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新论文 · v1arXiv:2610.35008

When the Persona Contradicts the Line: Diagnosing Plan-to-Synthesis Failures in Chain-of-Thought TTS

Joonyong Park, Jerry Li

原文摘要

Chain-of-thought TTS systems rely on language-model planners to translate persona and context into vocal delivery, but it is unclear where this intent is lost when the requested affect conflicts with lexical sentiment. We introduce a bilingual Japanese--English persona--line conflict benchmark in which each item pairs one line with congruent and conflicting personas and pre-declares the expected acoustic direction. We probe this direction in the planner-generated delivery phrase, the planner-written emotion vector, the QwenEmotion-generated vector, and the rendered waveform. Planner outputs are usually direction-correct, while downstream agreement can be substantially lower. Bypassing QwenEmotion provides only modest gains over the full planner-controlled Base. Supervising QwenEmotion raises the direction rate to 75% in Japanese and 84% in English. A learned text-to-latent interface reaches the highest English rate of 89% and the highest Japanese arousal rate of 88%. These results show that learned repair of the plan-to-synthesis interface can recover counter-textual delivery, although its effect differs across languages and acoustic axes.

cs.CL · cs.SD · eess.AS

新论文 · v1arXiv:2610.34697

Semantic Transferability of Generative Rate-Distortion-Perception Systems

Jinwan Jeon, Seoyeon Hwang, Sung Hoon Lim

原文摘要

Generative lossy compression combines a rate-limited representation with a stochastic decoder that preserves source-dependent information while generating unresolved detail. We ask what remains reusable when a rate-distortion-perception (RDP) system selected for one operating point is transferred to a prescribed conditional-generation task. We distinguish the single-letter RDP factorization from its block-code implementation and compare Full Redesign with three increasingly restrictive transfer strategies. Renderer-Only Transfer retains only the renderer and redesigns semantic steering. Representation-Induced Transfer additionally retains the semantic latent law induced by the original representation. Full-Model Transfer retains a compatible RDP code, marginalizing over the task conditional law to form its semantic encoder. For finite alphabets, we characterize Renderer-Only Transfer's exact compression-common-randomness rate region, renderer-hull controllability condition, and compression-rate penalty relative to Full Redesign. Under unlimited common randomness, this penalty is the minimum residual semantic information $I(S;U|X)$ forced by the inherited renderer. Representation-Induced Transfer is exact if and only if the semantic condition depends on the source only through the recurrent-class label $C$ of the end-to-end RDP test channel. Every compatible RDP code reused under Full-Model Transfer preserves $C$ and supports every task satisfying $X-C-S$. Any additionally transferable within-class semantic dependence must satisfy $I(S;X|C)\le R_0-H(C)$, where $R_0$ is the inherited compression rate. The bound is exact when $R_0=H(C)$. A scalar Gaussian specialization yields a renderer-noise controllability threshold, a closed-form transfer penalty, and examples of identical Gaussian RDP test channels with different Renderer-Only Transfer capabilities.

cs.IT

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.659ACL Anthology · ACL 2026

Stable Signer: Hierarchical Sign Language Generative Model

Sen Fang, Yalin Feng, Hongbin Zhong, Yanxin Zhang NVIDIA, Dimitris N. Metaxas

原文摘要

Sign Language Production (SLP) is the process of converting the complex input text into a real video. Most previous works focused on the Text2Gloss, Gloss2Pose, Pose2Vid stages, and some concentrated on Prompt2Gloss and Text2Avatar stages. However, this field has made slow progress due to the inaccuracy of text conversion, pose generation, and the rendering of poses into real human videos in these stages, resulting in gradually accumulating errors. Therefore, in this paper, we streamline the traditional redundant structure, simplify and optimize the task objective, and design a new sign language generative model called Stable Signer. It redefines the SLP task as a hierarchical generation end-to-end task that only includes text understanding (Prompt2Gloss, Text2Gloss) and Pose2Vid, and executes text understanding through our proposed new Sign Language Understanding Linker called SLUL, and generates hand gestures through the named SLP-MoE hand gesture rendering expert block to end-to-end generate high-quality and multi-style sign language videos. SLUL is trained using the newly developed Semantic-Aware Gloss Masking Loss (SAGM Loss). Its performance has improved by 48.6% compared to the current SOTA generation methods, which is a significant increase in the SLP field.

cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.868ACL Anthology · ACL 2026

FocalOrder: Focal Preference Optimization for Reading Order Detection

Fuyuan Liu, Dianyu Yu, He Ren, Nayu Liu Tianjin University, Xiaomian Kang Institute of automation, Chinese academy of science, Delai Qiu, Fa Zhang, Genpeng Zhen 等 13 位作者

原文摘要

Reading order detection is the foundation of document understanding.Most existing methods rely on uniform supervision, implicitly assuming a constant difficulty distribution across layout regions. In this work, we challenge this assumption by revealing a critical flaw: Positional Disparity, a phenomenon where models demonstrate mastery over the deterministic start and end regions but suffer a performance collapse in the complex intermediate sections.This degradation arises because standard training allows the massive volume of easy patterns to drown out the learning signals from difficult layouts.To address this, we propose FocalOrder, a framework driven by Focal Preference Optimization (FPO).Specifically, FocalOrder employs adaptive difficulty discovery with exponential moving average mechanism to dynamically pinpoint hard-to-learn transitions, while introducing a difficulty-calibrated pairwise ranking objective to enforce global logical consistency.Extensive experiments demonstrate that FocalOrder establishes new state-of-the-art results on OmniDocBench v1.0 and Comp-HRDoc.Our compact model not only outperforms competitive specialized baselines but also significantly surpasses large-scale general VLMs.These results demonstrate that aligning the optimization with intrinsic structural ambiguity of documents is critical for mastering complex document structures.

cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:2c011ab63d5edc1408e7937b015373a2CVF · CVPR 2026

3D Gaussian Splatting with Self-Constrained Priors for High Fidelity Surface Reconstruction

Noda, Takeshi, Liu, Yu-Shen, Han, Zhizhong

原文摘要

Rendering 3D surfaces has been revolutionized within the modeling of radiance fields through either 3DGS or NeRF. Although 3DGS has shown advantages over NeRF in terms of rendering quality or speed, there is still room for improvement in recovering high fidelity surfaces through 3DGS. To resolve this issue, we propose a self-constrained prior to constraining the movement of 3D Gaussians, aiming for more accurate depth rendering. Our self-constrained prior is a TSDF grid fused by the rendered depth during the learning of 3D Gaussians. The prior measures a band on both sides of the estimated surface for imposing more specific constraints on the right 3D Gaussians, such as removing 3D Gaussians outside the band, encouraging larger opacity for Gaussians near the center of the band or smaller opacity for Gaussians near the boundary of the band. We regularly update the prior by fusing more recent depth images which are usually more accurate, and progressively narrow the band to tighten the constraint on Gaussian movements. We justify our idea and report our superiority over the state-of-the-art methods in evaluations on widely used benchmarks.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:3b4e196ba654d3b170a34cac614c4135CVF · CVPR 2026

Seeing is Improving: Visual Feedback for Iterative Text Layout Refinement

Guo, Junrong, Fang, Shancheng, Qu, Yadong, Xie, Hongtao

原文摘要

Recent advances in Multimodal Large Language Models (MLLMs) have enabled automated generation of structured layouts from natural language descriptions. Existing methods typically follow a code-only paradigm that generates code to represent layouts, which are then rendered by graphic engines to produce final images. However, they are blind to the rendered visual outcome, making it difficult to guarantee readability and aesthetics. In this paper, we identify visual feedback as a critical factor in layout generation and propose Visual Feedback Layout Model (VFLM), a self-improving framework that leverages visual feedback iterative refinement. VFLM is capable of performing adaptive reflective generation, which leverages visual information to reflect on previous issues and iteratively generates outputs until satisfactory quality is achieved. It is achieved through reinforcement learning with a visually grounded reward model that incorporates OCR accuracy. By rewarding only the final generated outcome, we can effectively stimulate the model's iterative and reflective generative capabilities. Experiments across multiple benchmarks show that VFLM consistently outperforms advanced MLLMs, existing layout models, and code-only baselines, establishing visual feedback as critical for design-oriented MLLMs. Our code and data are available at https://github.com/FolSpark/VFLM.

cs.CV · cs.CL

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:52cd8c78dc7d28220c08b3bf27d1f69eCVF · CVPR 2026

Glove2Hand: Synthesizing Natural Hand-Object Interaction from Multi-Modal Sensing Gloves

Zhang, Xinyu, Kou, Ziyi, Qin, Chuan, Huang, Mia, Ristani, Ergys, Kumar, Ankit, Chen, Lele, He, Kun 等 10 位作者

原文摘要

Understanding hand-object interaction (HOI) is fundamental to computer vision, robotics, and AR/VR. However, conventional hand videos often lack essential physical information, such as contact forces and motion dynamics, and are prone to frequent occlusions. To address these challenges, we present Glove2Hand, a framework that translates multi-modal sensing glove data in HOI videos into photorealistic bare-hand representations, while faithfully preserving the underlying physical interaction dynamics. We introduce a novel 3D Gaussian hand model that ensures both temporal and multi-view rendering consistency. The rendered hand is seamlessly integrated into the scene using a diffusion-based hand restorer, which effectively handles complex hand-object interactions and non-rigid deformations. Leveraging Glove2Hand, we introduce HandSense, the first multi-modal HOI dataset featuring multi-view bare-hand videos with synchronized tactile and IMU signals. We demonstrate that HandSense significantly enhances downstream bare-hand applications, including video-based contact estimation and hand tracking under severe occlusion.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:6814b87c4a840dd6f1d86fb7e49e21cbCVF · CVPR 2026

SunFaded: Illumination-Aware Gaussian Splatting for Dark Scenes with Camera-Mounted Active Lighting

Chang, Wenjie, Ding, Tianle, Yang, Wenfei, Zhang, Tianzhu

原文摘要

Gaussian Splatting has emerged as a popular 3D representation technique, but still struggles with appearance inconsistencies, especially in dark scenes that require active illumination (e.g., camera flashes or co-moving light sources) to capture usable images, leading to dramatic local appearance fluctuations.While existing methods mainly focus on modeling global appearance changes for in-the-wild scenes, such as those caused by different times of day or weather conditions, they fail to handle the severe variations present in dark scenes with moving light sources.In this paper, we propose a novel Gaussian Splatting-based approach for constructing scene representations in dark scenes where active light sources are rigidly attached to the camera and move together with it.Within this framework, we introduce an illumination-weighted loss function that drives the representation toward the underlying unlit scene. Furthermore, instead of adjusting the illumination of each individual Gaussian as in prior work, we employ a tile-based shading scheme that operates directly on the rendered images, greatly reducing computational cost while explicitly separating illumination from intrinsic scene appearance.Additionally, we further refine the learned Gaussian representation by combining the recovered unlit scene appearance with an advanced geometric prior model, which significantly improves geometric accuracy.Experimental results demonstrate that our method achieves superior reconstruction quality in challenging environments compared to state-of-the-art techniques.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:723d7f4fb7bd426eac28c2d4bad1aaedCVF · CVPR 2026

From Pixel to Precision: Enhancing Handwritten Mathematical Expression Recognition with Image-Level Reward

Liu, Ze, Zhang, Kai, Wang, Xianquan, Liu, Shuochen, Yan, Jiaxian, Han, Yupeng, Liu, Qi

原文摘要

Handwritten mathematical expression recognition is hindered by a fundamental misalignment between the dual representations of LaTeX formulas: the symbolic text and the rendered visual image. This discrepancy means that textually distinct LaTeX sequences can produce visually identical outputs, while minor textual errors can cause catastrophic rendering failures. As a result, text-level reward mechanisms cannot perfectly assess the quality of model predictions, failing to effectively guide the model towards optimal performance during training. To overcome this limitation, we introduce the Image Matching Score (IMS), a lightweight yet effective reward based on the structural edit distance of column-wise image projections, which robustly quantifies the visual fidelity between rendered formulas. Leveraging IMS, we then propose Image-Matching driven Policy Optimization (IMPO), a training framework built upon Group Relative Policy Optimization (GRPO). This approach facilitates stable policy learning directly from our sequence-level visual reward, notably without the need for a separate value function network. Extensive experiments demonstrate that IMPO yields consistent performance gains across various backbone models on the challenging CROHME, HME100K, and M2E datasets. Our framework establishes new state-of-the-art results, improving the Expression Recognition Rate by an average of 1.1% and up to 1.37% over strong prior methods.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:7753adfc2e3fab94359bc705f633d08eCVF · CVPR 2026

Geometric-Photometric Event-based 3D Gaussian Ray Tracing

Kohyama, Kai, Aoki, Yoshimitsu, Gallego, Guillermo, Shiba, Shintaro

原文摘要

Event cameras offer a high temporal resolution over traditional frame-based cameras, which makes them suitable for motion and structure estimation. However, it has been unclear how event-based 3D Gaussian Splatting (3DGS) approaches could leverage fine-grained temporal information of sparse events. This work proposes GPERT, a framework to address the trade-off between accuracy and temporal resolution in event-based 3DGS. Our key idea is to decouple the rendering into two branches: event-by-event geometry (depth) rendering and snapshot-based radiance (intensity) rendering, by using ray-tracing and the image of warped events. The extensive evaluation shows that our method achieves state-of-the-art performance on the real world datasets and competitive performance on the synthetic dataset. Also, the proposed method works with out prior information (e.g., pretrained image reconstruction models) or COLMAP-based initialization, is more flexible in the event selection number, and achieves sharp reconstruction on scene edges with fast training time. We hope that this work deepens our understanding of the sparse nature of events for 3D reconstruction. https://github.com/e3ai/gpert

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:9abe5dfcba9eea5f7a1b93ad59622199CVF · CVPR 2026

3D Gaussian Splatting at Arbitrary Resolutions with Compact Proxy Anchors

Jeong, Mingyun, Yoon, Seongro, Bremond, Francois, Cho, Donghyeon

原文摘要

Despite achieving high-quality rendering, 3D Gaussian Splatting suffers from aliasing when the rendering resolution changes, as it is typically trained at a fixed resolution. To address this limitation, we introduce a method that enables the model to generate resolution-adaptive 3D Gaussians under arbitrary resolution changes. In particular, built upon Scaffold-GS, we enhance the anchor feature representation by incorporating a resolution-embedding to encode continuous resolution information. From these enhanced anchor features, a pixel coverage gate dynamically forms resolution-adaptive 3D Gaussians. Furthermore, we drastically reduce storage requirements by selecting a compact subset of proxy anchors and designing a residual anchor predictor that reconstructs the unselected leaf anchors based on the proxy anchors, enabling faithful scene representation without compromising visual fidelity. As a result, our method provides continuous and alias-free rendering across resolutions while maintaining practical scalability and memory efficiency. Extensive experiments across diverse resolution ranges demonstrate that our approach achieves an optimal balance between fidelity and memory, enabling practical arbitrary-resolution view synthesis even in resource-constrained settings.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:a6076f3fc85673dba518bba15c27160cCVF · CVPR 2026

Rethinking Pose Refinement in 3D Gaussian Splatting under Pose Prior and Geometric Uncertainty

Kong, Mangyu, Lee, Jaewon, Lee, Seongwon, Kim, Euntai

原文摘要

3D Gaussian Splatting (3DGS) has recently emerged as a powerful scene representation and is increasingly used for visual localization and pose refinement. However, despite its high-quality differentiable rendering, the robustness of 3DGS-based pose refinement remains highly sensitive to both the initial camera pose and the reconstructed geometry. In this work, we take a closer look at these limitations and identify two major sources of uncertainty: (i) pose prior uncertainty, which often arises from regression or retrieval models that output a single deterministic estimate, and (ii) geometric uncertainty, caused by imperfections in the 3DGS reconstruction that propagate errors into PnP solvers. Such uncertainties can distort reprojection geometry and destabilize optimization, even when the rendered appearance still looks plausible.To address these uncertainties, we introduce a relocalization framework that combines Monte Carlo pose sampling with Fisher Information-based PnP optimization. Our method explicitly accounts for both pose and geometric uncertainty and requires no retraining or additional supervision. Across diverse indoor and outdoor benchmarks, our approach consistently improves localization accuracy and significantly increases stability under pose and depth noise.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:a940f1c8c7e23be3a1e8e807d154f60bCVF · CVPR 2026

RenderFlow: Single-Step Neural Rendering via Flow Matching

Zhang, Shenghao, Liu, Runtao, Schroers, Christopher, Zhang, Yang

原文摘要

Conventional physically-based rendering (PBR) pipelines generate photorealistic images through computationally expensive light transport simulations. Although recent deep learning approaches leverage diffusion model priors with geometry buffers (G-buffers) to produce visually compelling results without explicit scene geometry or light simulation, they remain constrained by two major limitations. First, the iterative nature of the diffusion process introduces substantial latency. Second, the inherent stochasticity of these generative models compromises physical accuracy and temporal consistency. In response to these challenges, we propose a novel, end-to-end, deterministic single-step neural rendering framework RenderFlow built upon a flow matching paradigm. To further strengthen both rendering quality and generalization, we propose an efficient and effective module for sparse keyframe guidance. Our method significantly accelerates the rendering process and, by optionally incorporating sparsely rendered keyframes as guidance, enhances both the physical plausibility and overall visual quality of the output. The resulting pipeline achieves near real-time performance with photorealistic rendering quality, effectively bridging the gap between the efficiency of modern generative models and the precision of traditional physically based rendering. Furthermore, we demonstrate the versatility of our framework by introducing a lightweight, adapter-based module that efficiently repurposes the pretrained forward model for the inverse rendering task of intrinsic decomposition.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:b22eb84605fdbb201ce77e8812ad18c8CVF · CVPR 2026

PRIMU: Uncertainty Estimation for Novel Views in Gaussian Splatting from Primitive-Based Representations of Error and Coverage

Gottwald, Thomas, Heinert, Edgar, Stehr, Peter, Galappaththige, Chamuditha Jayanga, Rottmann, Matthias

原文摘要

We introduce Primitive-based Representations of Uncertainty (PRIMU), a post-hoc uncertainty estimation (UE) framework for Gaussian Splatting (GS).Reliable UE is essential for deploying GS in safety-critical domains such as robotics and medicine.Existing approaches typically estimate Gaussian-primitive variances and rely on the rendering process to obtain pixel-wise uncertainties.In contrast, we construct primitive-level representations of error and visibility/coverage from training views, capturing interpretable uncertainty information. These representations are obtained by projecting view-dependent training errors and coverage statistics onto the primitives. Uncertainties for novel views are inferred by rendering these primitive-level representations, producing uncertainty feature maps, which are aggregate through pixel-wise regression on holdout data. We analyze combinations of uncertainty feature maps and regression models to understand how their interactions affect prediction accuracy and generalization.PRIMU also enables an effective active view selection strategy by directly leveraging these uncertainty feature maps.Additionally, we study the effect of separating splatting into foreground and background regions.Our estimates show strong correlations with true errors, outperforming state-of-the-art methods, especially for depth UE and foreground objects.Finally, our regression models show generalization capabilities to unseen scenes, enabling UE without additional holdout data.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:b7eb65eba365d615febbecd3d9586bbeCVF · CVPR 2026

Towards Training-free Scene Text Editing

Li, Yubo, Qin, Xugong, Zhang, Peng, Lin, Hailun, Zeng, Gangyan, Zhang, Kexin

原文摘要

Scene text editing seeks to modify textual content in natural images while maintaining visual realism and semantic consistency. Existing methods often require task-specific training or paired data, limiting their scalability and adaptability. In this paper, we propose TextFlow, a training-free scene text editing framework that integrates the strengths of Attention Boost (AttnBoost) and Flow Manifold Steering (FMS) to enable flexible, high-fidelity text manipulation without additional training. Specifically, FMS preserves the structural and style consistency by modeling the visual flow of characters and background regions, while AttnBoost enhances the rendering of textual content through attention-based guidance. By jointly leveraging these complementary modules, our approach performs end-to-end text editing through semantic alignment and spatial refinement in a plug-and-play manner. Extensive experiments demonstrate that our framework achieves visual quality and text accuracy comparable to or superior to those of training-based counterparts, generalizing well across diverse scenes and languages. This study advances scene text editing toward a more efficient, generalizable, and training-free paradigm.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:c341688da55014599aaf64faad8b128fCVF · CVPR 2026

SGAD-SLAM: Splatting Gaussians at Adjusted Depth for Better Radiance Fields in RGBD SLAM

Hu, Pengchong, Han, Zhizhong

原文摘要

3D Gaussian Splatting (3DGS) has made remarkable progress in RGBD SLAM. Current methods usually use 3D Gaussians or view-tied 3D Gaussians to represent radiance fields in tracking and mapping. However, these Gaussians are either too flexible or too limited in movements, resulting in slow convergence or limited rendering quality. To resolve this issue, we adopt pixel-aligned Gaussians but allow each Gaussian to adjust its position along its ray to maximize the rendering quality, even if Gaussians are simplified to improve system scalability. To speed up the tracking, we model the depth distribution around each pixel as a Gaussian distribution, and then use these distributions to align each frame to the 3D scene quickly. We report our evaluations on widely used benchmarks, justify our designs, and show advantages over the latest methods in view rendering, camera tracking, runtime, and storage complexity. Please see our project page for code and videos at https://machineperceptionlab.github.io/SGAD-SLAM-Project.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:ccd7324b9993f4056a36b10bf0033f43CVF · CVPR 2026

NeAR: Coupled Neural Asset-Renderer Stack

Li, Hong, Ye, Chongjie, Chen, Houyuan, Xiao, Weiqing, Yan, Ziyang, Xiao, Lixing, Chen, Zhaoxi, Xiang, Jianfeng 等 15 位作者

原文摘要

Neural asset authoring and neural rendering have traditionally evolved as disjoint paradigms: one generates digital assets for fixed graphics pipelines, while the other maps conventional assets to images. However, treating them as independent entities limits the potential for end-to-end optimization in fidelity and consistency. In this paper, we bridge this gap with NeAR, a Coupled Neural Asset--Renderer Stack. We argue that co-designing the asset representation and the renderer creates a robust "contract" for superior generation. On the asset side, we introduce the Lighting-Homogenized SLAT (LH-SLAT). Leveraging a rectified-flow model, NeAR lifts casually lit single images into a canonical, illumination-invariant latent space, effectively suppressing baked-in shadows and highlights. On the renderer side, we design a lighting-aware neural decoder tailored to interpret these homogenized latents. Conditioned on HDR environment maps and camera views, it synthesizes relightable 3D Gaussian splats in real-time without per-object optimization. We validate NeAR on four tasks: (1) G-buffer-based forward rendering, (2) random-lit reconstruction, (3) unknown-lit relighting, and (4) novel-view relighting. Extensive experiments demonstrate that our coupled stack outperforms state-of-the-art baselines in both quantitative metrics and perceptual quality. We hope this coupled asset-renderer perspective inspires future graphics stacks that view neural assets and renderers as co-designed components instead of independent entities.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:d3c1d532313f3ec2559610e5f362ae9bCVF · CVPR 2026

Texvent: Asynchronous Event Data Simulation via Text Prompt

Wang, Ruofei, Duan, Peiqi, Cheung, Ka Chun, See, Simon, Shi, Boxin, Wan, Renjie

原文摘要

Current event simulation methods focus on employing videos to synthesize new event data, suffering from costly video capture and limited scalability across viewpoints, motions, and lighting. To this end, we propose a Text-to-event simulation framework (Texvent) that can directly generate asynchronous event data from simple text prompts. Texvent first renders prompt-driven videos via multimodal large language models and subsequently applies a new physical simulator to generate event streams. Specifically, an adaptive brightness-aware frame interpolation approach is proposed to enhance the temporal resolution of the rendered videos. A balanced logarithmic intensity comparison strategy and a cache-based voltage refreshment mechanism are introduced into the simulator to generate event data.To narrow the sim-to-real gap, we also introduce background activity noise injection and dense time stamp reconstruction operations. Extensive experiments demonstrate Texvent's superior computational efficiency and its ability to generate more realistic event data than existing simulators.

cs.CV · cs.CL

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:d89d72204497436e7834e028c2cfc27dCVF · CVPR 2026

SparseOIT: Improving Order-Independent Transparency 3DGS via Active Set Method

Yang, Wentao, Kong, Fanzhen, Kang, Zejian, Huang, Xiangru

原文摘要

3D Gaussian Splatting (3DGS) has received tremendous popularity over the past few years due to its photorealistic visual appearance. However, 3DGS uses volumetric rendering that is not suitable for objects with non-lambertian or transparent materials. To remedy this issue, a family of Order-Independent Transparency (OIT) rendering methods propose to remove or modify the depth sorting step in the 3DGS rendering equation. However, the potential of OIT-based method is still underexplored. In this paper, we observe that the OIT modifications to the rendering equation significantly reduce the inter-independence among individual gaussian splats, resulting in very sparse variable dependencies that can be harnessed by specific optimization techniques such as active set method. To this end, we propose SparseOIT, an OIT-based 3DGS reconstruction algorithm that maintains an active set of gaussian splats and enjoys an acceleration ratio that is proportional to the potential sparsity. SparseOIT is designed by jointly considering the OIT rendering equation, the reconstruction algorithm and the geometric regularization. Through extensive experiments, we demonstrate that SparseOIT outperforms existing methods in the OIT-family by a large margin and also achieves comparable performance to the state-of-the-art 3DGS reconstruction methods based on volumetric rendering.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:deb95f1a90c6fcf096144e1229ad4893CVF · CVPR 2026

SeeThrough3D: Occlusion Aware 3D Control in Text-to-Image Generation

Agrawal, Vaibhav, Parihar, Rishubh, Bhat, Pradhaan S, Sarvadevabhatla, Ravi Kiran, Radhakrishnan, Venkatesh Babu

原文摘要

We identify occlusion reasoning as a fundamental yet overlooked aspect for 3D layout-conditioned generation. It is essential for synthesizing partially occluded objects with depth-consistent geometry and scale. While existing methods can generate realistic scenes that follow input layouts, they often fail to model precise inter-object occlusions. We propose SeeThrough3D, a model for 3D layout conditioned generation that explicitly models occlusions. We introduce an occlusion-aware 3D scene representation (OSCR), where objects are depicted as translucent 3D boxes placed within a virtual environment and rendered from desired camera viewpoint. The transparency encodes hidden object regions, enabling the model to reason about occlusions, while the rendered viewpoint provides explicit camera control during generation. We condition a pretrained flow based text-to-image image generation model by introducing a set of visual tokens derived from our rendered 3D representation. Furthermore, we apply masked self-attention to accurately bind each object bounding box to its corresponding textual description, enabling accurate generation of multiple objects without object attribute mixing. To train the model, we construct a synthetic dataset with diverse multi-object scenes with strong inter-object occlusions. SeeThrough3D generalizes effectively to unseen object categories and enables precise 3D layout control with realistic occlusions and consistent camera control.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:e95f029dbcab9f7e93f8f5eeab8c039dCVF · CVPR 2026

Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Views

Singh, Kunwar Maheep, Chen, Jianchun, Golyanik, Vladislav, Garbin, Stephan J., Beeler, Thabo, Dabral, Rishabh, Habermann, Marc, Theobalt, Christian

原文摘要

We present _Relightable Holoported Characters_ (RHC), a novel person-specific method for free-view rendering and relighting of full-body and highly dynamic humans solely observed from sparse-view RGB videos at inference. In contrast to classical one-light-at-a-time (OLAT)-based human relighting, our transformer-based RelightNet predicts relit appearance within a single network pass, avoiding costly OLAT-basis capture and generation. For training such a model, we introduce a new capture strategy and dataset recorded in a multi-view lightstage, where we alternate frames lit by random environment maps with uniformly lit tracking frames, simultaneously enabling accurate motion tracking and diverse illumination as well as dynamics coverage. Inspired by the rendering equation, we derive physics-informed features that encode geometry, albedo, shading, and the virtual camera view from a coarse human mesh proxy and the input views. Our RelightNet then takes these features as input and cross-attends them with a novel lighting condition, and regresses the relit appearance in the form of texel-aligned 3D Gaussian splats attached to the coarse mesh proxy. Consequently, our RelightNet implicitly learns to efficiently compute the rendering equation for novel lighting conditions within a single feed-forward pass. Experiments demonstrate our method's superior visual fidelity and lighting reproduction compared to state-of-the-art approaches.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:e9faedf20b15bc23e8f1253626d8f9a6CVF · CVPR 2026

ScenDi: 3D-to-2D Scene Diffusion Cascades for Urban Generation

Guo, Hanlei, Shao, Jiahao, Chen, Xinya, Tan, Xiyang, Miao, Sheng, Shen, Yujun, Liao, Yiyi

原文摘要

Recent advancements in 3D object generation using diffusion models have achieved remarkable success, but generating realistic 3D urban scenes remains challenging. Existing methods relying solely on 3D diffusion models tend to suffer a degradation in appearance details, while those utilizing only 2D diffusion models typically compromise camera controllability. To overcome this limitation, we propose ScenDi, a method for urban scene generation that integrates both 3D and 2D diffusion models. We first train a 3D latent diffusion model to generate 3D Gaussians, enabling the rendering of images at a relatively low resolution. To enable controllable synthesis, this 3DGS generation process can be optionally conditioned by specifying inputs such as 3d bounding boxes, road maps, or text prompts. Then, we train a 2D video diffusion model to enhance appearance details conditioned on rendered images from the 3D Gaussians. By leveraging the coarse 3D scene as guidance for 2D video diffusion, ScenDi generates desired scenes based on input conditions and successfully adheres to accurate camera trajectories. Experiments on two challenging real-world datasets, Waymo and KITTI-360, demonstrate the effectiveness of our approach.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:f41e93bd0f2a925ee3d4675f52510866CVF · CVPR 2026

GaussianGrow: Geometry-aware Gaussian Growing from 3D Point Clouds with Text Guidance

Zhang, Weiqi, Zhou, Junsheng, Geng, Haotian, Shi, Kanle, Xu, Shenkun, Fang, Yi, Liu, Yu-Shen

原文摘要

3D Gaussian Splatting has demonstrated superior performance in rendering efficiency and quality, yet the generation of 3D Gaussians still remains a challenge without proper geometric priors. Existing methods have explored predicting point maps as geometric references for inferring Gaussian primitives, while the unreliable estimated geometries may lead to poor generations. In this work, we introduce GaussianGrow, a novel approach that generates 3D Gaussians by learning to grow them from easily accessible 3D point clouds, naturally enforcing geometric accuracy in Gaussian generation. Specifically, we design a text-guided Gaussian growing scheme that leverages a multi-view diffusion model to synthesize consistent appearances from input point clouds for supervision. To mitigate artifacts caused by fusing neighboring views, we constrain novel views generated at non-preset camera poses identified in overlapping regions across different views. For completing the hard-to-observe regions, we propose to iteratively detect the camera pose by observing the largest un-grown regions in point clouds and inpainting them by inpainting the rendered view with a pretrained 2D diffusion model. The process continues until complete Gaussians are generated. We extensively evaluate GaussianGrow on text-guided Gaussian generation from synthetic and even real-scanned point clouds.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表