length, making it impractical for deep or high-sample simulations. Path Replay Backpropagation (PRB) eliminates this memory complexity for viewpoint path tracing by reconstructing paths from their random seeds and performing a constant-memory backward replay. However, this formulation relies on a one-path-one-pixel property that does not hold for light tracing: a single light path can contribute to many pixels, and the corresponding per-vertex adjoints cannot be recovered during replay from constant-size state. We demonstrate that this structural difference prevents a direct extension of PRB to light tracing in constant memory, and that buffered two-pass variants retain linear memory scaling with path length. We then introduce two constant-memory reverse-mode formulations for differentiable light tracing. The first, Reservoir Light Replay Backpropagation (ResLRB), compresses the set of per-path sensor connections into a single stochastically selected representative using weighted reservoir sampling, preserving a two-pass structure at the cost of increased gradient variance. The second, LRB-3-pass, introduces an additional traversal that accumulates downstream adjoint contributions prior to backpropagation, retaining all connections and matching naive reverse-mode AD in expectation. Both methods support detached and attached formulations, including differentiation of sensor splat positions induced by geometric perturbations. We validate correctness against naive AD, characterize memory and runtime trade-offs, and demonstrate inverse rendering of specular caustics driven entirely by light tracing.
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Graphics · Cross-listed from cs.CV

Gaussian Image Steganography via Parameter-Domain Keyed Embeddings

2D Gaussian-based image representation is becoming increasingly popular, and our work proposes a new approach to steganography by embedding information within Gaussian parameters rather than image pixels. We first fit the parameters of this representation to the target image and employ a secret key to select a subset of these parameters for fine-tuning, allowing us to embed an 8-bit message while maintaining high visual fidelity in the reconstructed image. Thirty fitting experiments on three synthetic images show that the correct key can recover the message without error, while decoding with incorrect keys yields a Bit Error Rate (BER) of $0.543$, close to random guessing. Compared with random selection using the key, selecting the least-disturbing edits recovers the message more reliably (one-sided $p=0.031$), and the average PSNR cost is only $0.091$ dB in visual quality. The embedding method transfers to 112 natural images at $256\times256$ using 4,096 Gaussians. The correct-key BER is $0.000$, and decoding under a wrong key stays close to random guessing at $0.520$. Our method embeds the payload through three Gaussian parameter types: log-anisotropy, opacity, and color luminance. In a separate nine-fit reduced setting, color luminance is removed, so the payload uses two instead of three parameter types, a $33.3\%$ reduction; all 256 Gaussians remain in the fitted representation. The correct key still recovers the message without error. However, wrong-key BER rises from $0.514$ to $0.571$, moving farther from random guessing ($0.5$).
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All authors Tong Wu, Runze Cheng, Xiaoyue Fan, Kaan Akşit

Friday 25 September

Graphics · Cross-listed from cs.CV

ReFM: Semantic-Aware Refinement Flow Model for Motion Retargeting

Motion retargeting transfers motion across characters with different skeletal structures while preserving semantic intent and physical plausibility. Despite recent progress, two fundamental questions remain: (i) how can reliable source-motion semantics be learned without high-quality paired retargeting data, and (ii) how should retargeting be formulated when no reliable paired motion can serve as a definitive regression objective? Existing methods commonly preserve semantics by constraining predictions toward copied motions. However, such initializations entangle useful articulation cues with artifacts caused by mismatched skeletal proportions and body geometry. Moreover, directly regressing a final motion in one forward pass is restrictive because retargeting is inherently underdetermined, and the desired solution must balance semantic fidelity with target-specific physical and temporal constraints rather than match a unique paired target. Motivated by these limitations, we propose ReFM, a source-mesh-agnostic, energy-guided model that reformulates motion retargeting as progressive refinement. First, an SO(3) canonicalizer removes redundant global-orientation variations. Second, a cross-character semantic encoder, pretrained through contrastive learning, provides a character-invariant representation for both optimization guidance and semantic evaluation. ReFM then progressively refines an initialized target motion through a learned flow guided by semantic consistency, physical plausibility, temporal coherence, and minimal motion modification. The framework is compatible with different initialization strategies, including both direct motion copying and Autodesk HumanIK, an industry-standard full-body inverse-kinematics retargeting system.
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Graphics · Cross-listed from cs.CV

ControlGS: Conditioning Neural Gaussians for Downstream-Processing-Aware XR Rendering

Extended Reality (XR) users do not directly perceive the output of a rendering engine. Instead, rendered images pass through a post-processing pipeline and the physical display-optics path before reaching the eye. Critically, the exact downstream processing can vary significantly at run time, influenced by, for instance, camera pose and display power budget. Traditional 3DGS methods either implicitly assume that this downstream pipeline preserves image quality or cannot adapt to downstream processing changes. To bridge this gap, we present ControlGS, an XR Gaussian rendering pipeline that optimizes end-to-end visual quality. ControlGS models and integrates the entire downstream processing, between the rendering output and the human eye, into the optimization objective. To adapt to downstream processing at run time, ControlGS dynamically generates Gaussian primitives conditioned upon the downstream processing parameters. Experiments show that ControlGS consistently improves end-to-end post-optics XR quality across different neural Gaussian backbones and datasets, with minimal overhead. Code is available at https://horizon-lab.org/controlgs/.
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All authors Weikai Lin, Junjie Zhao, Carl Marshall, Sushant Kondguli, Yuhao Zhu

Graphics · Cross-listed from cs.CV

Depth Any Seen: Which Surfaces and How Far?

When several surfaces are visible along a ray, recovering visible 3D structure from one image requires jointly estimating their presence and metric depth. Depth Any Seen represents these surfaces as image-conditioned multi-Bernoulli depth sets, whose components each contribute one depth or remain absent. Its auxiliary-free Exact Multi-Bernoulli objective (ExactMB) learns depth and presence by marginalizing one-to-one assignments to complete, distinct targets. Our analysis shows that matching expected count can leave component-surface assignment unresolved. We extend real and synthetic layered-depth benchmarks to evaluate depth accuracy, recovered support, and overprediction. Compared to depth stacking, ExactMB reduces overprediction by a relative 88.2% on LD-Real and 80.5% on MD-3K while retaining most ordinal accuracy, with comparable conditional metric-depth error on LD-Syn. Further ablation studies show that ordered assignment improves depth-accurate recall and precision over marginalization, whereas the count-regularized configuration achieves higher deeper-rank precision than ordered assignment at lower recall. Our code will be publicly released.
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Graphics

ChronoFuseGS: Multi-Temporal Gaussian Fusion with Per-Splat Persistence and Change Visualization

Reconstructing environments where parts of the scene change between captured image sets poses a challenge for 3D scene reconstruction. We present ChronoFuseGS, a multi-temporal Gaussian Splatting approach that addresses this issue by taking multiple separately trained Gaussian Splatting models, each representing a distinct timestep and partially overlapping in geographic coverage, and merging them into a single combined model. By allowing Gaussians from one timestep to contribute to the reconstruction at other timesteps, our approach leverages data across all captured timesteps to refine persistent parts of the scene. The model supports incremental extension, allowing new timesteps to be added while preserving the existing merged reconstruction. It encodes, for each Gaussian primitive, at which timesteps it contributes to the reconstruction. To support visual exploration of the reconstructed scene, we present a change-aware visualization approach that highlights the parts of the scene that have changed across a user-defined time selection, while preserving the color of persistent parts. Since the persistence encoding operates at the Gaussian primitive level, changes are visualized at sub-object granularity rather than being limited to object-level changes. We evaluate our approach on a real-world outdoor dataset of a flood management area, captured over 7 months across eight recording days and covering seasonal vegetation changes, snow cover, and flooding events, which we make publicly available. Our results demonstrate that the combined model consistently outperforms individually trained single-timestep models in novel-view synthesis quality, recovers structural details absent in the individual reconstructions, and reliably highlights changes in fine details and sub-parts of objects and natural structures.
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All authors Tobias Batik, Diana Marin, Peter Kán, Hannes Kaufmann

Graphics

SUCRe: Selective Uncertainty-Aware Contrastive Representation for Graph Transfer Learning

Graph transfer learning (GTL) provides a promising paradigm for adapting knowledge from source graphs with sufficient labels to label-scarce target graphs. However, existing approaches often assume that transferred knowledge is uniformly reliable, ignoring the different transferability of samples caused by structural and distribution shifts across graphs. This limitation leads to negative transfer and unnecessary computational overhead. In this work, we propose SUCRe, a selective uncertainty-aware contrastive representation method for GTL. The key idea is to selectively adapt and transfer graph knowledge according to its estimated reliability. Specifically, we introduce structure-aware entropy-based matching discrepancy, which jointly models feature uncertainty and structural coherence to ensure accurate feature adaptation between graphs. Moreover, we develop a domain-aware semi-hard negative sampling strategy that constructs informative contrastive sets by filtering unreliable cross-domain relationships, reducing computational redundancy while enhancing representation discrimination. Extensive experiments on graph transfer benchmarks demonstrate that SUCRe achieves competitive performance with improved efficiency.
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All authors Mingcan Wang, Junchang Xin, Zhongming Yao, Bing Tian Dai, Kaifu Long, Zhiqiong Wang

Graphics

DiffusionShadow: Diffusion-based Shadow Caching for Neural Volume Rendering

Implicit neural representations (INRs) have gained momentum in scientific visualization due to their compactness and scalability to large datasets, making them well suited for integration with direct volume rendering (DVR). However, real-time volume rendering of INR with advanced illumination effects, such as shadows, remains computationally expensive, as evaluating shadow terms via ray marching is costly. Alternatively, precomputing and storing shadows for many lighting directions is prohibitive in both memory and storage. To address this, we introduce a diffusion-based shadow caching framework that compresses a vast set of pre-calculated shadow INRs into a single diffusion model. Rather than focusing on generalizing to unseen directions, our method effectively memorizes and reconstructs a dense set of pre-trained lighting conditions on the fly. We first encode a collection of shadow coefficient volumes as shadow INRs, and then train a diffusion model conditioned on lighting direction to predict the corresponding shadow INR weights at inference time. This design integrates directly with standard INR renderers without additional runtime sampling. Experiments show that our approach achieves faster rendering than traditional methods while bypassing the massive storage bloat of independent INRs, producing shadows that closely match most of the reference results.
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All authors Kai-Chen Tung, Qi Wu, David Bauer, Mengjiao Han, Silvio Rizzi, Kwan-Liu Ma

Thursday 24 September

Graphics · Cross-listed from eess.AS

Seeing Speech: Learning Visible Articulatory Dynamics for Speech-Driven 3D Facial Animation

Recent progress in speech-driven 3D facial animation has improved vertex-level reconstruction quality, but speech-consistent visible articulation remains difficult. This is because speech production follows structured and constrained articulators' coordination and the mapping from acoustics to motion is inherently one-to-many. Motivated by the structured patterns of visible articulation, we propose a novel articulation-aware framework that models visible speech through directional articulatory motions and composes them into surface-consistent 3D facial motion. To represent visible articulation with three directional articulatory motions, spreading, opening, and protrusion, we propose a Speech–Articulatory Memory (SAM) that captures the correspondence between speech and these motions under phonetic context through retrieval and decoding based on a key-value memory structure. Then, a Topology-aware Articulatory Composition (TAC) integrates the predicted directional articulatory motions under mesh topology to produce surface-consistent 3D facial motion. Experiments on VOCASET and TFHP show that our method achieves state-of-the-art performance on standard reconstruction metrics and improves visible articulatory distance and velocity errors for lip articulation, while a user study confirms clear preference in lip sync and realism.
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Graphics · Cross-listed from cs.CV

OREO: Fidelity Alignment in 3D Generation via On-the-fly Rendering-Editing Optimization

Despite recent advancements in 3D generation, models often struggle to produce assets with high visual fidelity. To bridge this gap, we propose OREO, an alignment framework that enhances the realism of 3D generators by leveraging rich 2D diffusion priors. Instead of relying on static datasets, OREO establishes a dynamic optimization loop that produces on-the-fly edited renderings as 2D pseudo-targets. At its core, we introduce Reinforced Editing, which utilizes a 2D model to refine rendered views of the 3D output, enhancing their overall visual fidelity while preserving the underlying geometry, viewpoint, and content. These refined views serve as high-quality supervision targets, enabling the 3D generator to learn from its own generated samples and progressively improve its visual quality. Experiments demonstrate that OREO effectively improves upon pre-trained baselines, producing 3D assets with enhanced visual realism.
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All authors Zhiyuan Ma, Wenbo Hu, Wang Zhao, Pengfei Wang, Ying Shan, Lei Zhang

Wednesday 23 September

Graphics · Cross-listed from cs.CV

Gauge-Equivariant Attention for Rotation-Stable $360^\circ$ Scene Understanding

Panoramic $360^\circ$ scene understanding increasingly relies on icosphere transformers, but a state-of-the-art spherical model loses more than half of its segmentation accuracy when the camera rotates by $90^\circ$, and controlled ablations identify gauge dependence in its relative-position bias as a major contributor. We propose gauge-equivariant relative position encoding (GE-RPE): a parameter-free Reynolds average of the bias over a finite cyclic subgroup $C_n\!\subset\!\mathrm{SO}(2)$ of gauge rotations. Plugged into a SphereUFormer backbone the change is invisible at deployment—zero added parameters and $1.5$–$4.4\%$ forward latency—and the matched three-seed GE-RPE model records a $1.3\%$ drop; the published SphereUFormer checkpoint records $53\%$ under the same stress protocol but a different training recipe. Once the gauge defect is removed and a teacher-token permutation $\pi_R$ aligns the SSL views to the rotated student frame, iBOT$+$MAE pretraining stops being a liability and becomes a clean low-label lever: the full framework EquiSSL (GE-RPE $+$ $\pi_R$ $+$ iBOT$+$MAE) tightens the drop to $0.8\%$ at $68.30\%$ val mIoU and lifts $1\%$-label fine-tuning by $+2.39$ mIoU on the $N{=}373$ test split (and by $+4.10$ on the smaller $N{=}40$ val split); the same fix carries over to monocular depth and to zero-shot Structured3D segmentation. The construction is provably $C_n$-invariant and $\mathcal{O}(n^{-2})$-close to the continuous $\mathrm{SO}(2)$ average, making the resulting model a usable $360^\circ$ visual-computing primitive across panoramic relighting, immersive video, and cross-dataset transfer. Code is available at https://github.com/Jaywalk18/equissl-release.
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All authors Tianjian Zhou, Yishan Li, Jie Jiang, Yifei Zhang

Graphics · Cross-listed from cs.RO

TAPESIM: Efficient Simulation of Adhesive Tape Dispensing for Robotic Manipulation

Applying adhesive tape to secure wire harnesses or seal packages requires robots to coordinate a flexible strip, a moving roll, and surfaces that attach and detach. Simulation could make these interactions repeatable for robot development and evaluation, but resolving every adhesive layer is expensive and can suppress roll motion at practical solver tolerances, while a permanently rigid roll cannot release material. We present TapeSim, a tape simulator that concentrates deformation near the unwinding region and along the released strip. We will release the source code. A rigid cluster represents most wound material, while an advancing deformable collar enables payout and leaves released tape flexible and reattachable. Optional releasable bonds simplify adhesive interfaces and reduce mean step times for smaller rolls. Controlled swing tests show improved roll rotation. At 32 turns, clustering gives 3.2-3.4x mean physics-step speedups at a fixed Newton tolerance and 4.5-8.4x for comparable roll motion. Across five real-motion Stick replays, the clustered variants reduce mean image-plane core-landmark error by 23-29% relative to the full-shell cohesive baseline. On 100 paired Peel cases, they improve balanced accuracy from 50% to 72.9-76.3%, with interface rankings varying across tasks. A teleoperated box-sealing sequence demonstrates attachment, dispensing, cutting, and sealing in a continuous workflow.
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All authors Zhaofeng Luo, Xinyu Lu, Jaehoon Choi, Zhehuan Chen, Trinity Chung, Xiaowen Qiu, Hugh Nicholas Perkins, Gianna Calderon, Alexis Duburcq, Sanghyun Son, Tsun-Hsuan Wang, Yi-Ling Qiao, Minchen Li

Graphics · Cross-listed from cs.CG

CuACD: A Fully GPU-Resident Approximate Convex Decomposition

Approximate convex decomposition (ACD) converts triangle meshes into small sets of convex parts and is a standard preprocessing step for physics simulation, collision detection, and large-scale robot learning. The majority of modern ACD methods produce high-quality decompositions through an expensive search over candidate cutting planes, with per-mesh runtimes of tens of seconds that force game pipelines into overnight bakes and keep articulated-object datasets on CPU clusters for days. Prior work has accelerated isolated stages, most recently VisACD's GPU-based visibility metric, yet the dominant costs – search, mesh cutting, and convex hull construction – have remained on the CPU because their natural decomposition into many small homogeneous phases trails off in a fading last wave at every kernel boundary, and the variable-sized output of each phase forces a host round trip simply to allocate the next launch's input. We address these obstacles by adopting the warp, rather than the thread or thread block, as the unit of algorithm design, an idea introduced in the graph-processing community for a different pathology and which we adapt here to fuse the many heterogeneous phases of a computational-geometry pipeline into single warp-resident kernels, paired with a device-side heap allocator that lets the buffers between fused phases be sized and allocated on the device. Building on this template, we present CuACD (CUDA ACD), the first fully GPU-resident ACD system, together with a suite of reusable GPU components, released as open-source standalone CUDA modules that drop into any search-based ACD pipeline. On the V-HACD benchmark, PartNet-Mobility, and an Objaverse subset, CuACD achieves more than an order of magnitude of speedup over CoACD at matched or better quality.
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All authors Ruoxi Shi, Xinyue Wei, Fanbo Xiang, Zexiang Xu, Hao Su

Graphics · Cross-listed from cs.CV

M-plicits: Neural Implicit Surfaces via Nested Multiscale Residuals

Encoding input coordinates with sinusoidal functions into multi-layer perceptrons (MLPs) has proven effective for implicit neural representations (INRs) of surfaces defined as zero-level sets. However, existing methods often struggle to balance training efficiency, rendering speed, and noise robustness: single-MLP approaches are expensive at inference, grid-based representations are fast but can limit surface smoothness and overfit input noise, and previous multiscale approaches frequently capture noise and produce artifacts due to hard spectral truncation. To address these limitations, we propose M-plicits, a multiscale framework that models surfaces as a residual sum of MLPs trained via a sequence of nested neighborhoods. Unlike existing residual approaches that rely on standard domain-wide sampling and require costly mesh extraction for visualization, our method strictly localizes supervision to narrow bands around the previous zero-level sets. This nested design naturally provides robustness against noisy input data: the coarse network acts as a low-pass filter that establishes a clean geometric prior, while subsequent residuals progressively refine the geometry without fitting to high-frequency artifacts. We further introduce a multiscale sphere-tracing algorithm and a GEMM-based analytical normal computation that bypasses auto-differentiation entirely, yielding high-fidelity real-time rendering. On Stanford and Thingi32, M-plicits achieves the best mean Chamfer distance in the coarse configuration and the best median Chamfer distance and IoU in the fine configuration, with substantially better noise robustness than iNGP, BACON, and IDF, while using an order of magnitude fewer parameters than grid-based baselines. Code, models, and data are available at https://github.com/dsilvavinicius/m-plicits.
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All authors Vinícius da Silva, Isabelle Melo, Matheus Bessa, Guilherme Schardong, Luiz Schirmer, André Araújo, Nuno Gonçalves, Hélio Lopes, Alberto Raposo, Luiz Velho, Tiago Novello

Graphics · Cross-listed from cs.RO

DEAL-Grasp: Decoupled Alignment Representation for Geometry-Aware Dexterous Grasp Generation

Synthesizing realistic articulated hand-object interactions is a fundamental problem in virtual reality, embodied intelligence, and digital human applications. Existing methods for dexterous grasp synthesis typically regress or denoise poses in a joint space that couples global rigid motion with local articulation, which often yields unstable samples and physically implausible contacts. We introduce DEAL-Grasp, built upon the Decoupled Alignment (DEAL) representation, which reformulates grasp synthesis as alignment-space generation: the interaction state comprises task-space geometric anchors and articulation parameters, from which the rigid transform is recovered via closed-form Procrustes alignment while preserving local articulation. On this mixed state, we model grasp generation using heterogeneous-state flow matching with component-wise vector fields, incorporating time-adaptive physical regularization during training. At inference, grasps are synthesized solely by integrating the learned vector field, without test-time optimization or auxiliary physical guidance. Across MultiDex and zero-shot RealDex benchmarks, DEAL-Grasp attains high force-perturbation success rates alongside minimal penetration and high diversity of generated grasps, while substantially reducing native inference latency compared to optimization-heavy baselines. The project page is available at https://wmtlab.github.io/DEAL-Grasp/.
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Graphics · Cross-listed from math.NA

Efficient Geometry Representation Strategies for the Shape Optimization of Profile Extrusion Dies

The design of profile extrusion dies remains a challenging task due to the complex rheological behavior of polymer melts and the geometric intricacies of flow channels. Traditional manual optimization approaches, which rely heavily on human experience, are inefficient and often employ unvalidated heuristics. To address these challenges, we present a deterministic and explainable framework for automatic die design based on adjoint-based shape optimization. This approach enables the computation of sensitivities that directly indicate beneficial modifications to the flow channel geometry. A major difficulty in such optimization processes lies in generating boundary-conforming meshes that evolve consistently with changing geometries. To overcome this issue, we employ non-boundary conforming geometry representation methods that eliminate the need for an explicit surface representation along physical boundaries. A dedicated reconstruction technique is developed to recover accurate sensitivity information at the virtual interface between fluid and solid regions. The proposed algorithm is demonstrated on 3D geometries with varying complexity, including realistic extrusion die flow channels. Several objective functionals relevant to industrial applications, such as flow balance at the outflow, are considered. The results highlight significant improvements in performance metrics while maintaining numerical robustness. This work showcases the potential of adjoint-based techniques for automated die design in a domain still largely governed by manual trial-and-error procedures, establishing a foundation for data-efficient, sustainable manufacturing workflows using computational rheology.
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All authors Jana Sasse, Maximilian Esser, Markus Mügge, Stefan Turek

Graphics

ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion

Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are tightly coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. For faithful surfel estimation, we extract deformation displacement and body model deviation two priors from the mesh, which jointly capture local deformation complexity and serve as auxiliary. We employ deferred shading to estimate BRDF materials and further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments show that ARS-Avatar achieves competitive or improved radiance reconstruction on multiple metrics and consistently outperforms the evaluated PBR relighting baselines, while enabling realistic animation and relighting under novel poses and illuminations.
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All authors Jiateng Liu, Hao Gao, Junxin Sun, Mengqi Liu, Jiu-Cheng Xie, Jucheng Song, Feng Xu

Graphics · Cross-listed from cs.RO

BladeMaster: Real-Time Robotic Cutting Simulation with Online-Generated Persistent Discontinuities

Cutting changes both the shape and topology of deformable objects, making accurate simulation challenging for robotic manipulation. A simulator must track the cutting tool as a cut develops, preserve the resulting discontinuities after tool withdrawal, and enable newly exposed surfaces to interact with the tool and with each other. Existing formulations often prescribe cut surfaces in advance or couple material separation to auxiliary geometric fields. We introduce BladeMaster, a GPU-accelerated cutting framework based on the total Lagrangian material point method (TLMPM). Our key idea is to encode the cutting history directly on material points through persistent side labels generated online from the blade geometry. These labels govern particle-grid coupling, preserving connectivity within intact material while preventing spurious coupling across cut faces after tool withdrawal. Our formulation supports progressive and intersecting cuts without predefined cut surfaces or particle duplication. Material-material contact enables cut surfaces to recontact and slide against each other without reconnecting, while two-way tool-material coupling allows material reaction forces to influence tool motion. Experiments demonstrate tool-driven cutting followed by manipulation, with faster-than-real-time performance on representative tasks. Project page: https://jango6324.github.io/blademaster/.
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All authors Zhanyu Yang, Yunuo Chen, Yanjia Huang, Joseph Masterjohn, Yin Yang, Chenfanfu Jiang

Tuesday 22 September

Graphics · Cross-listed from cs.CV

Heartian: Physiology-Aware Relightable Gaussian Head Avatar

Gaussian head avatars typically model intrinsic facial appearance as temporally static, omitting subtle cardiac-induced skin-color variation. We propose Heartian, a physiology-aware modulation framework that learns cardiac-cycle-dependent per-frame albedo modulation of facial skin-region Gaussians within a relightable head avatar to encode remote photoplethysmography (rPPG) signals. Using synchronized contact PPG supervision, Heartian models the prescribed cardiac waveform as the sum of two Gaussian functions and learns per-frame spatial residuals via a lightweight MLP. Across 152 stationary recordings from UBFC-rPPG, PURE, and MMPD, attribute-space recovery of the supplied signal achieves a pooled recording-level heart-rate MAE of 0.29 bpm and MAPE of 0.38%. The signals remain detectable after rendering by benchmark rPPG methods, with the best tested configuration - a motion-augmented TS-CAN decoder pretrained on UBFC-rPPG - recovering heart rate from the rendered MMPD avatars at 0.97 bpm MAE and 1.21% MAPE. Meanwhile, Heartian maintains reconstruction quality comparable to the baseline, with negligible average PSNR degradation of 0.005 dB. Overall, our work embeds recoverable rPPG signals as controllable material attributes to subject-specific Gaussian head avatars while retaining the reconstruction quality.
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All authors Xiaoyue Fan, Jose Echevarria, Akshay Paruchuri, Kaan Akşit

Graphics · Cross-listed from cs.CV

From greenhouse climate to individual leaves: an organ-resolved model of lettuce growth

Greenhouse climate management aims to improve crop production while limiting energy use. This requires knowing how a crop will respond before conditions are changed. A crop digital twin can support this decision only if it represents how plant physiology and structure develop together. A unified framework was developed to simulate lettuce growth from the physiology of individual leaves. Each leaf received the conditions at its position in the canopy and contributed carbon through photosynthesis. Part of this carbon was used for maintenance and the remainder supported growth, distributed among leaves by their age, size and local environment. The predicted leaf mass, area and age generated an evolving three-dimensional plant in NVIDIA Isaac Sim. Ray tracing calculated the radiation intercepted by each leaf and returned it to photosynthesis, so structure and growth influenced each other over time. Against greenhouse measurements, the relative root mean square error was 9.5% for total dry weight and 9.2%, 12.7% and 13.1% for leaf number, canopy diameter and largest-leaf area, respectively. A 30% decrease in incident radiation reduced final dry weight by 10.4%, while the same increase raised it by 6.9%, and adding 200 ppm carbon dioxide raised it by 46.1%. Within a simulated 40-plant block, interior plants accumulated 8.6% less dry weight than border plants with identical initial states, and the leaf-specific tipburn index rose in the enclosed leaves over the period in which tipburn appeared on the greenhouse plants. Resolving individual leaves therefore explains how local exposure changes plant growth within the greenhouse. The framework provides the forward plant model needed for a bidirectional digital twin, where observations of the physical plant can update predictions and support greenhouse climate decisions.
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All authors Md Hasibur Rahman, Faraz Ahmed, Hafiz Muhammad Bilal, Daniel Wells, Dylan Tobin, Tanzeel U. Rehman

Graphics

SsgCaps: A controlled dataset for the evaluation of sound scene generation algorithms

Sound Scene Generation is about the automatic synthesis of artificial sound scenes. We introduce SsgCaps, a publicly available dataset of human-engineered sound scenes wherein each scene matches a precisely structured prompt that guides the sampling process. The corresponding prompts are sampled from a predefined action-based typology that allows extensive sampling while retaining plausibility. SsgCaps is a sound scene dataset derived from the unpublished reference dataset for Task 7 of the 2024 DCASE Challenge edition, which contained private-and public-domain audio samples. In contrast, SsgCaps contains only public-domain audio samples, allowing us to open this dataset to the community. To make this dataset useful to the community, we first elaborate on the rationale for the prompt and dataset structure. We then perform a comparative quantitative analysis of the 2 versions of the dataset. To do so, we compare both versions to the audio synthesized by the SSG algorithms submitted to the challenge using Fréchet Audio Distance (FAD) and Kernel Audio Distance (KAD) as well as perceptual ratings. This analysis shows only small differences, which enables us to recommend the open version for further benchmarking of SSG algorithms.
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All authors Modan Tailleur, Junwon Lee, Laurie M Heller, Mathieu Lagrange, Keunwoo Choi, Brian McFee, Keisuke Imoto, Yuki Okamoto

Graphics · Cross-listed from cs.RO

\phi-RIE: From Photorealistic Reconstruction to Interactive Environments

3D Gaussian Splatting (3DGS) can reconstruct a captured scene photorealistically, but the resulting representation does not by itself support physical interaction. Robot simulation instead requires object-level change, i.e., objects must move independently, make contact, and reveal previously occluded surroundings. This gap arises because object appearance may remain entangled with the background, while hidden object geometry and occluded background content may be unobserved. To address this challenge, we present \phi-RIE, a Gaussian-native pipeline that converts selected objects into movable simulator assets while preserving the remaining reconstruction. Our key observation is that asset construction and source removal should be coupled, i.e., one object identity should define the movable asset and the scene content to remove and complete. Accordingly, Scene Observation supplies shared evidence to Coupled Scene Construction, which creates registered assets and completed background Gaussians for simulator-driven rendering in an Interactive Environment. This coupling preserves unedited Gaussians while aligning visual and physical state. On 50 ScanNet++ scenes, evidence-based selection and registration retry increase matched F1 at 20\,mm from 0.336 to 0.383 at fixed retention. Further tests demonstrate asset executability, manipulation gains over a single-generator baseline, and the visual cost of conversion. Together, these results demonstrate that \name\ enables interactive scene conversion.
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All authors Runyi Yang, Deheng Zhang, Xiaoye Wang, Kanzhi Wu, Lei Sun, Ajad Chhatkuli, Kunyu Peng, Luc Van Gool, Danda Pani Paudel

Graphics · Cross-listed from cs.AI

VideoX-Qwen: Data-Centric Instruction-Based Video Editing

Progress in general-purpose video editing depends on constructing large-scale paired supervision and effectively adapting video-generation backbones to instruction-driven editing. Unlike video generation, video editing must execute a requested transformation while preserving unrelated subjects, scene structure, motion, and temporal continuity. We present VideoX-Qwen, an integrated data-construction and model-training framework for general instruction-based video editing. Our scalable production pipeline organizes specialized generation and understanding models into complementary routes for addition, removal, replacement, and attribute editing, followed by quality screening and instruction enrichment. It produces more than 1.2 million directional video-editing records, including over 400,000 records in each major task group, with an automatic acceptance rate of 89%. The resulting corpus provides broad and structured coverage of common editing operations through a unified source-instruction-target interface. We further develop a unified Qwen-Wan editor that combines multimodal semantic conditioning with dense source-video latent guidance. A progressive image-video training strategy aligns the multimodal instruction interface, adapts the video generator to source-conditioned editing, and refines output quality with selected high-resolution data. In a 100-example comparison with UniVideo and Kling O1, VideoX-Qwen achieves the best mean result on nine of eleven reported metrics, including instruction following, editing quality, content preservation, structural and perceptual similarity, and video-distribution quality. Together, the large-scale data-production system and unified training framework provide a practical foundation for more capable instruction-driven video editing.
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All authors JJiahang Li, Dingbao Shao, Xinyu Chen, Song Wu, Jiang Lin, Duo Li, Yuhang Liu, Jiaxin Hu, Shengrong Gu, Ying Tai, Zili Yi

Graphics · Cross-listed from cs.CV

PartLLM: A Unified Multimodal Foundation for 3D Part Segmentation

Part segmentation is a fundamental problem in computer graphics and 3D vision. Recent works have expanded 3D part segmentation beyond fixed taxonomies, but existing approaches typically only address a specific setting, such as text-guided part segmentation or point-based interaction. In this work, we argue that these settings can be unified as an intent-conditioned generative problem, where different prompts specify the desired part decomposition. To this end, we introduce PartLLM, a unified multimodal model that formulates 3D part segmentation as autoregressive semantic decomposition. Conditioned on an input shape and a user prompt, PartLLM autoregressively generates semantic part hypotheses as queries for mask prediction and feeds them to a decomposition-aware decoder that jointly predicts coherent part masks. This unified design supports text-guided part segmentation, interactive segmentation, and full-shape semantic decomposition with controllable granularity within a single model. Extensive experiments across these task settings show that PartLLM consistently outperforms task-specific baselines, demonstrating the effectiveness of unifying 3D part segmentation under an intent-conditioned generative formulation.
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All authors Zhe Zhu, Yiheng Zhang, Peng Li, Zixing Zhao, Honghua Chen, Yaqing Zhang, Le Wan, Zhiyang Dou, Cheng Lin, Yuan Liu, Mingqiang Wei, Wenping Wang

Graphics · Cross-listed from cs.RO

AgriGen: Large-Scale Scene Generation Framework for Photorealistic Agricultural Robotics Simulation

Agricultural robotics is advancing rapidly, yet progress remains constrained by limited field access, lack of control over field conditions, geographic variability, and seasonal crop cycles. These factors make it difficult and costly to acquire diverse agricultural datasets, resulting in limited evaluation and reduced system robustness. While other robotics domains have scaled learning and evaluation through high-fidelity simulation, agricultural robotics still lacks comparably capable tools. In this paper, we present a ROS-integrated framework, built on Isaac Sim, for large-scale procedural generation of agricultural environments. The framework supports photorealistic rendering, physics simulation, and domain randomization at scales relevant to robotics research, with built-in support for row crops, orchards, and vineyards and straightforward extensibility to additional crop categories. Project Page: https://baj31415.github.io/agrigen/
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All authors Utkarsh Bajpai, Serge Tleiji, Cédric Pradalier, Stéphanie Aravecchia

Graphics · Cross-listed from cs.CV

Ultra-fast Neural Inference for Stochastic Gaussian Splatting Denoising

Stochastic rendering eliminates the sorting and alpha blending process in Gaussian splatting, at the cost of introducing spatial noise. Formulating temporal denoising over the pixel stream shared by view-consistent stochastic splatting renderers, we propose a temporal neural denoiser validated on stochastic 2D Gaussian Splatting rendering, combining dual-path exponential moving average accumulation, per-pixel learned trust prediction for history validation, a fixed anisotropic spatial filter and a variance-gated composition with stabilization. The denoiser suppresses the noise, achieving temporally stable, visually compelling outputs during free camera navigation, all while retaining the sort-free, blend-free rasterization performance. The combined pipeline retains a PSNR gap to sorted alpha-blending renderers, but the denoiser's overhead stays below the time saved by removing sorting and blending.
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All authors Chenxiao Hu, Hao Zhang, Yanchen Zhang, Meng Gai, Guoping Wang, Sheng Li

Monday 21 September

Graphics · Cross-listed from cs.CV

LatentReRig: An SDF-Based VAE with Dual Decoders for Latent-Space Deformation Conditioning

Transferring deformation between characters with different geometry and topology is challenging because conventional rigs encode behaviour through character-specific structures and correspondences. We present LatentReRig, an experimental framework that investigates whether pose-associated changes can instead be represented as reusable directions in a learned geometric latent space. An SDF-based variational autoencoder is coupled with two decoders: one reconstructs the implicit field, while the other predicts target vertex positions from source geometry and latent deformation conditioning. The source geometry may be neutral or already deformed. Experiments on a controlled humanoid dataset show that several poses induce coherent latent directions across identities, particularly for broad articulated motions. These signals can guide deformation of unseen characters, but explicit predictions remain less accurate for localized changes and corrective contributions. Diagnostic comparisons with repeated SDF sampling show that inter-identity distances exceed same-geometry resampling variability on average, while pose signals exhibit different margins above this baseline. The results support the presence of reusable pose-related structure and identify stable local conditioning and accurate mesh decoding as complementary requirements for improving transfer.
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Graphics · Cross-listed from cs.CV

WorldCrafter: Consistent Video World Model with Implicit 3D-aware Memory

Video world models enable interactive exploration of dynamic environments, yet struggle to respect prior observations over long horizons and across viewpoints. We present WorldCrafter, a video world model that learns a camera-queryable implicit 3D-aware memory for this purpose. The key insight is to let the requested viewpoint shape how multi-view evidence is compressed into the video generator's limited token budget. Trained jointly with the video generator, a memory encoder and pose-conditioned readout module integrate historical observations into a fixed set of target view-specific tokens before denoising, without explicit depth-based correspondences. By combining this memory with recent temporal context and few-step distillation, WorldCrafter enables streaming scene exploration from a single input image or text prompt. Experiments across static and dynamic scenes show substantial gains in long-horizon consistency and camera-control accuracy while preserving visual quality during minute-scale exploration.
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All authors Wangbo Yu, Kunhao Liu, Wenbo Hu, Shenghai Yuan, Chaoran Feng, Haiyang Zhou, Yukun Huang, Yiran Wang, Wang Zhao, Yingmin Luo, Ying Shan