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新论文 · v1arXiv:2611.17321

BrickFlow:连通性引导的积木重建

BrickFlow: Connectivity-Guided Brick Reconstruction

Peter Kulits, Cordelia Schmid

AI 速读 基于摘要

提出 BrickFlow,用集合条件 SE(3) 流模型加解析连通性场引导,从零件集合与图像推断 LEGO 拼装中各零件的位姿。

cs.CV · cs.GR

查看原文摘要

Given a set of LEGO parts and an image of an assembled object, our task is to infer the pose of each part to assemble the object. In contrast with traditional 3D reconstruction, doing so requires satisfying discrete physical constraints, which provide structure but render the problem combinatorial and highly sensitive to small pose errors. To learn a prior over how parts fit together, we train a set-conditioned SE(3) flow model on procedurally generated assemblies. We then finetune this model to inject image conditioning, using 1% as much data. However, while the learned flow captures global structure, it does not enforce connectivity. To address this, we introduce an analytic connectivity-field guidance to pull predictions toward connected assemblies at test time. Through this, we demonstrate improved build quality with model size, pretraining, and guidance. We make our models and data available for research purposes at https://kulits.github.io/BrickFlow/

新论文 · v1arXiv:2611.17298

基于显式对应关系的一致视频到视频翻译

Consistent Video-to-Video Translation via Explicit Correspondences

Gaurav Parmar, Zhengqi Li, Richard Zhang, Jun-Yan Zhu, Srinivasa Narasimhan, Eli Shechtman, Yotam Nitzan

AI 速读 基于摘要

作者提出 vid2vid-long,利用输入视频中的 patch 级对应关系检索并复用历史生成结果,以在保持实时性的同时提升长程时序一致性。

cs.CV · cs.AI · cs.GR · cs.LG

查看原文摘要

Interactive video-to-video applications require real-time generation while maintaining long-range temporal consistency. However, recent methods achieve speed by restricting attention to a fixed-length causal window. This limits long-range consistency whenever relevant history falls outside the context window. To address this limitation, we introduce vid2vid-long, a correspondence-based approach grounded in a simple observation. Video-to-video translation provides an explicit cross-frame reference: the regions that match in the input video should match in the output video too. Concretely, we compute patch-level correspondences in the input, guiding retrieval of previously generated outputs in the corresponding regions, and condition the model on these patches through correspondence cross-attention. Our experiments demonstrate that vid2vid-long consistently improves long-range temporal consistency across recent video models while preserving generation quality and real-time performance.

新论文 · v1arXiv:2611.17185

面向交互式与可微光照的神经渲染代理

Neural Render Proxies for Interactive and Differentiable Lighting

Sergio Sancho, Alexander Rath, Marco Manzi, Pascal Chang, Amit H. Bermano, Derek Nowrouzezahrai, Markus Gross, Marios Papas

AI 速读 基于摘要

作者提出一种神经渲染代理(NRP),通过将渲染解耦为路径采样与发光计算,实现固定相机与材质下静态场景的可交互、可微重光照。

cs.GR · cs.CV

查看原文摘要

Within the CG animation production pipeline, the challenges artists tackle in Lighting can be immense. Even minor adjustments require re-rendering massive scenes with slow offline renderers; global illumination has to be sampled and complex shaders have to be evaluated, leading to iteration times of minutes to hours per frame. To accelerate this process, we introduce a novel neural render proxy (NRP) that enables differentiable relighting of static scenes with fixed camera and materials at interactive rates. Our main insight is the decoupling of traditional rendering into path sampling and emission computation. From a single, light-agnostic render pass, we collect light transport data in the form of path samples. This enables rapidly sampling lighting conditions on the fly, and training a scene-specific lightweight neural network that learns how light is transported from any scene location to any image pixel. This approach is compatible with non-differentiable production renderers, induces minimal memory requirements during inference, and scales only with resolution and the number of light sources and parameters, but independently of scene and appearance complexity. Our evaluation demonstrates interactive frame rates for relighting (~30-60 Hz) while closely approximating the visual fidelity of ground-truth path tracing. In addition, the differentiable NRP enables fast, gradient-based inverse workflows, allowing artists to efficiently solve for lighting parameters from intuitive image-space edits or generative targets.

新论文 · v1arXiv:2611.16701

Sprint3D: Accelerating End-to-End 3D Asset Generation through Pipeline Optimization

Sho Kuno, Ruihan Yu, Yonghao Yu, Guixu Lin, Lian Fu, Muyao Niu, Yu-Ju Tsai, Zheng-Hui Huang 等 14 位作者

原文摘要

Image-to-3D generative models now produce asset-quality textured meshes, but at minutes per asset they remain slow to iterate with and costly to deploy. Prior work has mostly accelerated the sampling of the networks, and where it also optimizes the mesh processing, it trains its own generators. We instead start from a publicly released pipeline and ask how much of its end-to-end time can be saved. Profiling the public Pixal3D pipeline shows that its latency is dominated by what happens after the networks: the four rectified flows take 14% of the wall-clock time and mesh post-processing takes 85%, most of it in CPU-based UV unwrapping. We therefore first rebuild the mesh post-processing on the GPU and take it off the critical path, then cut the per-evaluation overhead of the flows and distill them from 76 to 8 network evaluations. The resulting pipeline, Sprint3D, reduces the median time per asset from 133 s to 4.05 s on one H200 GPU at the same export settings (33$\times$). At the same time, on 2,653 held-out Toys4K objects it improves every input-view normal metric of the Pixal3D protocol, with a slightly lower mean silhouette IoU, lower point-cloud alignment scores and less fine texture detail. The rebuilt post-processing alone also speeds up TRELLIS.2, which uses the same export code, by 6.7$\times$ without a detectable change in the evaluated metrics.

cs.CV · cs.GR

新论文 · v1arXiv:2611.16673

PIM: A Physical Intuition Model for Low-Latency Prediction of Object Interaction Outcomes

Tangwen Luo, Chuankun Zheng, Yuchi Huo

原文摘要

Predicting object interaction outcomes from initial conditions is a central problem in data-driven physical reasoning. Existing methods often use rigid-body-level states or predict the evolution through autoregressive rollouts. Coarse representations cannot represent local deformation, while rollout errors may compound over long prediction horizons. Instead, we introduce PIM, a Physical Intuition Model that directly predicts a physical system's equilibrium state from its initial mesh geometry, kinematics, and physical attributes. PIM combines local k-nearest-neighbor (KNN) attention to encode intra-object geometry, anchor-based cross-object attention to model interactions, and a dual-branch decoder that predicts object-level translations and per-vertex residual displacements. Across MuJoCo scenarios involving both rigid and deformable interactions, PIM achieves lower vertex and centroid errors than the evaluated baselines. By predicting complete equilibrium states in a single forward pass, PIM substantially reduces latency relative to autoregressive learned models and MuJoCo rollouts under the evaluated protocols, enabling low-latency inference when only the final outcome is required.

cs.GR

版本更新 · v2arXiv:2610.37036

GraftRay: Physically Based Mesh Insertion into Gaussian Splatting Scenes via Path Tracing

Jinxin Ai, Matthias Nießner

原文摘要

We present GraftRay, a unified method for physically consistent insertion of mesh objects into 2D and 3D Gaussian Splatting (2DGS/3DGS) indoor scenes. We lift albedo, roughness, metallic and normals from diffusion-based 2D priors onto the Gaussians by back-projection, model windows and lamps as analytic area emitters, and recover their absolute radiance from ordinary LDR captures with a low-dimensional fit over unit-radiance bases. A path tracer over Gaussians and meshes then produces view-consistent shading, interreflections and soft shadows, which are composited onto the original reconstruction by differential rendering, preserving the untouched background. On synthetic, real and generated scenes, GraftRay outperforms recent insertion and inverse-rendering baselines in image fidelity and shadow accuracy at competitive cost, and users prefer its lighting and shadows over those of the baselines.

cs.CV · cs.GR

新论文 · v1arXiv:2611.15320

Delaunay-Based Nearest Neighbor Search with Grid-Accelerated Queries and Parallel Construction

Pengfei Wang, Shiqing Xin, Changhe Tu

原文摘要

Nearest-neighbor search is a fundamental primitive in computer graphics, with applications in distance field computation, surface reconstruction, and point cloud registration. In many graphics applications, data points lie on a surface manifold embedded in 3D space, whereas queries are distributed throughout the surrounding volume, a setting in which spatial partitioning structures such as k-d trees and grids can become inefficient. Dynamic-programming-based nearest-neighbor search (DP-NNS) offers an alternative: it traverses a successor DAG that records the history of incremental Delaunay construction and often outperforms spatial partitioning structures. However, its sequential construction is slow, and naive parallelization degrades query performance, limiting its practical adoption. We accelerate both queries and construction in DP-NNS. For queries, we introduce a grid-based initialization strategy that precomputes valid starting points on the successor DAG, shortening search paths while preserving exactness and enabling a twofold speedup. For construction, we analyze how parallel insertion affects query cost and develop a parallel algorithm that preserves logarithmic expected query cost under stated geometric assumptions. Our parallel construction algorithm achieves a 10x speedup over the sequential baseline while maintaining nearly the same query cost. We further reorder query points to improve cache locality. Extensive experiments demonstrate that our method outperforms widely used libraries in nearest-neighbor query performance.

cs.GR · cs.CG

版本更新 · v2arXiv:2607.14203

Instant NuRec: Feed-Forward 3D Gaussian Reconstruction for Driving Scene Simulation

NVIDIA, :, Jiahui Huang, Jiawei Ren, Michal Tyszkiewicz, Bjoern Haefner, Michael Shelley, Xin Kang 等 17 位作者

原文摘要

3D simulation platforms are critical for autonomous driving because they enable end-to-end policy evaluation, thereby reducing development costs and improving safety. In recent years, neural simulation has become predominant, with methods such as NuRec playing a central role; however, these methods remain relatively slow and typically require per-scene tuning. In this work, we present Instant NuRec, a feed-forward neural reconstruction model that turns a short multi-view driving log into a fully simulatable 3D Gaussian Splatting (3DGS) world in a single forward pass. The model accepts multi-view input from a calibrated camera rig and emits a layered output consisting of static and dynamic 3DGS layers, a sky cubemap, and per-camera ISP corrections, while providing native support for non-pinhole camera models via 3DGUT. It reconstructs a 10-20-second multi-camera scene in roughly 1.5 seconds and achieves a PSNR on the Waymo Open Dataset that is 2.01 dB above the strongest evaluated baseline. Instant NuRec is deeply integrated into NuRec and is compatible with AlpaSim for closed-loop simulation.

cs.GR · cs.AI · cs.CV

版本更新 · v2arXiv:2611.07289

Patch-Based Generalized Neural Texture Upscaling

Shin Fujieda, Takahiro Harada

原文摘要

We propose a lightweight neural texture upscaling method. A single generalized MLP is trained on a diverse collection of texture patches and integrated into the texture sampling stage, upscaling low-resolution textures on-the-fly at rendering time. Because the model is generalized rather than overfit to specific content, no per-asset training is required - the same model applies to any existing scene without modifying texture data or the asset pipeline. Storing lower-resolution base textures reduces disk footprint, upscaling at sampling time eliminates the need to store high-resolution textures in VRAM, and sharing a single set of model weights across all textures ensures non-divergent GPU execution. We evaluate our method across multiple texture classes, demonstrating consistent improvement over analytic upscaling methods in perceptual quality.

cs.GR

新论文 · v1arXiv:2611.14451

一种用于实时皮肤渲染与数字化的轻量级可微方法

A Lightweight Differentiable Method for Real-Time Skin Rendering and Digitization

Mario Marquez-Balduque, Carlos Rodriguez-Pardo, Jorge Lopez-Moreno

AI 速读 基于摘要

提出可微的屏幕空间次表面散射框架,从单光单视角轻量采集直接估计适配实时渲染管线的皮肤散射参数。

cs.CV · cs.GR

查看原文摘要

Inverse rendering for skin typically relies on offline path tracing to estimate physical properties, which fail to map directly to the approximate shaders utilized in interactive applications, such as game engines. We bridge this gap by directly estimating subsurface scattering parameters tailored for real-time rendering pipelines. We introduce a differentiable Screen-Space Subsurface Scattering (SSSS) framework that enables the joint optimization of spatially varying base textures and scattering distances. To account for local variations in skin thickness, we estimate these parameters across distinct facial regions, generating a blended profile map ready for production runtime engines. Our pipeline utilizes a low-cost, single-light, single-view capture setup designed for accessible and practical appearance acquisition. Optimization is driven by a masked loss function targeting regions where subsurface scattering effects are dominant. We validate our approach on a real-world dataset of $45$ individuals across the Monk Skin Tone Scale, ensuring demographic generalization. Furthermore, we complement this evaluation with synthetic data, a multi-light setup validating our single-light assumption, and a tilted-view configuration confirming angular consistency. Results demonstrate that our method effectively recovers scattering parameters from lightweight inputs, yielding realistic skin appearance directly compatible with standard real-time shaders.

新论文 · v1arXiv:2611.14430

每个严格拆解层级上的线性规模图

Linear-size graphs at every strict dismantling level

Jesús F. Espinoza, Martín Eduardo Frías-Armenta, Rosalía G. Hernández-Amador, Héctor A. Hernández-Hernández

AI 速读 基于摘要

作者为每个严格拆解层级 k 构造了顶点数随 k 线性增长(3k+8 与 4k+4)的图,并给出最小阶数的上界 min{4k+4, 3k+8}。

math.CO · cs.CG · cs.GR

查看原文摘要

Dismantling reduces a graph to one vertex by successive deletions. At level zero, a vertex is eligible if one of its neighbours is adjacent to all its other neighbours. At level $k\geq1$, its neighbours must induce a graph dismantlable at level $k-1$. A graph has strict level $k$ if it admits a reduction at level $k$ and none at level $k-1$. For every $k\geq1$, we construct a graph of strict level $k$ with $3k+8$ vertices. Each step adds three vertices: the neighbours of one induce the preceding graph, and the other two provide the adjacencies used to rule out other first deletions at the lower level. A second construction gives a graph of order $4k+4$ at strict level $k$. Together the two families give the upper bound $\min\{4k+4,3k+8\}$ on the least order at strict level $k$.

版本更新 · v2arXiv:2608.04971

Exploring Cross-Reality Transitions between Projections and Head-Mounted Displays for Immersive Digital Art

Xiangpeng Fu, Mads Haahr

原文摘要

Immersive exhibitions increasingly combine large-scale projections with mixed reality (MR) head-mounted displays (HMDs), but how users perceive transitions across these heterogeneous visualization environments remains underexplored. We investigate cross-reality (CR) object- and scene-level transitions in a hybrid immersive art installation spanning projection, augmented reality (AR), and virtual reality (VR). In a within-subjects study (N=24), we compared a calibrated condition with a bundled inconsistency condition introducing noticeable differences in spatial alignment, visual appearance, and cross-device latency. This contrast was used not to establish perceptual thresholds or hardware targets, but as a diagnostic probe to make transition disruptions more perceptible and discussable. The inconsistency condition reduced presence and increased workload. Interviews showed that spatial misalignment disrupted action-outcome predictability, appearance mismatch reduced aesthetic coherence, and latency weakened perceived responsiveness. Effects also varied by asset type: rigid static assets exposed inconsistencies more clearly, animated skeletal assets shifted attention toward motion, and particle effects often masked small discrepancies. These findings clarify how users perceive projection-MR transitions and support asset-aware design strategies for coherent hybrid immersive art. We also release HUICRSync, an open-source Unreal Engine plugin for prototyping projection-MR CR experiences.

cs.HC · cs.GR

新论文 · v1arXiv:2611.13766

FAME-QP: A GPU-Accelerated Quadratic-Programming Solver for Real-Time Model Predictive Control

Santosh Mohan Rajkumar, Debdipta Goswami, Stephanie Stockar

原文摘要

We present FAME-QP, a GPU-accelerated solver for dense quadratic programs arising in linear model predictive control. FAME-QP combines constraint-dependent operator representations with fused single- and two-kernel iterations replayed through CUDA graphs, automatically selecting the execution configuration through device calibration and problem-specific timing. It probes a cached operator bank to select the initial penalty and updates operators lazily when problem matrices change. Numerical benchmarks and simulated humanoid and quadrotor control experiments demonstrate reduced latency relative to competing GPU solvers while maintaining solution accuracy and control performance.

cs.RO · cs.GR · eess.SY

版本更新 · v3arXiv:2503.00868

Physics-Driven Extraction of Dynamic Fluid Asset from Monocular Video with Generative 3DGS

Zhiwei Zhao, Yin Zhao, Minchen Li, Yixin Hu

原文摘要

Existing methods for dynamic 3D scene synthesis from video rely on per-frame deformation fields optimized through pixel-level reconstruction losses. While effective for closed systems such as elastic solids, these approaches face challenges with open systems like fluids where material continuously enters and exits the scene, topology changes freely, and no stable point correspondence exists across frames. We propose a simulation-driven alternative that optimizes the parameters of a fluid simulator to reproduce dynamics observed in a single-view video, rather than fitting per-point deformation to pixel values. Our framework leverages generative 3D Gaussian Splatting (3DGS) models to obtain initial fluid geometry including unseen surfaces, estimates a physically grounded velocity field from surface motions with a physics-constraint correction algorithm, and converts it into a divergence-free, grid-based representation. A differentiable Affine Particle-In-Cell (APIC) simulation then optimizes effective simulation parameters, such as viscosity, boundary conditions, and inflow/outflow velocities, to match the observed dynamics. Because the dynamics are governed by forward simulation, the output assets are inherently editable, interactive, and temporally extendable, which reconstruction-based approaches cannot readily provide. Stage-wise ablations confirm that each stage is necessary, and hyperparameter sweeps show the pipeline to be robust without sensitive per-scene tuning. Our method handles various liquid fluids, including inviscid and viscous types, demonstrating the potential for automatically creating simulation-ready 3D fluid assets from readily available internet videos.

cs.GR

版本更新 · v2arXiv:2511.21098

Pygmalion Effect in Vision: Image-to-Clay Translation for Reflective Geometry Reconstruction

Gayoung Lee, Junho Kim, Jin-Hwa Kim, Junmo Kim

原文摘要

Understanding reflection remains a long-standing challenge in 3D reconstruction due to the entanglement of appearance and geometry under view-dependent reflections. In this work, we present the Pygmalion Effect in Vision, a novel framework that metaphorically "sculpts" reflective objects into clay-like forms through image-to-clay translation. We then introduce a dual-branch design in which a BRDF-based reflective branch and a clay-guided branch share the same Gaussian geometry but operate through independent rendering paths. The clay-guided branch, supervised by the synthesized clay images, provides reflection-free geometric guidance that complements the photometric supervision of the BRDF branch. Experiments on both synthetic and real datasets show consistent improvements in both geometry and photometric metrics. Beyond technical gains, our framework reveals that seeing by unshining, translating radiance into neutrality, can serve as a powerful inductive bias for reflective object geometry learning.

cs.CV · cs.AI · cs.GR

新论文 · v1arXiv:2611.13677

Deformable Texture Maps: Compiling Dynamic Microgeometry into Neural Textures

Antonio Arian Silaghi, Zhen Chen, Danny Kaufman, Élie Michel, Jean-Marc Thiery, Jorge Lopez-Moreno, Elena Garces

原文摘要

Deformable material surfaces, such as cloth, owe their appearance to fine-scale geometries that restructure under deformation. Even when coarse simulation models efficiently recover this microstructure, explicitly instantiating and rendering it remains expensive. We introduce Deformable Texture Maps (DTM), a representation that compiles deformation-driven microgeometry into a continuous and compact neural texture. Our model maps texture coordinates and local deformations to intrinsic maps describing opacity, surface normals, depth, and material identity. This captures the occlusion and visibility changes generated by deformation. At runtime, these maps provide a common texture-space representation of deformation-driven fine-scale structure that can be evaluated directly on coarse deforming surfaces. Since our representation encodes geometric attributes rather than radiance, lighting and material response remain decoupled from the learned model. This allows us to apply relighting, as well as shading and material editing without retraining. We further introduce a persistent texture-space rendering strategy that caches these intrinsic maps and selectively updates them as deformation changes. This effectively decouples neural evaluation from frame rendering and enables their reuse across frames and conventional rendering effects. We demonstrate our approach on yarn-based textiles, where non-linear material stretch and shear induce changes in yarn geometry, spacing and occlusion. We build our model by, first, sweeping tileable yarn patches through deformation space, then, rendering the detailed geometry into a canonical texture-space, and finally, compressing the resulting maps into a single neural representation. Our resulting model can be evaluated directly on arbitrary coarse garment meshes and integrated with conventional shading pipelines, keeping appearance authorable at render time.

cs.GR

新论文 · v1arXiv:2611.13296

A Unified Interactive Framework for Real-Time Three-Dimensional Cellular Automata Simulation in XR

Ashkan Rezaei, Azam Bastanfard, Mohammad Erfan Safabakhsh

原文摘要

Integrating three-dimensional cellular automata (3D CA) into extended reality (XR) requires coordinated simulation, volumetric data management, rendering, and interaction under variable hardware constraints. This paper presents a hybrid study combining a critical review of existing approaches with a unified architecture for real-time 3D CA in XR. The proposed five-layer architecture integrates voxel and rule management, parallel computation, interoperability middleware, visualization, and XR interaction. Its key principles include hardware-aware execution, asynchronous simulation-rendering, adaptive fidelity, and cross-engine interoperability. An analytical evaluation framework is defined to assess performance, latency, scalability, memory efficiency, simulation correctness, and interaction quality. The proposed framework provides a foundation for developing portable and interactive 3D CA systems across desktop and mobile XR platforms.

cs.GR

版本更新 · v3arXiv:2605.26949

DinoComplete:融合蒸馏语义先验与状态空间模型的3D形状补全

DinoComplete: 3D Shape Completion with Distilled Semantic Priors and State Space Models

Furkan Mert Algan, Eckehard Steinbach

AI 速读 基于摘要

作者提出一种确定性3D形状补全框架,将DINO视觉基础模型蒸馏出的体素对齐语义先验与几何表示融合,并用多尺度体素Mamba进行高效长程建模。

cs.CV · cs.GR

查看原文摘要

3D shape completion from partial scans remains challenging for unseen categories and noisy real-world observations, where geometry alone is often insufficient for inferring missing structure. We present DinoComplete, a deterministic and efficient shape completion framework that augments geometric reconstruction with voxel-aligned semantic priors distilled from DINO features. First, we construct multi-view DINO feature volumes aligned with ShapeNet data and train a student network to predict dense semantic features directly from incomplete shapes. These predicted features capture global structure and part-aware semantic context while remaining aligned with the underlying geometry. We then integrate these distilled features into a completion network, where geometric and semantic voxel representations are fused through voxel state-space modeling. To enable efficient long-range reasoning without sacrificing resolution, we introduce a Multi-Scale Voxel Mamba module that refines the fused features by combining full-grid and chunk-wise sequence modeling. Experiments on unseen ShapeNet categories and ScanNet objects show that DinoComplete achieves competitive completion quality than prior deterministic and generative based completion methods while using relatively fewer parameters, requiring lower memory, and achieving faster inference. Our results demonstrate that distilling semantic priors from visual foundation models improves generalization and robustness in 3D shape completion.

新论文 · v1arXiv:2611.12716

Spaghetti Splatting: Differentiating Curvilinear Dirac Masses via Convolution

George Shramko, Shrisudhan Govindarajan, Rudy Lam, Yizheng Xie, Daniel Rebain, David B. Lindell, Andrea Tagliasacchi

原文摘要

In production systems, 3D geometry is represented by primitives such as points, lines, and triangles, as rendering hardware is optimized to generate images from them very efficiently. Learning such primitives from images by volume rendering is challenging, as they are Dirac masses defined at infinitesimal locations in space. EWA splatting, Poisson reconstruction, and 3D Gaussian Splatting overcome this by convolving Dirac masses with a low-frequency kernel, a recipe that generalizes along two axes: the kernel and the primitive. As points and triangles have already received significant attention, we investigate this recipe for curvilinear primitives, and introduce Spaghetti Splatting. We approximate curves by polylines whose convolution converges to that of the continuous curve, and volume render each segment so that connected segments composite without overcounting at their joints. For fast training and inference, we linearize the camera projection per segment, which also accommodates kernels beyond Gaussians, such as Beta kernels. As a point is a curve of zero length, our representation is a strict superset of 3D Gaussian Splatting. It remains competitive with the state-of-the-art on general scenes, outperforms methods specialized to line-like geometry, natively supports anti-aliasing, and produces long connected strands that are directly amenable to physics simulation.

cs.CV · cs.GR

版本更新 · v2arXiv:2507.00725

PL Morse-Cerf Theory for Topological Analysis of Time-Varying Scalar Fields

Amritendu Dhar, Apratim Chakraborty, Vijay Natarajan

原文摘要

Morse-Cerf theory studies the evolution of critical points in one-parameter families of smooth functions defined on a manifold. This paper describes an adaptation of Morse-Cerf theory of smooth functions to one-parameter families of piecewise-linear (PL) functions. The vertex diagram and Cerf diagram are introduced as topological descriptors that represent evolution of the PL function. The characterization of a crossing in the vertex diagram based on the homology of the lower links of vertices leads to the definition of a topological descriptor for time-varying scalar fields. Algorithms and methods for computing, querying, and comparing Cerf diagrams support its application towards the analysis of time-varying scalar fields. Stability theorems on the comparison measure provide a guarantee of robustness. Experimental results on multiple scientific datasets demonstrate its practical utility.

cs.GR · cs.CG

新论文 · v1arXiv:2611.12650

Explicit LOD-Conditioned Anisotropic Filtering for Neural Texture Compression

Shin Fujieda, Takahiro Harada

原文摘要

Neural texture compression (NTC) stores material textures compactly, but the dominant feature-pyramid design receives no filtering from the GPU texture unit: it learns each material at a fixed UV and level of detail and has no explicit anisotropic-filtering (AF) mechanism. Setting the filter from the footprint aspect ratio alone is not enough: a single input cannot carry both the shape of the footprint and its size, so the image is too blurry near the camera by the same amount at every distance. Our method, AF-NTC, instead conditions the decoder on the same three bounded values a hardware sampler uses: minor-axis scale (LOD), aspect ratio, and major-axis orientation. These drive a tap line along the major axis and a level blend across the minor axis, and we train against anisotropically filtered ground truth. At $25\%$ of a full BC7 mip chain, AF-NTC beats the no-AF trilinear-BC7 baseline on all ten material--scene pairs we compare ($+1.3$ to $+7.6$\,dB), and it is $0.0$ to $3.4$\,dB below the $4\times$-larger anisotropic-BC7, depending on the material.

cs.GR

版本更新 · v2arXiv:2605.18316

Dynamic Elliptical Graph Factor Models via Riemannian Optimization with Geodesic Temporal Regularization

Chuansen Peng, Xiaojing Shen

原文摘要

Inferring time-varying graphs from high-dimensional nodal observations is challenging when windows contain fewer samples than nodes, observations are heavy-tailed, and the dependence drifts multiplicatively over time. We propose the dynamic elliptical graph factor model (\textsc{Degfm}), combining: an elliptical likelihood that down-weights outliers; a low-rank-plus-diagonal (LRaD) parameterization of each precision matrix, shown to be the posterior precision of a field conditioned on a few aggregate linear measurements; and a temporal regularizer given by the squared affine-invariant distance between consecutive precision matrices, capturing multiplicative evolution and invariant to node rescaling and to the choice between precision and covariance. Estimation on a product of quotient manifolds is solved by a safeguarded Riemannian conjugate-gradient method with closed-form temporal gradients via generalized eigendecompositions. We prove that (i) LRaD is locally identifiable modulo orthogonal transformations under a tangent-space transversality (coherence) condition; (ii) with rank-preserving Armijo backtracking, the solver is well defined and converges to critical points with $\min_{k<K}\|\grad F(θ^{(k)})\|^2=\mathcal{O}(1/K)$; (iii) a localized estimator obeys a finite-sample oracle inequality whose error scales with the intrinsic dimension $pr+p-r(r-1)/2$ times an effective temporal dimension decreasing from $1$ to $1/T$ as coupling strengthens, quantifying the variance reduction and bias of temporal coupling, and extending to misspecified non-LRaD models; (iv) for Student-$t$ observations, the local restricted strong convexity is proved rather than assumed, with curvature of order $ν/(p+ν)$ shown unimprovable; and (v) partial-correlation graphs are recovered exactly by thresholding. Experiments on synthetic data, S\&P~500 returns, and HCP fMRI data validate the approach.

cs.LG · cs.GR

版本更新 · v2arXiv:2506.20267

X-SiT: Inherently Interpretable Surface Vision Transformers for Dementia Diagnosis

Fabian Bongratz, Tom Nuno Wolf, Jaume Gual Ramon, Christian Wachinger

原文摘要

Interpretable models are crucial for supporting clinical decision-making, driving advances in their development and application for medical images. However, the nature of 3D volumetric data makes it inherently challenging to visualize and interpret intricate and complex structures like the cerebral cortex. Cortical surface renderings, on the other hand, provide a more accessible and understandable 3D representation of brain anatomy, facilitating visualization and interactive exploration. Motivated by this advantage and the widespread use of surface data for studying neurological disorders, we present the eXplainable Surface Vision Transformer (X-SiT). This is the first inherently interpretable neural network that offers human-understandable predictions based on interpretable cortical features. As part of X-SiT, we introduce a prototypical surface patch decoder for classifying surface patch embeddings, incorporating case-based reasoning with spatially corresponding cortical prototypes. The results demonstrate state-of-the-art performance in detecting Alzheimer's disease and frontotemporal dementia while additionally providing informative prototypes that align with known disease patterns and reveal classification errors.

cs.GR · cs.CV · cs.LG

新论文 · v1arXiv:2611.12319

Mitigating SM-Level Load Imbalance in 3D Gaussian Splatting on GPUs

Junha Ryu, Hoi-Jun Yoo

原文摘要

3D Gaussian Splatting (3DGS) enables photorealistic, real-time rendering on commodity GPUs and is increasingly adopted in generative world models and autonomous driving simulators. However, existing optimizations rely on algorithmic changes that often require retraining, or on specialized accelerators that lack flexibility across evolving 3DGS variants. In this paper, we identify a fundamental inefficiency in GPU-based 3DGS rendering: severe SM-level load imbalance caused by uneven workloads across screen tiles. This imbalance creates a long execution tail, leaving most SMs idle while a few process computationally intensive tiles, particularly in large-scale urban scenes. To address this, we present a software-defined GPU scheduling approach that mitigates the execution tail. Our approach uses a persistent kernel to schedule heavy tiles first and selectively chunks outlier tiles across multiple CTAs. A lightweight per-frame policy determines when and how much to chunk using tile statistics already available in the rendering pipeline. Our approach requires neither retraining nor specialized hardware and can be applied orthogonally to existing optimizations across diverse 3DGS variants. Averaged per scene, it accelerates alpha blending by up to 2.93x on a large-scale urban scene, and by up to 5.6x on its most imbalanced frames, while retaining the original alpha blending formulation.

cs.DC · cs.CV · cs.GR · cs.LG

新论文 · v1arXiv:2611.12162

Same Physics, Different Gradients: A State-of-the-Art Report on Differentiable Physics Simulation

Lei Shu, Zizhou Huang, Yunuo Chen, Yifei Li, Tao Du, Minchen Li, Tuur Stuyck, Miles Macklin 等 18 位作者

原文摘要

Differentiable simulation propagates derivatives through a physics simulator, turning animation, system identification, control, and computational design into gradient-based optimization. Engines differ in the physics they model and, less visibly, in which mathematical object they differentiate. We separate two questions the literature conflates. The referent is which object the returned derivative belongs to: the finite computation that executed, the converged equation it approximates, or the continuous dynamics. The realization describes the organization of the backward pass: automatically generated differentiation, an equation-level adjoint solve, or a custom adjoint. The referent defines the target against which exactness is assessed; the implementation determines how accurately that target is approximated. Cost depends on the realization together with how the states needed by the backward pass are retained or recovered. Crossing the axes places every method and engine we classify in a cell, separates claims the literature merges, and shows that the apparent trade-off between exactness and memory follows from how methods have been built rather than from a constraint. A second, orthogonal taxonomy covers contact, where the map is non-smooth. We then ask whether a correct gradient helps. Four mechanisms by which useful gradients are lost are cataloged and measured on one testbed, where the advantage of the exact derivative over the equation-level adjoint depends on where the fitting target comes from as much as on the solver budget, and we review the evidence that zeroth-order methods can outperform simulator gradients in the regimes where those mechanisms act. The model classes, systems techniques and applications are surveyed through this lens, and we close with a reporting checklist, a released diagnostic that computes it, and a research agenda.

cs.GR · cs.CV · cs.LG · cs.RO · math.NA

新论文 · v1arXiv:2611.12103

Real-Time Volumetric Light Transport Inference without a Path

Ludwic Leonard, Ruediger Westermann

原文摘要

We present a real-time method for reconstructing fully integrated pixel radiance in rendered volumetric media under direct and ambient environmental illumination, using compact, low-cost scene features and statistics. Unlike Monte Carlo denoising pipelines for volumetric rendering, which depend on computationally expensive path-traced radiance estimates, our approach directly infers the final light-transport solution from inexpensive primary-ray and environment sample evaluations. We show that these features form a near-sufficient representation of the scene, enabling accurate reconstruction at substantially lower computational cost. Using an attention-augmented image-to-image network, we demonstrate that complete pixel radiance can be inferred directly from these auxiliary features, without requiring the original radiance signal. Operating in image space also provides a more stable computational cost as the camera zooms into or out of the volume, with substantially less dependence on volume density than approaches based on explicit multiple-scattering simulation. We demonstrate real-time performance and high reconstruction accuracy in challenging volumetric cloud scenarios.

cs.GR · cs.CV

新论文 · v1arXiv:2611.12077

Architectural Textured Proxy Generation

Weidan Xiong, Shihao Feng, Kaijie Qu, Hao li, Mingqi Zhang, Daniel Cohen-Or, Hui Huang

原文摘要

Textured proxy models are a fundamental representation for architectural scenes, enabling efficient rendering while preserving visual fidelity. Existing approaches construct such proxies through a sequential pipeline in which geometry is first abstracted from a dense reconstruction and textures are later projected from input images. This geometry-only formulation neglects image evidence during proxy generation, leading to misalignment of structural features such as facades, edges, and their intersections across views. As a result, inconsistencies are deferred to a downstream correction stage during texturing, where the underlying geometric structure can no longer be reliably recovered. In this work, we introduce an image-guided proxy formulation in which proxy generation is jointly constrained by both the dense reconstruction and the input aerial images. By incorporating image derived structural cues directly into the construction process, the proxy is optimized to align with observed features across views from the outset, rather than relying on post hoc correction that may be infeasible. This shift from a geometry-only to an image-guided paradigm produces proxies that are inherently consistent with the input imagery, enabling more accurate geometry and more coherent texture mapping. We realize this formulation through a framework that extracts structural priors from images and dense geometry, and enforces their consistency during proxy optimization. The resulting proxies exhibit improved alignment of structural features, reducing artifacts such as edge duplication, texture drift, and cross view inconsistencies. Experiments on diverse architectural scenes demonstrate that our approach produces compact, geometry texture aligned proxies with substantially improved visual fidelity compared to existing methods.

cs.GR

新论文 · v1arXiv:2611.11640

Feel My Focus: Gaze-Triggered Digital Twin Creation for Remote Collaboration

Shih-Yu Ma, Suibi Che-Chuan Weng, Ming-Yuan Pai, Tom Yeh, Ellen Yi-Luen Do

原文摘要

We present Feel My Focus, a gaze-triggered mixed reality (MR) demonstration that enables rapid creation and sharing of lightweight 3D digital twins during remote collaboration. Unlike systems that use gaze primarily as a referential pointer, Feel My Focus treats sustained visual attention as a generative action: a fixation on a physical object initiates single-image capture, attention-guided segmentation, and one-shot 3D reconstruction, allowing a remote partner to inspect and discuss the object in situ. The system integrates gaze-tracking glasses, modular segmentation and reconstruction services, and an MR client for runtime streaming and interaction. This design prioritizes responsiveness and experiential continuity over photometric fidelity. We report observations from a public demonstration, highlighting design trade-offs, failure modes, and user control considerations for deploying gaze-triggered generative systems in real-world collaborative settings.

cs.HC · cs.CV · cs.GR

新论文 · v1arXiv:2611.11561

From Sketch to Design: A Cross-scale Workflow for Procedural Generative Urban Design

Jin Gao, Sayjel Vijay Patel

原文摘要

Urban designers use sketches and symbols to express spatial intentions, while many generative urban design tools rely on numeric parameters that are difficult to relate to this visual process. We propose a cross-scale workflow and a web-based prototype that translates symbolic sketches into controllable procedural urban generation. A vocabulary of shapes, informed by examples of urban design diagrams and sketching exercises with graduate urban design students, encodes attributes such as network structure, density, and program. The prototype uses the \$1 Unistroke Recognizer to map gestures to symbols and translates their locations and sizes into tensor-field attractors and weighted parameter grids. Grid and radial tensor fields guide street-network generation, while the parameter grids control building heights and programs. Implemented in JavaScript and TypeScript with React and Three.js, the prototype supports interactive sketching, visualization, and urban massing generation. We describe the methodology and illustrate prototype interactions, then discuss downstream integration with architectural-scale generative tools for further refinement and analysis. The work connects designers' symbolic input with an explicit procedural generation process.

cs.HC · cs.GR

新论文 · v1arXiv:2611.11087

SoftPAT3D: Physics-Augmented Text-to-3D Scene Generation with Deformables

Lei Shu, Alberta Longhini, Leonidas Guibas, Gordon Wetzstein, Jeannette Bohg

原文摘要

We present SoftPAT3D, a physics-augmented framework for text-to-3D scene generation in which deformable objects, such as cloth, stuffed toys and ropes, are generated as physically valid, simulation-ready bodies and placed in intersection-free contact with the furniture that supports them, with one another and with themselves. Existing physics-augmented pipelines simulate rigid bodies only and cannot accommodate a generated deformable object, which text-to-3D generation returns as a geometrically invalid mesh, sometimes self-intersecting, that has no rest shape, no material model and no admissible initial state. These are the inputs a deformable simulation requires, and we construct each from information already in the pipeline. The rest shape comes from how the object is manufactured rather than from the generated physically inconsistent deformed configuration, and a material library assigns each deformable object its initial elastic parameters, which can then be optimized. The occluded support is regenerated and converted into a watertight collision mesh, each object is released from an optimizable placement above the supporting part that the prompt specifies, and the complete scene is driven to static equilibrium under one unified contact model, with completion verified by geometric checks and a vision-language model. When a scene fails the prompt, a grid search over placements corrects it, and the adjoint of a differentiable simulation of the same contact energy reaches the targets the grid does not, places several bodies jointly and recovers and optimizes material parameters. Multi-body scenes equilibrate in a single simulation, and the pipeline also runs from the text prompt alone. On all sixty-five prompts, SoftPAT3D produces no undesired interpenetration of any kind, whereas every other system does, and its scenes directly support scene editing and robotic manipulation.

cs.CV · cs.GR · cs.RO