9,620 papers in this slice of arXiv.
Sikuang Li, Chen Yang, Jiemin Fang +5
Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.
Zhuoran Yi
Blue-noise sampling is widely used in computer graphics, but existing methods separate statistical modeling from scalable generation. Optimization and transport methods produce high-quality point sets by coupling all samples together. Procedural and tile-based samplers are local, but define their output only implicitly. We formulate blue-noise generation as sampling from a Gibbs distribution over binary lattice occupancies with pairwise repulsive interactions. Density, repulsion strength, interaction scale, and kernel hardness are parameters of this distribution. Because the energy sums over pairs, distant interactions can be dropped with a bounded change to the distribution, leaving a Markov random field of bounded degree. To sample it, we trace the Markov chain backward from the state we want, following Coupling Towards The Past, and cut the trace at a fixed depth. This bounds the cost, and it bounds the region each sample depends on. A tile generated on its own, with a sufficient halo, is then bit-identical to the same region generated on any larger domain, in any order and with no communication between tiles. Memory is set by the tile size, not by the output size, and accuracy is traded against cost through parameters with a proven error bound rather than by switching algorithms. We validate the model, the sampler, and these guarantees separately. The ensemble reproduces standard blue-noise spectra and moves continuously between them as its parameters vary. The sampler matches its predicted work and memory. Tiled output is verified bit-identical to full-domain generation. We demonstrate adaptive stippling at 14K, where existing methods need memory proportional to the output, along with multi-class extensions.
Lonni Besançon, Tobias Isenberg
We analyzed the ethics reporting in 255 IEEE VIS papers from 2024 and 2025, as published in TVCG. This analysis arose from our experience as readers and reviewers of IEEE VIS papers that such reporting is frequently incomplete or missing, as well as from investigations in which we ourselves had to answer challenges regarding ethics approval in our own work. Visualization research naturally often involves human participants, yet ethics approval and informed-consent procedures are not always explicitly reported. In our corpus, 189 papers (74.1%) reported on work involving human participants. Only 6 of them (3.2%) reported to have obtained ethics approval, an approval identifier, and having received informed consent from the participants, while 26 (13.8%) reported at least ethics approval and informed consent. These omissions do not imply that the empirical work was unethical or lacked approval. They rather show that current reporting practices make ethical approval difficult to assess. Beyond our alarming - yet true - paper title, we wish to raise awareness on how authors themselves may eventually be at risk for not properly reporting ethics. We argue that VIS should adopt clearer and more standardized ethics-reporting practices to protect participants, authors, reviewers, and editors.
Kiseok Choi, Inchul Kim, Jaemin Cho +2
Cone-beam computed tomography (CBCT) enables volumetric reconstruction from X-ray projections, but suffers from severe artifacts--especially beam hardening--when imaging materials with high attenuation such as metals. These artifacts arise from the polychromatic nature of X-rays and are not properly addressed by conventional monochromatic reconstruction algorithms. While recent neural representation-based methods offer improved reconstruction quality, they are computationally expensive and often impractical for deployment. We propose a novel physics-inspired, self-calibrating metal artifact reduction method that efficiently reconstructs 3D CBCT volumes while correcting beam hardening artifacts. Our method integrates a polychromatic X-ray projection model, material-dependent attenuation profiles, and system response modeling into a Gaussian Splatting framework. Unlike prior work, we eliminate the need for manual metal masks or strong prior assumptions, and we optimize both reconstruction parameters and X-ray spectral characteristics jointly during training. We further introduce a high-fidelity synthetic CBCT dataset generation pipeline validated on Monte-Carlo x-ray simulation toolbox and release new datasets with severe metal-induced artifacts to support the community. This is the first splat-based method for reducing beam hardening in CBCT. Extensive experiments on both synthetic and real-world datasets demonstrate that our method outperforms state-of-the-art approaches in artifact suppression and reconstruction accuracy.
Andela Ilic, Rachel Schuchert, Yijing Jiang +1
Understanding hand-object interaction from egocentric vision is essential for modeling how people physically engage with the surrounding world. Yet reasoning about physically grounded interaction requires estimating the forces acting on hands and objects, beyond localizing contact. We present EgoPHI, the first method that jointly estimates dense contact maps and 3D force distributions on hand and object meshes from a single monocular RGB image and object geometry. To address the lack of scalable ground-truth force annotations, we introduce a physics-based simulation pipeline that augments existing hand-object datasets with dense per-vertex force supervision. EgoPHI then learns dense 3D contact and force on interacting hand and articulated object meshes, extending vision-based force estimation beyond image-space or planar settings. Our evaluation on in-distribution and out-of-distribution benchmarks shows that EgoPHI improves force estimation over existing approaches while generalizing to unseen datasets. To evaluate sim-to-real transfer, we constructed two physical objects that capture dense object contact and force magnitude and used them to record a dataset of interactions from eight participants across diverse touch and grasp types. Our results demonstrate that EgoPHI recovers meaningful 3D contact and force distributions in simulated, out-of-distribution, and real-world settings, advancing egocentric hand-object understanding from contact localization toward physically grounded interaction reasoning.
Hakan Üstünel
This study introduces the spatial and analytical construction of the Quartic Overhauser (QOVR) surface generation framework designed to resolve boundary alignment and localized shape modification constraints. This framework implements a variable parameter fourth degree novel architecture to achieve exact parameter isolation across orthogonal coordinate axes. The analytical pipeline integrates directional spline blending functions with symmetric spatial control matrices, ensuring that internal knot vector variations allow localized surface adjustments while preserving the absolute positional invariance of global edge boundaries. Computational verification confirms that while the current formulation satisfies explicit C^0 positional closure and C^1 tangent continuity conditions across the internal and boundary interfaces without triggering global curvature propagation, edge joint separation, or wave-like artifacts, C^2 curvature continuity is not maintained. As demonstrated by three-dimensional mesh models and colormap visualizations, the spatial intensity fields condense strictly within the immediate neighborhood of the modified element, verifying that the displacement effect decreases exponentially as the distance from the perturbed control points increases. This explicit decoupling preserves structural symmetry and boundary invariance across adjacent geometric patches, satisfying manufacturing and reverse engineering sealing criteria. Keywords: Quartic Overhauser surface; computer aided geometric design (CAGD); local shape control; geometric continuity; symmetric tensor products; computer graphics algorithms; software implementation framework.
Liangwei Li, Lin Liu, Jing Zhang +5
In 3D anomaly detection (3DAD), most existing methods rely on Memory bank retrieval or reconstruction. However, memory-based methods are constrained by the coverage of stored normal features, while reconstruction-based methods may learn identity shortcuts that also reconstruct anomalous inputs well. These limitations motivate a density-oriented approach that evaluates whether a test sample follows the learned normal distribution. To this end, we propose MVFM-3DAD, a flow-based framework that reframes 3DAD as density proxy estimation over the normal data distribution. MVFM-3DAD introduces a Bidirectional Geometric Projector (BGP), whose forward process converts irregular point clouds into structured multi-view representations. The Flow-guided Density Proxy Estimator (FDPE) estimates a reference density for each view feature, after which the backward process of BGP maps these multi-view density estimates to their corresponding 3D points. Building on it, anomalous features can be identified by their terminal normality. Unlike conventional flow-based likelihood estimation, our formulation requires neither input reconstruction nor explicit Jacobian evaluation, yielding a simple and efficient anomaly-scoring mechanism. Extensive experiments show that MVFM-3DAD outperforms the strongest competing methods on Real3D-AD and MVTec3D-AD. Code is available at https://github.com/lil-wayne-0319/MV3D-AD
Deepti Parachuri, Chhayank Sahu, Sameer Singh Choudhary
Avatar interaction shapes how engaging and immersive a metaverse experience feels, and for that interaction to feel natural, avatars need to respond to users without forcing them through a controller-based interface first. This paper describes a gesture-driven interaction layer built for a browser-based metaverse onboarding environment, where users explore a set of virtual rooms as an avatar and interact with embedded video, document, and quiz content using hand, arm, and head gestures instead of a keyboard or controller. The system combines real-time gesture recognition (Google MediaPipe) with two alternative locomotion techniques - hand-raise navigation and in-place walking - so users can trade off precision against physical immersion depending on the task. The contribution is the integration, deployment, and evaluation of these techniques as a single lightweight, web-deployable, controller-free interaction model, assessed through a structured internal onboarding session with five participants. We report what worked, what didn't, and the design trade-offs that came out of combining these techniques in one deployed system.
Nienke Driessen, Joris Rijsdijk, Sören Pirk +3
Climate-driven environmental change is driving an increase in both the frequency and severity of wildfire events, making accurate simulation and prediction critical for effective risk mitigation and landscape management. While recent physics-based wildfire models achieve high realism by explicitly simulating combustion, heat transfer, and fuel dynamics, they remain largely restricted to synthetic environments with complete and idealized knowledge of forest structure, limiting their applicability to real-world environments captured via aerial imagery. To provide a pathway toward real-world wildfire digital twins derived directly from observational data, we present WildFireGS, a physics-based wildfire simulation framework operating directly on large-scale, semantics-enriched 3D Gaussian Splatting forest reconstructions. Our approach bridges learning-based scene reconstruction and environmental simulation by augmenting Gaussian primitives with semantics and material properties that encode vegetation type and fuel characteristics. We introduce a particle-based combustion model that operates natively on Gaussian representations, simulating ignition, heat transfer, combustion, and flame propagation across complex forest structures. This enables direct physics-based simulation of fire behavior on reconstructed real-world environments, without requiring conversion to explicit meshes or volumetric grids. We demonstrate the modularity of WildFireGS through a rain-driven cooling mechanism in terms of an energy-sink process to realistically model fire containment. Evaluations on synthetic scenes and real aerial forest captures show physically consistent wildfire behavior, reproducing characteristic dynamics including propagation scaling with vegetation density, wind velocity, and terrain slope. In addition, we validate our model through novel firebreak experiments and biomass loss estimation.
Rajmund Nagy, Silvia Arellano García, Hendric Voss +4
This preprint presents the results of the fourth GENEA Challenge, a large-scale human evaluation of five speech-driven gesture-generation systems trained by participating teams on the Seamless Interaction dataset of dyadic conversations. As in the 2023 GENEA Challenge, we used a disentangled evaluation methodology to assess motion quality and speech alignment without confounding between the two, and performed a dyadic mismatching study to isolate the effect of listening and reacting to the interlocutor. We additionally introduce a new semantic gesture-generation task and a text-mismatching evaluation methodology using the Grounded Gestures subset of the data. In total, we ran four large-scale user studies, collecting over 23,000 votes from 869 test-takers. In the motion-realism study, the dataset's filtered segments had substantially higher motion quality than all challenge submissions (68-95% pairwise winrate). In the speech-alignment study, the motion-capture segments provided a conceptual ceiling at 62% alignment score, with the top submission significantly behind at 32% and the rest only slightly above the 0% expected of an input-independent system. In the dyadic study, motion capture again set the ceiling at 65% appropriateness score, but no submission scored substantially above chance, indicating that the systems could not yet respond to the interlocutor. Finally, the semantic mismatching evaluation found highly expressive gestures in the dataset (test-takers identified the matching transcript 79% of the time), yet almost all submissions failed to generate semantically expressive motion, with the best achieving only an 8% appropriateness score. The collected votes and outputs will be made publicly available at https://genea-workshop.github.io/2026/challenge/ to facilitate reproducibility and further research.
Wenchao Ma, Surya Dwarakanath, Yizhak Ben-Shabat +4
We introduce cut-cell skinning, a geometric prior designed to augment data-driven skinning weight generation. While data-driven methods show promise in producing high-quality skinning weights, they often lack the generalizability of classic geometric approaches. To bridge this gap, we propose a geometric prior that can be robustly computed for in-the-wild meshes and is efficient for large-scale machine learning workflows. The key idea of our cut-cell skinning is a fast graph-based approximation of the volumetric geodesics distances, motivated by their importance in classic skinning weight computation. Our method achieves orders of magnitude speedup compared to optimization-based solvers and remains resilient to topological artifacts common in cage- or voxel-based alternatives. We demonstrate the efficacy of the cut-cell skinning prior by integrating it into recent neural skinning models, showing consistent improvements across existing methods and achieving state-of-the-art results. Project page: https://wenchao-m.github.io/CutCell.github.io/
Ke Jiaxin, Juncheng Liu, Yi Wang +4
3D Gaussian Splatting (3DGS) has recently enabled real-time novel view synthesis with impressive quality. However, it struggles to recover accurate surfaces under limited viewpoints and due to the inherent irregularity of Gaussian primitives. The resulting geometric errors are notoriously difficult to correct manually. To address these issues, we propose Gaussian Sculpting, a fully differentiable end-to-end framework for high-quality surface reconstruction. Our key insight is to anchor Gaussians onto an evolving differentiable surface, allowing them to guide signed distance field (SDF) optimization instead of extracting the surface only during post-processing. To enable stable gradient isolation during joint optimization, we design a bi-level training strategy in which the outer loop optimizes the geometry represented by the SDF, while the inner loop updates the Gaussians with the geometry fixed. We further impose constraints on Gaussian parameters to ensure consistency with the underlying surface, thereby improving both geometric and appearance fidelity during optimization. In addition, we introduce a multi-resolution subdivision scheme based on octree-like partitioning to preserve fine details while reducing memory consumption. Experiments on object-level scenes demonstrate that our method effectively removes redundant surfaces, recovers missing structures caused by limited viewpoints, and achieves strong reconstruction quality even at relatively low resolutions.
Sebastian Künzel, Fabian Schmierer, Sergej Geringer +3
We introduce Amulet, a rendering method that transforms a scene into a sparse, tiled and layered intermediate scene representation (cache) for high-frequency frame extrapolation. In contrast to reprojection-based techniques, Amulet explicitly rasterizes and stores potentially visible geometry in its layered image-space cache, allowing accurate shading and inpainting of newly disoccluded regions without hallucination. Our key contribution is a cache that is predictively filled with shading information for future views, amortized over multiple current frames. Novel views are synthesized by hierarchically traversing the cache front to back and refining stale or missing shading on the fly. Using a predictive, gradient-based scheduler that assigns lifetimes for each tile, we enable adaptive shading updates under motion and dynamic lighting. Amulet decouples the rasterization and shading rate from the refresh rate of the display. In many scenarios, our cache can use a single shaded frame to synthesize multiple extrapolated frames with only a few localized updates. In a typical application, we extrapolate a 60 Hz shading rate to a 240 Hz display. Amulet achieves up to 250 Hz at 4K resolution and is competitive with state-of-the-art frame generation methods, including DLSS and neural-flow approaches, in multiple metrics. Amulet explores the design space of sparse layered image-space representation. It enables accurate, non-neural multi frame extrapolation with explicit handling of disocclusions. Our findings show that Amulet can extrapolate many more frames than contemporary methods with high quality, rivaling latency-bound frame interpolation methods with similar quality in many scenes.
Louis De Oliveira, Anastasia Karpova, Georges Nader +4
Over the past decade, microfacet-based BRDF models have formed the foundation of real-time rendering pipelines. Despite their widespread use, they often fail to reproduce subtle appearance effects arising from complex light-surface interactions, which have led to the emergence of specialized physics-based models for specific optical phenomena (e.g., diffraction, iridescence, multilayers). Although more accurate, these models lose versatility and lack performance for real-time rendering. Recently introduced, neural models have demonstrated their ability to approximate BRDF reference data coming from measurements, simulations, or even complex shading networks. However, most current neural models require relatively large networks, making them costly for real-time rendering. In this paper, we introduce a hybrid model that combines a GGX-type microfacet model and a neural model to leverage the best features of both representations. The neural component corrects the appearance approximated by the microfacet component, allowing much smaller network than in existing neural models. We show that, at identical memory cost, our model approximates measurements better than state-of-the-art neural models for a low evaluation overhead compared to a microfacet-based model. Furthermore, our hybrid model remains easily editable by artists and benefits from an important sampling scheme, making it attractive for both offline and real-time rendering.
Arjun S. Lakshmipathy, Jonathan P. King, Ethan Zuo +6
Despite the demand for robots in high-value clinical tasks like bathing, contemporary systems still lack the safety and reliability required for complex, sustained physical interaction with humans. A key challenge hindering the development of such systems is that collecting, understanding, and effectively transferring highly dynamic, contact-rich human bathing demonstrations is difficult, even with modern motion and tactile sensing equipment. We present a straightforward, but effective framework for doing so with high fidelity by utilizing contact regions as a key processing primitive. We use our framework to build a dataset of bathing demonstrations performed by trained clinicians on human subjects. We then use this dataset to design and control an arm-mounted dexterous soft hand to perform bathing tasks on a mannequin using open- and closed-loop strategies. Our dataset is the first to provide high quality synchronized motion, shape, contact, and force during sustained, contact-rich human-human interaction, and our transfer strategies demonstrate effective use of these data across multiple levels of the robotics stack. All relevant materials will be publicly released to enable further advancements in physical human-robot interaction (pHRI) research.
U-Chae Jun, Jaeeun Ko, Jiwoo Kang
Reconstructing 3D shapes from a single image remains a fundamental yet challenging problem in computer vision. Traditional monocular 3D generation pipelines typically synthesize multiple views from a single input image before applying Neural Radiance Field (NeRF)-based reconstruction. However, inherent projective ambiguities often produce visual discontinuities across generated viewpoints, leading to inaccuracies in reconstructed 3D models. Current solutions either incur significant additional computational burdens or fail to adequately resolve practical inconsistencies between synthesized views. To address these limitations, we propose a novel viewpoint-adaptive neural rendering framework that enables robust 3D reconstruction even when given partially inconsistent multi-view inputs. Our approach introduces view-adaptive neural renderers that independently correct viewpoint-dependent errors while simultaneously sharing a global feature backbone to preserve structural coherence. Furthermore, we propose a self-attention fusion module that adaptively integrates multi-view information, ensuring geometric consistency without relying heavily on indirect regularizations or computationally intensive methods. Through extensive experiments, we demonstrate that our method consistently improves 3D reconstruction fidelity. Importantly, our approach achieves near state-of-the-art performance without diffusion-based SDS supervision, relying primarily on photometric rendering loss with lightweight attention regularizers. This balance between accuracy and efficiency makes the proposed framework highly practical for real-world applications.
Ryosuke Higasayama, Hideki Todo, Jongseong Gwak
This paper presents a motion editing framework for smooth motion stitching based on Laplacian optimization in Rodrigues vector space. By representing joint rotations as continuous Rodrigues vectors, motion stitching is formulated as a temporal Laplacian optimization problem, enabling smooth transitions between motion segments while preserving characteristic temporal variations of reference motions. The proposed approach supports both intra-category replacement and cross-category motion stitching without relying on learning-based models or complex manual tuning, and is computationally efficient for interactive editing. Through a series of stitching experiments and comparisons with linear interpolation, we demonstrate that Laplacian editing produces stable and visually coherent transitions under a wide range of motion differences. Furthermore, an analysis of rotational continuity clarifies that rotation-axis inversions are rare in real motion data and explains why numerical instabilities observed in synthetic axis-flipping scenarios do not arise in practical motion stitching. These results highlight the importance of rotational representation in stabilizing temporal optimization and suggest that the proposed framework is well suited not only for animation authoring but also for motion analysis and future extensions incorporating perceptual or physiological cues.
Zhiyuan Lyu, Qiguang Chen, Lok Ming Lui +1
Volumetric parameterization, the process of mapping a 3-manifold onto a simplified volumetric domain, is important for many tasks in computer graphics and imaging science. However, most prior volumetric parameterization approaches have only utilized standardized domains such as a solid ball regardless of the overall shape of the given 3-manifolds, which introduces significant geometric distortion and affects the subsequent shape processing and analysis tasks. To overcome this issue, in this work we propose a novel volumetric parameterization framework for simply connected 3-manifolds. Specifically, the proposed framework jointly controls local shape and mass distortions, while adapting the target domain during the optimization process. It enables three progressively more flexible target-domain settings for the parameterization: a prescribed solid ellipsoid, a volume-normalized adaptive ellipsoid with variable radii, and a sea-embedded free-boundary domain. For each setting, the parameterization algorithm consists of a 3D quasi-conformality shape update, a diffusion-based density-equalizing update, and a geometric correction procedure for removing element foldings, thereby allowing for volumetric parameterizations with different desired effects. Experimental results are presented to demonstrate the effectiveness of our proposed framework. Moreover, our framework can be easily applied to multiresolution and localized adaptive volumetric remeshing, volumetric registration, and volumetric morphing. Altogether, our work provides a new way for the representation, processing, and analysis of 3-manifolds.
Lei Shu, Ying Jiang, Kui Wu +3
Differentiable simulation is a key component in learning, control, and inverse problems, where gradients through nonlinear implicit solvers are required. Existing approaches either rely on unrolled automatic differentiation, whose memory grows with solver depth, or on equation-level implicit differentiation, which assembles global Jacobians and solves large sparse adjoint systems, discarding the locality of the forward solver -- and differentiating the converged equation rather than the finite computation that actually ran. We propose solver-level differentiation, which differentiates the executed solver itself. When a solver is composed of block implicit updates, its discrete adjoint is obtained by applying the corresponding adjoint updates in reverse order, yielding a reverse-sweep formulation whose backward pass mirrors the forward solver. From an operator perspective, the forward pass realizes an approximate inverse through ordered local solves, and the backward applies its transpose through reverse local adjoint solves, constructing no global system. We instantiate this idea on Vertex Block Descent, yielding a differentiable solver whose reverse colored Gauss-Seidel sweeps are composed entirely of local 3×3 adjoint solves. The backward matches automatic differentiation through the identical executed forward to machine precision at every solver depth, where the equation-level adjoint is off by 37% after one sweep; in a controlled same-codebase, same-GPU comparison it is 33x faster and uses 71x less memory than unrolled automatic differentiation; and the same construction is exact on projective dynamics and extended position-based dynamics. We scale differentiable elastodynamics to 106 contact-coupled soft bodies (8M vertices) on one GPU. Overall, this work highlights solver structure as a practical organizing principle for efficient differentiable simulation.
Guoxi Liu, Yuxiao Li, Congrong Ren +6
Modern scientific simulations generate massive volumes of data, making lossy compression essential for efficient storage and transmission. However, preserving critical quantities of interest (QoIs) under lossy compression is inherently data- and task-dependent, requiring domain scientists to navigate complex trade-offs between compression ratio and data fidelity. Exploring these trade-offs often involves large design and evaluation spaces, motivating human-in-the-loop approaches that combine interactive exploration with quantitative analysis. To address this challenge, we present FZ-VIS, an interactive framework for human-in-the-loop feature-oriented lossy compression design and visual analytics. FZ-VIS provides a web-based interface for rapidly generating and comparing compression configurations, along with integrated visualization tools for assessing reconstruction fidelity and QoI preservation through both visual inspection and quantitative metrics. We demonstrate the utility of FZ-VIS through case studies involving three representative user groups: novice users selecting compression methods, compressor developers examining internal pipeline behavior, and domain scientists investigating feature preservation. The case studies show how FZ-VIS helps users efficiently navigate complex design spaces and make informed decisions that balance compression performance with application-specific QoI requirements.