SearcharxivSearch

arXiv · 2511.18241

Odd-DC: Generalizable Neural Model Reduction via Odd Difference-of-Convex Structure

Abstract

Model reduction is essential for real-time simulation of deformable objects. Linear techniques such as PCA provide structured and predictable behavior, but their limited expressiveness restricts accuracy under large or nonlinear deformations. Nonlinear model reduction with neural networks offers richer representations and higher compression; however, without structural constraints, the learned mapping from latent coordinates to displacements often generalizes poorly beyond the training distribution. We present an odd difference-of-convex (DC) neural formulation that bridges linear and nonlinear model reduction. Our goal is to obtain a latent space that behaves reliably under unseen load magnitudes and directions. To improve extrapolation in magnitude, we introduce convexity into the decoder to discourage oscillatory responses. Yet convexity alone cannot represent the odd symmetry required by many symmetric systems, which is crucial for generalization to inverse force directions. We therefore adopt a DC formulation that preserves the stabilizing effect of convexity while explicitly enforcing odd symmetry. Practically, we realize this structure using an input-convex neural network (ICNN) augmented with symmetry constraints. Across challenging deformation scenarios with varying magnitudes and reversed load directions, our method demonstrates stronger generalization than unconstrained nonlinear reductions while maintaining compact latent spaces and real-time performance. Our DC formulation extends to both mesh-based and neural-field reductions, demonstrating applicability across multiple classes of neural nonlinear model reduction.

Explore related subjects

Keep this discovery

BibTeXRIS

Shixun Huang, Eitan Grinspun, Yue Chang. 2025-11-23. Odd-DC: Generalizable Neural Model Reduction via Odd Difference-of-Convex Structure. https://arxiv.org/abs/2511.18241

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR