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Tuesday 6 October

Graphics

Physics-based Sphere Packing for Lagrangian Mesh Morphing

This paper studies tetrahedral meshes as the body representation for differentiable simulation and computational design. Fixed-connectivity meshes degrade under large morphs, while remeshing from scratch discards node correspondence. We present JamTet, a physics-based sphere-packing framework for volumetric meshing and morphing. We contribute (i) a GPU-parallel mesher combining octree-hierarchical packing with constrained Delaunay tetrahedralization, producing more uniform element volumes than TetGen and fTetWild; (ii) Lagrangian mesh morphing that preserves interior-node identities by re-equilibrating the same spheres within changing shapes and rebuilding the boundary and connectivity, remaining inversion-free where fixed-connectivity and TetSphere meshes invert; and (iii) a differentiable GPU simulator in JAX, with mass-spring edges and a volumetric Neo-Hookean term, integrated with mesh morphing in a design pipeline. In soft-robot morphology design experiments, interior-node gradients improve swimming fitness by 0.73-1.07 over a matched surface-only variant, while voxelized versions of the same designs yield 32-63% lower fitness. These results establish sphere packing as a practical volumetric mesh representation for gradient-based shape optimization. Code and media: under review.
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Graphics · Cross-listed from cs.CV

4D-HOF: Hand-Object Flow Matching for Feed-Forward 4D Interaction Reconstruction

Existing methods for 4D hand-object reconstruction often rely on costly per-sequence optimization, while generative approaches typically synthesize interactions from random noise, which can lead to unstable interaction prediction. We introduce 4D-HOF, a feed-forward framework that reconstructs 4D hand-object interactions from coarse but informative estimates produced by vision foundation models. Concretely, we learn a conditional flow matching model that transports foundation-model-derived hand-object states toward an interaction manifold, allowing the model to correct errors in translation, rotation, and alignment in a feed-forward manner. A key advantage of our generative formulation is that it naturally enables test-time guidance within the transport process. Rather than applying a separate post-hoc optimization after reconstruction, we directly steer the evolving generative states using physical interaction constraints and observed 2D evidence, allowing the reconstruction to be refined as part of the generative process itself. By training the generative model on diverse datasets, 4D-HOF generalizes robustly to challenging in-the-wild scenarios. Experiments on out-of-domain benchmarks show that 4D-HOF achieves state-of-the-art performance, producing more stable and accurate 4D hand-object reconstructions.
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All authors Shiqi Li, Sean Cho, Yijie Li, Fengzhi Guo, Bowen Wen, Cheng Zhang

Graphics

Local Content-Style Control for Diffusion-based Image Stylization

Image stylization with latent-diffusion models entangles two independently refined axes: what a region depicts and how it is depicted. Such pipelines expose only global controls, yet professional retouching demands deliberate, region-specific control. We lift two conditioning weights already present in a ControlNet + IP-Adapter stylization pipeline from global scalars to per-location spatial maps, yielding local, per-axis control of content and style in a single generative pass. Because the two weights act on disjoint pathways, adjusting them independently spans a 2x2 retouching vocabulary, from free regeneration to identity preservation. We validate that edits stay confined to the retouched region and that each weight predominantly steers its own axis. Our approach requires no retraining and drops unchanged into any such pipeline.
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Graphics

PrimitiveCAD: An LLM-Based Point-to-CAD Reconstruction with Primitive-Aware Tokenization and Operation Alignment

Large-model-based point-to-CAD generation holds immense potential for advancing industrial design and enhancing 3D modeling efficiency. However, most existing methods approach the problem as a general point-cloud encoding and token prediction task, neglecting the tokenization and supervision specifically for CAD-related primitives. As a result, these methods often struggle to accurately reconstruct the intricate primitive structures. To address this limitation, we propose PrimitiveCAD, a novel multi-stage paradigm for point-to-CAD reconstruction that enhances the geometric accuracy of generated CAD models while better preserving critical geometric features. First, we introduce a primitive-aware point cloud tokenization model, enabling the system to learn more robust geometric representations from CAD point clouds. Next, we perform supervised finetuning on a large language model (LLM) and introduce an operation alignment loss to align key CAD operation frequencies, thereby improving the preservation of global shape features. Finally, we incorporate reinforcement learning (RL) and introduce a feature-line alignment reward to further reduce stochasticity and enhance the fine-grained preservation of geometric features. Experiments on the DeepCAD and Fusion360 datasets show that our method achieves state-of-the-art performance in code validity, geometric accuracy, and geometric feature preservation.
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All authors Jian Gao, Kailin Bi, Jiamin Xu, Jinlan Xu, Gang Xu

Graphics · Cross-listed from cs.CV

PDB: Point-Based Deformation Blending for Facial Animation Retargeting

Mesh-agnostic facial animation retargeting transfers expressions across meshes with different structures, but preserving facial motion without surface artifacts remains challenging. To address this, we present PDB, Point-Based Deformation Blending for facial animation retargeting. PDB predicts a compact set of deformed control points from a source neutral-expression pair and blending weights from the target neutral mesh. The weights are computed once per target and reused across frames, while the control points vary with each source expression. ReLU enforces non-negative weights and permits exact zeros, followed by row-wise normalization. The target mesh is reconstructed directly by multiplying the weights and control points, without a predefined cage, precomputed coordinates, a learned per-element deformation decoder, or a global reconstruction solve. Trained only with self-retargeting reconstruction supervision, PDB supports cross-identity transfer without paired cross-identity training expressions. Experiments demonstrate accurate retargeting, fast inference, and localized support in the learned weights. Joint evaluation of expression accuracy and local surface preservation shows reduced surface artifacts relative to the evaluated dense displacement method while retaining the intended motion. Perceptual evaluations further support expression fidelity and visual quality in both self- and cross-retargeting.
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All authors Sihun Cha, Hyeonseung Shin, Suah Yu, Junyong Noh

Graphics · Cross-listed from cs.RO

Humanoid Horizon: Extending Task Horizon in Whole-Body Loco-Manipulation via Parallel Training, Dynamic Starting, and Reward Gating

Cluttered indoor environments, where large and heavy objects are scattered across diverse surfaces, require humanoid robots to sequentially navigate, grasp, transport, and accurately place each item at its target location within a single uninterrupted episode. This long-horizon, whole-body loco-manipulation task remains a significant challenge for current methods. Previous approaches often suffer from two main issues: easy-reward bias, where training overemphasizes early transport stages at the expense of later ones, and catastrophic forgetting, where focusing on later stages leads to a decline in earlier-stage performance. In this work, we introduce Humanoid Horizon, a unified policy framework designed to overcome these limitations through three interrelated mechanisms. The Parallel Training Strategy organizes $N$ scenes into $S$ concurrent stage streams governed by a shared policy, ensuring all transport stages receive continuous gradient updates and removing the bottleneck of sequential optimization. The Dynamic Starting Mechanism updates each environment's initial state with terminal states from upstream rollouts, gradually broadening transition coverage and enhancing robustness at stage boundaries. Reward Gating sets the reward to zero for the rest of the episode in later-stage streams when the immediately preceding object is displaced beyond a set threshold, so the shared policy learns not to disturb a just-placed object and earlier placements are preserved throughout the episode. Collectively, these strategies achieve per-stage success rates exceeding 80% on the two-object LHM-Humanoid benchmark (350 training scenes, 66 held-out scenes). As the number of sequentially transported objects grows beyond two, success declines with the horizon, but the degradation is graceful relative to the sharp drop seen in all baselines.
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All authors Haozhuo Zhang, Qiang Zhang, Jian Tang, Mingzhe Ni, Michele Caprio, Angelo Cangelosi, Wei Pan

Graphics · Cross-listed from cs.CV

View Matters: Keyframe-Guided Text-Driven 3D Gaussian Editing

Text-driven 3D Gaussian editing commonly does not distinguish the editing reliability of rendered views, although different viewpoints provide supervision of substantially different quality. Views that clearly show the scene and match the edit instruction provide reliable guidance, while less informative views may weaken the edit when all views are treated equally. We present View Matters, a view-importance-aware framework that conducts editing around reliable keyframes. Keyframe Importance Estimation (KIE) identifies reliable views using geometric visibility, semantic distinctiveness, and edit relevance. Keyframe-Guided Editing (KGE) then propagates their editing signals asymmetrically to non-keyframes without noisy reverse influence, while Importance-Aware Optimization (IAO) preserves this reliability preference during 3DGS optimization. Across 23 scene-prompt pairs, View Matters achieves the highest average CLIP text-image similarity of 0.2822 and directional similarity of 0.2564 among the evaluated methods, with a four-minute editing time. Additional adjacent-view analysis indicates that the fidelity-oriented editing process maintains cross-view coherence.
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All authors Kaizhe Zhang, Yijie Zhou, Weizhan Zhang, Xuanyu Wang, Feng Lei, Sha Gong

Graphics

UltraDiff: Differentiable Ray Tracing in Ultrasound for Shape Optimization

Physically-based differentiable rendering enables gradient-based optimization of scene parameters by matching rendered images to measurements, but has so far mainly focused on light transport. We extend this paradigm to medical ultrasound, where image formation resembles transient rendering: echoes are binned by time-of-flight rather than projected onto an image plane. We present UltraDiff, a modular framework for differentiable ultrasound ray tracing. UltraDiff formulates ultrasound image formation as a path-space integral, gated by travel time between the transducer and tissue interfaces, and derives a Monte Carlo estimator of both the forward model and its gradients with respect to scene parameters. We demonstrate this on an inverse geometry estimation: starting from a sphere, an SDF is optimized until simulated echoes match measured ones, recovering vertebral surfaces from simulated B-mode sweeps and from a real robotic acquisition of a spine phantom. Unlike state-of-the-art ultrasound shape reconstruction methods, which rely on pre-segmented images, our approach operates unsupervised on B-mode images through analysis-by-synthesis, while achieving competitive geometric accuracy. Implemented on top of Mitsuba 3, UltraDiff brings differentiable path tracing to a new sensing modality and provides a foundation for inverse problems in acoustic imaging.
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All authors Felix Duelmer, Magdalena Wysocki, Nassir Navab, Mohammad Farid Azampour

Graphics · Cross-listed from cs.CV

PhysLDM: Latent Diffusion for High-Fidelity Deformable Simulation

Neural simulation of high-fidelity deformable bodies is a foundational challenge in computer graphics and physical AI. Long-horizon prediction for high-resolution 3D volumetric meshes is difficult: autoregressive methods are susceptible to error accumulation, while direct multi-frame prediction at native resolution is computationally prohibitive. This motivates a compact spatiotemporal latent representation, which is largely unexplored for mesh-based volumetric physics. Meanwhile, it remains unclear whether deterministic regression or generative diffusion is the more appropriate predictive paradigm. To address these coupled challenges, we introduce PhysLDM, a unified latent-diffusion paradigm for one-shot volumetric deformable simulation. Its core is a holistic spatiotemporal VAE that avoids the "staircase" artifacts of standard temporal compression (as in common video VAEs), achieving ~2.48 mm reconstruction precision on meter-scale scenes at up to 78x token compression. Based on this reliable latent space, we systematically compare regression and diffusion methods. Our experiments uncover a key modeling insight: complex deformable dynamics are often chaotic, and in this regime deterministic regression tends to produce non-physical averages, whereas diffusion better models their distribution. Accordingly, we employ a latent diffusion model that effectively learns from the chaotic data to generate physically plausible trajectories. Trained purely kinematically on an Objaverse-scale dataset, a single PhysLDM generalizes zero-shot to unseen OOD datasets (GSO and Toys4K). Its differentiability further enables efficient solution of inverse problems and higher-order design optimization. To our knowledge, PhysLDM is the first high-fidelity spatiotemporal autoencoder and latent-diffusion paradigm for volumetric deformable dynamics, offering a scalable and robust approach to neural simulation.
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Monday 5 October

Graphics · Cross-listed from cs.RO

InterMimicGen: Scaling Humanoid Loco-Manipulation through Self-Evolving Motion Imitation

Captured human-object interactions provide rich supervision for humanoid loco-manipulation, but they are sparse, heterogeneous, and not directly executable by robots. We introduce InterMimicGen, a self-evolving motion-imitation framework in which robot motion data and a tracking policy improve each other. First, we consolidate motion-captured human-object interaction datasets and retarget them into humanoid robot references while preserving whole-body coordination and dexterous hand-object relationships. This produces a large and diverse humanoid robot reference collection for dexterous whole-body loco-manipulation. Second, we train a physics-based generalist tracker that executes these references in simulation on a humanoid with dexterous hands, covering a scale and diversity beyond prior humanoid tracking systems for loco-manipulation. Third, we close a data flywheel: each round makes small, task-preserving changes to where an interaction takes place and how the body performs it, fine-tunes the tracker on them, and keeps only the variants whose simulated execution completes the task, which seed the next round. With more iterations, these small edits compound into broader coverage around the sparse original demonstrations while preserving task semantics and motion quality. Experiments show contact-preserving retargeting across robot configurations, broad tracking with a single generalist policy, executable motions that keep growing over augmentation rounds, and transfer to real robots. InterMimicGen provides a unified path from heterogeneous human demonstrations to a continually expanding motion resource for humanoid robot learning.
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All authors Yucheng Zhang, Sirui Xu, Jinhong Li, Liuyu Bian, Anatulya Nandi, Derek Zhang, Xiangchen Liu, Xueting Li, Umar Iqbal, Yu-Xiong Wang, Liang-Yan Gui

Graphics · Cross-listed from cs.CV

Learning to Read the Contextual Tokens in Diffusion Transformers

Multimodal Diffusion Transformers (MM-DiTs) jointly process visual and textual representations throughout generation. These models repeatedly update the text tokens through multimodal attention, forming dynamic contextual tokens whose function is not well understood. In this work, we introduce a framework for reading this contextual space through natural-language interrogation. We train a lightweight bottleneck network that maps intermediate contextual tokens into the input space of a frozen Large Language Model (LLM), allowing the LLM to answer questions about the emerging image directly from these hidden representations. Our reader reveals that contextual tokens encode a rich, global representation of the emerging scene: generation-specific semantics, including attributes left underspecified by the prompt, are accessible surprisingly early in denoising, while increasingly fine-grained details become readable over time. Remarkably, this information remains decodable even when the MM-DiT receives an empty prompt, showing that contextual tokens accumulate substantial image-specific information from the evolving visual representation itself. We further find that generations with more readable contextual representations tend to receive higher human-preference scores. Building on these observations, we introduce Contextual Alignment, a training technique that explicitly reinforces the visual-semantic information encoded in the contextual tokens, improving generation quality and distributional coverage. Together, our results establish contextual tokens as both an interpretable view into the internal dynamics of MM-DiTs and an effective target for improving generative models.
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All authors Omer Dahary, Etai Sella, Hadar Averbuch-Elor, Daniel Cohen-Or, Or Patashnik

Graphics · Cross-listed from cs.CV

UniSlider: Perceptually Uniform Sliders for Continuous Image Editing

Sliders provide an intuitive interface for continuous image editing. In current generative approaches, however, the slider is simply a rescaling of the method's strength parameter, such as an adapter coefficient, a prompt weight, or an interpolation factor. This strength relates poorly to perceptual change. The image can partially revert as the slider moves, long stretches of the range produce no visible difference, and short intervals transform the image abruptly. Remapping the strength could fix this uneven pace, but only if the trajectory is monotone, which current methods do not enforce. We therefore distinguish the slider from the strength, and require perceptual distance from the input to grow linearly with the slider value. We introduce UniSlider, a lightweight LoRA trained on a few-step editing backbone so that its strength approximates this ideal slider. Few-step sampling lets us impose this objective in pixel space without intermediate ground truth, and the backbone's output is preserved at full strength. However, a low-rank adapter cannot make the strength fully uniform. Our slider is thus an inference-time remapping of the strength, obtained by adaptive sampling. Since training optmizes to make the trajectory monotone, this remapping closes the remaining gap without extra training or parameters. On a new benchmark of 300 continuous edits evaluating uniformity, monotonicity, edit fidelity, and identity preservation, UniSlider outperforms all prior methods and is preferred in a user study.
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All authors David Serrano-Lozano, Duygu Ceylan, Yannick Hold-Geoffroy, Iliyan Georgiev, Javier Vazquez-Corral, Anna Frühstück

Graphics

Real-time Rendering of Pre-integrated Neural Emitters

Direct illumination from non-trivial emitters with occluding housing, high-polygon emissive meshes, spatially varying emission, or deformable assemblies is a persistent bottleneck in real-time rendering. Current real-time solutions either rely on simplified analytical representations or fall back to runtime sampling. Analytical methods are restricted to simple emitter geometry, pure sampling-based estimators need high sampling budgets to be noise-free, and proxy representations still require runtime integration over outgoing radiance around the emitter. We present Neural Emission Fields (NEF), a representation that eliminates runtime integration by precomputing the illumination in the volume around the emitter. This neural field is parameterized by position, normal, view direction, and material parameters. Using a two-headed diffuse/glossy architecture, it yields noise-free unoccluded direct illumination from a single network evaluation per shading point. Because training is performed in the emitter's local frame, a trained NEF acts as a portable lighting asset reusable across scenes under rigid transforms. Internal interreflections, self-occlusion, spatially varying emission, and deformations are absorbed into the learned representation at zero additional runtime cost.
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All authors Arno Coomans, Floor Verhoeven, Edoardo A. Dominici, Markus Steinberger

Graphics

Computational Design of Free-Form Lampshades

Conventional lampshades are predominantly restricted to simple geometries, owing to the difficulty of controlling optical functions across complex shapes. We present a computational design method that enables 3D-printable lampshades with complex free-form shapes to achieve controlled illumination, such as uniform luminance. Given an arbitrary shape, our method determines the internal cavity geometry and the number and placement of lights in two stages: an initialization stage fixes the number of lights and establishes their initial positions and the initial cavity geometry, after which gradient-based optimization jointly refines the cavity geometry and light positions via differentiable rendering subject to geometric constraints. We calibrate the material parameters of the translucent shade material prior to optimization to improve the agreement between simulation and the fabricated result. We validate our approach by 3D-printing five lampshade designs of varying geometric complexity and demonstrate that the fabricated lampshades achieve reasonably uniform luminance.
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All authors Hiro Nakasuji, Soma Yokota, Yutaka Ohtake, Yuki Koyama

Sunday 4 October

Graphics · Cross-listed from cs.CV

SteadySplats: Resampling of Low-Variance Gaussians for High-Fidelity Stochastic Rendering

Stochastic order-independent transparency enables efficient and elegant rendering of primitive-based radiance fields like 3D Gaussian Splatting models, but remains impractical due to the inherent visible noise in the output. We propose a principled approach to minimize high-frequency noise, addressing its sources at the representation and image synthesis level. During stochastic rendering, our history-based spatial resampling scheme drastically accelerates image convergence, while temporal importance resampling ensures coherence under camera movement. During training, a color regularizer implicitly reduces the variance along view rays in the 3DGS models. With these properties, our optimized, Vulkan-based renderer effectively mitigates output noise at low and high sample counts, achieving a substantial 13~dB PSNR increase in quality over previous stochastic methods at 1 sample per pixel and quickly converging to sorted 3DGS with an average L1 error of less than $10^{-4}$.
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All authors Felix Windisch, Thomas Köhler, Lukas Radl, Chris Wyman, Georgios Kopanas, Bernhard Kerbl, Markus Steinberger

Graphics · Cross-listed from cs.HC

Reflecting on Creative-Boundaries with an AI Co-Doodler

In this pictorial, we consider how the negotiation of creative boundaries with a co-creative AI system can create moments for personal creative reflection. We ground this in our experiences with Froggi-Draw, a single-initiative co-doodling system that gives users power to decide when and how much an AI "collaborator" (Froggi) contributes to their drawing. From a 1-week pilot study where (n=8) novice and experienced artists doodled daily with the system, we report on ways participants navigated creative risk and uncertainty, and how their usage and perceptions of Froggi shifted over time. In moments of disruption, participants described the system as encroaching on their creative territory. We consider how the design of a supportive, co-creative AI "collaborator" might look like the design of a supportive power dynamic—and finding ways to offer users control to find, reflect upon, and flexibly negotiate the boundaries of that dynamic.
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All authors Samia Menon, Samyukta Jayaram, Chetan Goenka, Shm Garanganao Almeda

Graphics · Cross-listed from cs.AI

CreativeFlow: A One-to-Many Analogical Relation Transfer Method for 3D Asset Generation

Inspired by cognitive science, we present CREATIVEFLOW, an analogical generation framework that explicitly models analogical divergent thinking to mitigate creative homogenization in text-to-3D pipelines. Our method derives a series of meaningful yet relationally similar source-target asset pairs, each featuring distinct geometric configurations. Expert evaluations demonstrate that our framework substantially enhances creative novelty and visual fascination. This workflow and its resulting assets establish a foundational dataset and benchmark for future relation-aware 3D model training.
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All authors Xuechen Li, Shuai Zhang, Nanxuan Zhao, Qing Chen

Saturday 3 October

Graphics

Neuroll: Real-Time Neural Strand-Based Hair Simulation via Simulator-in-the-Loop Unrolling

Time integration has been the cornerstone of physics-based animation that enables the simulation of complex interactions between rigid and deformable objects, including the motion of hair. Despite recent advances with optimized time integration that enabled thousands of hair strands to be simulated in real time, achieving the same performance on commodity hardware remains infeasible due to the computational demands of resolving complex dynamics and interactions between thousands of individual strands. With the rise of learning-based techniques, the offload of time integration to neural networks helps to achieve significant performance gains, making these approaches suitable for real-time applications such as gaming and virtual avatars. However, state-of-the-art neural techniques tend to produce less physically plausible motion and oftentimes fail to generalize to out-of-distribution scenarios. Inspired by classical time integrators, we design a neural counterpart that mirrors their input-output formulation – taking previous hair states, material stiffness, and collision geometry as the inputs for the neural time integrator, which is then trained via a self-supervised, simulator-in-the-loop method with randomized unrolling horizons. By formulating training in each strand's local coordinate frame, we obtain a network that generalizes across multiple dimensions, including hairstyle, material property, body motion, and body type. Our method inherits the benefits of a strand-based neural simulator, and hence is density-independent, lightweight, memory-efficient, and performant. Our neural hair integrator produces stable long-horizon rollouts and can be naturally extended to support quasi-static simulation simply by resetting hair states.
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All authors Gene Wei-Chin Lin, Jessica Jia-En Lee, Yu Ju Chen, Egor Larionov, Tuur Stuyck

Graphics · Cross-listed from cs.CV

LoCoSplat: Real-Time Feed-Forward 3D Gaussian Splatting with Minimal 3D Reasoning

Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks. We propose LoCoSplat (Local-Context Splatting), motivated by the observation that a Gaussian is a local primitive: once depth is predicted, what the 3D stage must add (scale, rotation, opacity) depends on the point cloud around each anchor, and a fixed local average of that neighbourhood is enough to supply it, no heavy network required. LoCoSplat realises exactly this average: it splats a 16-d linear projection of the point features into a fine and a coarse grid and reads both back at each anchor with a 0.14M-parameter pointwise MLP; with no learned 3D network and no dynamic sparse computation, its whole encoder runs as one fp16 CUDA graph. On RealEstate10K, LoCoSplat outperforms every prior feed-forward method on PSNR, SSIM, and LPIPS at 6, 12, and 24 views, with a margin that widens as views densify (+3.3 PSNR over VolSplat, the prior voxel-aligned state of the art, at 24 views) and grows further under zero-shot transfer to ACID and fine-tuning on ScanNet. It reconstructs a 6-view scene in 33 ms on one NVIDIA RTX PRO 6000 GPU, the fastest of seven feed-forward methods and $4.2\times$ faster than the previous state of the art, trains $2.7\times$ faster ($5.9\times$ at 24 views), and uses $6.7\times$ less inference memory.
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All authors Sinan Wang, Jinjin He, Yuchen Sun, Duowen Chen, Shenyifan Lu, Bo Zhu

Graphics · Cross-listed from cs.CV

OctMesh: A Unified Octree-Hierarchical Framework for Lossless Triangle Mesh Compression

Lossless triangle mesh compression must preserve both vertex positions and connectivity. Octrees support learned point cloud geometry coding and progressive refinement, but extending them to meshes requires a compatible connectivity representation. Unlike the eight occupancy decisions of a voxel, a parent edge can develop into varied child connections, making edge refinement difficult to model with a compact prediction prior. We propose OctMesh, a learned framework that codes geometry and connectivity on a shared octree hierarchy. Its key observation is that octree pooling produces parents with either one child or two to eight children. Child edges are then grouped by their endpoint parents' types and whether the endpoints share a parent. Each candidate group contains children from just one parent or two connected parents. The resulting four categories define small, fixed-shape prediction tasks: connections uniquely determined by the parent graph are inherited without bits, while three neural predictors estimate probabilities for the remaining candidates. These probabilities guide arithmetic coding of the actual edge symbols. Binarized predictions of within-parent connections provide context for predicting connections between different parents. A graph-aware parent feature extractor combines local geometry, parent connectivity and global shape. The connectivity models use dedicated weights at coarse levels and share weights at fine levels. Residual edges and a finest-level face-selection payload complete the reconstruction. On 256 frames from eight MPEG V-DMC test sequences, OctMesh losslessly recovers the finest-level vertex-coordinate, edge and unoriented face sets at an average of 7.033 bits per face, 12.8% below V-Mesh. The same hierarchical representation supports nine levels of progressive vertex-and-edge refinement.
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All authors Shiyu Feng, Xihua Sheng, Lingyu Zhu, Chunyang Fu, Shiqi Wang

Graphics

CurveCodec 2: Skeleton-agnostic animation compression with a learned entropy model

Skeletal motion is stored as every joint's transform at every frame, yet most of it is implied by the body rather than by what the motion is about. Compression is one way to ask what a motion must still say once the body is known, and a production codec must answer it for any skeleton with a stated error bound. Our earlier codec, CurveCodec, matched the mean error of ACL, the production library of modern game engines, with a learned prior over sparse anchors, but not ACL's worst case, and it counted its payload as floats rather than bits. Here we ask where the redundancy of skeletal motion lies and which part of a codec a learned model should take over. Measurements give three answers. At production precision the largest saving comes from predicting each quantized curve from its own past, the second from choosing per joint, in closed loop through the hierarchy, which samples not to code. On the gaps such an encoder leaves, a nearest-neighbour oracle over millions of training samples is no better than linear interpolation, and no learned in-betweener we tried paid for itself. What a network does learn is the distribution of the residuals the codec must send. CurveCodec 2 codes every sub-track as a curve in the log map, quantized in closed loop and thinned to rate-distortion-selected keys, with residuals entropy-coded under a small learned model whose integer inference is bit-exact across platforms. Two contracts are verified on every decoded clip: ACL's own worst case per joint within a stated tolerance, or ACL's mean error per clip. On a held-out test side of 4,472 clips from 33 datasets, CurveCodec 2 needs 0.37x ACL's bytes at ACL's default precision of 0.01 cm under the worst-case contract and 0.22x at 0.1 cm under the mean contract, decodes on one CPU core, and transfers without retraining to a species absent from training. Project page: https://rubbly.cn/publications/curvecodec/
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All authors Mingyi Shi, Huancheng Lin, Xuelin Chen, Taku Komura

Friday 2 October

Graphics · Cross-listed from cs.CV

UniBRep: Learning Unified Geometry and Topology for Image-conditioned B-Rep Generation

Generating a boundary representation (B-rep) conditioned on a single image requires faithful reconstruction of geometry, valid topology, and support for complex shapes. We present UniBRep, a geometry-first framework that adapts a pretrained image-to-3D model to generate a feature mesh as a unified intermediate representation. Its surface provides a geometric scaffold, while spatially aligned learned features encode face-separation cues for topology recovery. Dual decoder branches generate the geometry and face-separation features; a geometry- and feature-guided construction pipeline then fits parametric surfaces, recovers boundary curves and connectivity, and assembles an explicit B-rep using a CAD kernel. Recovering topology from mesh regions avoids predefined architectural face-count limits, allowing face count to scale with shape complexity. On the standard DeepCAD benchmark, UniBRep produces valid B-reps for 80.49% of inputs and reduces face Chamfer distance from 0.1096 to 0.0345 relative to CADDreamer. In a matched comparison, UniBRep also outperforms the HoLa public demo across all reported metrics. Further evaluations demonstrate scalability to high-complexity shapes beyond the standard 30-face range, generalization to objects outside the CAD training distribution, and qualitative transfer to real photographs.
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All authors Haiyang Ying, Allen Tu, Jiaye Wu, Tom Goldstein, Matthias Zwicker

Graphics · Cross-listed from cs.CV

4DCodeBench: Benchmarking Agents on Inverse Graphics of Dynamic Scenes

We introduce 4DCodeBench, a benchmark for 4D inverse graphics through code generation, in which agents reconstruct dynamic scenes from video as executable graphics programs. To accomplish this, agents must translate visual observations into compact representations of scene structure and dynamics, by implementing abstractions such as physical simulations to reproduce complex behavior. To evaluate this capability, we curate a set of real-world videos and construct synthetic scenes spanning diverse physical phenomena, including deformation, fluid flow, and fracture. We perform extensive benchmarking of frontier models, finding that strong static reconstruction capabilities do not yet translate into reliable reconstruction of complex dynamics. 4DCodeBench provides a testbed for tracking progress toward agents that can interpret the dynamics of the world through code. Our benchmark is available at https://github.com/4DCodeBench/4DCodeBench
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All authors Ruihong Shen, Žiga Kovačič, Peter Kulits, Xingrui Wang, Zizhang Li, Joshua B. Tenenbaum, Alan Yuille, Jieneng Chen, Jiajun Wu

Graphics

The Shape of Speech: A Geometric Measure of Coarticulation for Speech-Driven 3D Facial Animation

Speech-driven 3D facial animation can reproduce recognizable mouth poses. However, it can simplify the motion between them, and that motion carries coarticulation, the way the sounds around each sound shape its articulation. We introduce a geometric measure of this trajectory shaping: lip-path length compared with the shortest route through the vowel, consonant and vowel positions of a speech segment. In contrast to the endpoint chord, this consonant-aware route accounts for obligatory transit and avoids degeneracy, while preserving invariance to uniform motion gain. The measure needs only a forced alignment, so it applies where no ground truth exists. We demonstrate it on four state-of-the-art methods, one per architectural family, real-time and offline. All four trace flatter lip trajectories than captured speech. Against frame-rate-matched ground truth, DiffPoseTalk, ARTalk and FaceFormer show clear deficits, equivalent on this measure to removing 15-60% of real speech's fast articulatory component. CodeTalker is marginal on the primary measure and clear on a companion measure. A pre-registered study with 97 viewers and 3,523 judgments underpins the measured direction: controlled damping of real motion lowers the score and is penalized, whereas exaggeration shows no detected penalty over the tested range. Viewers also prefer real speech in 73.4% of sentence comparisons and, in the aggregate, on single words. Together, the measure, its calibration and the study identify a perceptually relevant loss of trajectory shaping and a concrete target for improving synthesized articulation.
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Graphics

A Kinetic Theory of the Gated Self-Evolving LLM Agent

We find traces of fluid dynamics in the self-evolution of an LLM agent, and give the kinetic theory that predicts them. Gated self-evolution is the loop in which an agent rewrites its own skills under a validation gate. Self-evolution research has treated the agent as the unit; we study instead the individual instances inside it. Here the agent is DSH-plugin-based: it runs in production on DeepSeek Harness (DSH), and its plugins satisfy four architectural properties (permutation symmetry, reversibility, acyclicity, typed contracts), which license treating these instances as identical hard spheres; the theory is accordingly scoped to DSH-class plugin populations. On this scope the paper builds three theory layers. The rigorous layer, independent of any analogy, comprises an any-time hitting-time certificate bounding the expected rounds to any prescribed improvement, a resolution law that prices held-out validation budgets, and a separation theorem: the daemon must stay outside the population, because merging evaluator with evaluated voids the certificate. The kinetic layer is a master equation over the plugin x version x task grid with four operators (collision, reaction, external field, gate), where collision is co-activation. Its moment hierarchy, the step that turns a gas into fluid equations, generates the falsifiable statistical signatures. Throughout, the fluid reading is a bounded analogy: momentum is not conserved, so no Navier-Stokes limit exists. The measured layer runs on a faithful minimal instance, a large library of four-parameter skill plugins retrieved one per episode with a co-activation probe, in a one-model, one-task-family WebShop environment; every element maps to the DSH loop by architectural role. Population fluctuation scaling is density-gated: invisible at sparse edit density, it emerges at the predicted rate under tripled density, as directional evidence.
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Graphics

Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD

3D Gaussian Splatting achieves excellent visual quality with real-time rendering, but at the scale of entire cities it does not fit: a trained model carries millions of primitives and gigabytes of memory, and real-time rendering at high quality on a consumer GPU remains out of reach. We introduce Budgeted-GS, a post-hoc method that turns any trained 3DGS model into a factoring tree, a multi-resolution hierarchy of moment-matched aggregates. After a construction pass of a few seconds, a single quality parameter selects, for each view, the level of detail that fits the memory of the target device, so the same city-scale model serves GPUs with widely different memory capacities. When a new scene is to be trained, the same theory applies: instead of growing a full-sized model and compressing it afterwards, budget-centered training first measures how many primitives the scene needs and then trains the model directly at that size, avoiding the wasted effort of optimizing primitives that are later discarded. Both methods are grounded in a measurable capacity floor, a budget-error law derived from optimal transport in phase space; selection rules certified by recent covering theorems decide which primitives are redundant. The floor answers how many primitives a scene actually needs and how many can safely be given up. We validate the floor on 13 public scenes under a preregistered protocol, and exercise both methods from object scenes to an official city capture, rendering it at native 1920x1080, full SH, in real time on one consumer GPU.
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Graphics · Cross-listed from cs.CV

A Benchmark for Spatially Grounded Gesture Generation

Communication in shared space interweaves verbal and non-verbal signals, and pointing gestures anchor language to the environment: "put the cup on that one" is uninterpretable without the gesture that fixes the referent. Yet no common framework exists for evaluating whether generated gestures indicate their intended referent; distributional metrics reward a gesture aimed at the wrong object as long as it looks natural. We introduce a benchmark for spatially grounded gesture generation, comprising ~2K pointing-annotated clips from naturalistic VR dialogue with ground-truth 3D referents, a task in which systems must decide when, how and where to point within conversational speech, and a protocol that separates temporal alignment, spatial grounding and perceived naturalness. We also provide a flow-matching baseline, MM-Conv-Flow. Evaluating it alongside an independent retrieval-based system and captured human motion, we find that geometric grounding can exceed that of human pointing without any gain in perceived naturalness, showing that referential gesture quality must be measured along separate dimensions.
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All authors Anna Deichler, Rishabh Dabral, Fethiye Irmak Dogan, Anindita Ghosh, Jonas Beskow

Thursday 1 October

Graphics · Cross-listed from cs.CV

DAGS: Disentangled Appearance-and-Geometry Steering of a Frozen Image DiT for Temporally Stabilized Generative Rendering

Diffusion transformers (DiTs) generate high-fidelity images from text and image conditions, but their outputs carry large variance and their faithfulness to a desired target depends heavily on how the condition is supplied. We present DAGS, a lightweight, attention-free, disentangled appearance and geometry conditioning scheme that steers a frozen image DiT to produce high-fidelity, highly faithful, and independently controllable renders. Two small convolutional encoders compute conditioning features once per frame and inject them as a learned, per-layer, element-wise residual into the image tokens, avoiding the quadratic cost of stacking conditions through attention. Because control and temporal handling live outside the frozen backbone, we retain its vast pretrained prior and eliminate backbone-overfitting risk. We further add a small recurrent lighting stabilizer and a training-free temporal guidance term that, coupled with our conditioning, elevate a per-frame image model into a streaming renderer. DAGS produces controllable, high-quality renders at a fraction of the compute of path tracing; it is not real-time, trading compute for controllability and quality. On a matched 1-spp + G-buffer input, per-frame DAGS reconstructs +8.6 dB / +10.1 dB PSNR over the real-time denoiser Intel OIDN and the diffusion renderer RGB<->X while being 2.5-8x more temporally stable perceptually (temporal-LPIPS flicker).
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All authors Karthik Mohan Kumar, Damian Andrysiak, Pedro Antonio Pena, Kunal Tyagi, Rama Harihara

Graphics

Windfoil: Closed-Form Coverage for Real-Time and Differentiable Vector Graphics

We present Windfoil, a GPU-friendly algorithm that treats rasterisation and differentiable vector graphics as two sides of the same problem by evaluating the box-filtered winding number of quadratic Bézier contours in closed form. We implement this in WebGPU, allowing it to run across a range of environments, including a web browser on a consumer laptop, and apply the system to real-time 2D rendering, high-resolution rasterisation for print media, and a differentiable renderer. We compare our renderer against Skia, a production-grade engine, and Slug, a popular GPU rasterisation algorithm for games and real-time applications, measuring fidelity to a reference box-filtered coverage. Our renderer matches the reference more closely than either, at performance comparable to Slug. We also compare our optimiser against DiffVG and Bézier Splatting, where it reaches equivalent or better reconstruction quality at a fraction of the per-step cost, scaling to tens of thousands of shapes at interactive rates.
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Graphics · Cross-listed from cs.CV

A Simulation-Grounded Agentic VLM Framework for Wildfire Monitoring and Reporting

Effective wildfire monitoring requires relating visual evidence to physical fire dynamics, yet real videos with synchronized physical annotations are scarce and high-fidelity 3D simulation is costly. We present a simulation-grounded vision-language model (VLM) framework that automatically converts 2D wildfire simulations into labeled video episodes. A fixed Blender mapping produces low-detail 3D proxies aligned with simulator terrain, fuel layout, fire activity, and wind cues; controllable video generation supplies richer appearance. The proxies are intermediate representations rather than finely rendered final scenes. Generated videos and simulator labels form reusable multimodal memory for a training-free multi-agent VLM system that retrieves reference episodes, reconciles visual and memory-based predictions, and produces structured wildfire reports. On held-out generated episodes, video memory achieves 51.5% exact four-tag accuracy, compared with 22.6% for direct VLM querying and 16-17% for text-only memory; the complete system achieves 77.3% accuracy on six simulator-derived report fields. Component ablations, cross-generator tests, and three real-UAV evaluations assess retrieval, reporting, generator changes, and observable monitoring tasks. The framework connects automatic simulation-to-proxy conversion with memory-based VLM reasoning under scarce real-world physical annotations.
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All authors Duowen Chen, Yuchen Sun, Zhiqi Li, Yuxuan Liao, Sinan Wang, Bart van Bloemen Waanders, Bo Zhu