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Gordon Wetzstein

Publications and source records attributed to Gordon Wetzstein.

At least 19 recordsLinked to original sources

Fast Wave-optics Rendering of Multiplane Images for 3D Holographic Displays

Recent advances in neural rendering have unlocked unprecedented capabilities in 3D reconstruction and novel view synthesis, giving rise to applications such as virtual fly-throughs of a 3D scene reconstructed from a set of sparse, casually captured images. However, these renderings are viewed on a computer screen or conventional VR headsets as 2D images, greatly limiting the perceptual realism and immersiveness of such experiences. The rapid development in novel 3D scene representations calls for dedicated rendering algorithms that convert these readily-available 3D contents into formats that are compatible with emerging 3D display technologies, such as holographic displays. In this paper, we propose a wave-optics rendering pipeline that works with multiplane images (MPIs) for efficient and high-quality hologram synthesis. Our MPI-based computer-generated holography algorithm greatly outperforms state-of-the-art primitive-based CGH algorithms in terms of runtime, achieving speedups up to 250,000x while achieving comparable image quality, and significantly outperforms conventional layer-based CGH algorithms in terms of image quality. We validate our method extensively on a wide variety of 3D scene datasets both in simulation and through experimentally captured results, showing exceptional 3D focal stack and 4D light field reconstruction performance without sacrificing efficiency.

cs.GR

Masked Visual Actions for Unified World Modeling

Video models absorb rich priors over how the visual world moves, interacts, and responds to contact, making them promising substrates for robotic world modeling. The central challenge is how to communicate action to such models in a form aligned with the visual space in which they learned these interaction priors, yet still grounded in physical manipulation. We introduce Masked Visual Actions, a pixel-space control interface that expresses action as a partially revealed trajectory of an arbitrary entity in a video. Revealing robot motion makes the model act as a forward dynamics model that predicts the scene's response to low-level robot actions, while revealing desired object motion makes the same model recover robot behavior consistent with that outcome. Finetuned with only 15 hours of masked examples from real videos and simulation, a single checkpoint achieves strong visual fidelity and controllability across diverse scenes and multiple embodiments. In downstream manipulation settings, the model produces imagined rollouts whose outcomes correlate with real-world execution for policy evaluation, improves decision making by ranking candidate futures in model-based planning, and supports inverse modeling by synthesizing robot motion from desired object motion.

cs.CV

World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video

We present World from Motion, a method for generating freely renderable dynamic 3D Gaussian representations from monocular videos. Our approach conditions a video model on dense, pixel-aligned renderings that encode appearance, geometry, and 3D scene motion along both input and target camera trajectories to correct rendering artifacts and fill in missing regions from an initial reconstruction. To train this model, we construct a dataset of aligned multiview video pairs and dynamic 3DGS representations, with simulated artifacts characteristic of monocular reconstruction. At test time, we distill the model's generations, including newly observed regions and motions, back into a single consistent, high-quality dynamic 3DGS, improving both novel-view synthesis and the underlying 3D motion. Our method sets a new state of the art in 4D reconstruction and seamlessly generalizes to in-the-wild videos with large viewpoint changes and dynamic motions.

cs.CV

MeshFlow: Mesh Generation with Equivariant Flow Matching

Meshes are among the most common 3D scene representations, but directly generating meshes is challenging because the representation contains important symmetries, including permutation invariance of faces and vertices. MeshFlow learns to generate triangle meshes directly as triangle soups, avoiding the need to serialize meshes into long autoregressive sequences. We adopt equivariant optimal-transport flow matching models that respect the key symmetries of triangle soups: arbitrary permutations of faces and permutations of the vertices within each face. Toward this goal, we propose a simple yet effective modification to the Diffusion Transformer architecture, resulting in a scalable network capable of modeling a velocity field while maintaining the desired equivariance. We further introduce an optimal-transport-based training objective that improves convergence by eliminating supervision signals that violate these symmetries. MeshFlow achieves mesh quality comparable to state-of-the-art autoregressive mesh generators while providing about an 18$\times$ speedup during inference. Project page is at https://qiisun.github.io/MeshFlow/.

cs.GR

ReGenHuman: Re-Generating Human Appearances for Realistic Full-Body Video Anonymization

Anonymizing human-centric video data is an understudied problem. Prior anonymization techniques either blur or redact pixels at the cost of realism and downstream utility, or generate frame-by-frame at the cost of temporal coherence. We introduce ReGenHuman, the first full-body video anonymization pipeline that is simultaneously realistic, temporally consistent, and anonymous by construction. Contrary to past approaches which redact or edit the inputs directly, we propose a regenerate, don't edit paradigm. Our approach composites 2D pose, segmentation, and monocular depth into two complementary conditioning streams - StructAll and StructHuman, which are used to fine-tune a video-to-video diffusion backbone on in-the-wild human videos, synthesizing the human regions entirely from identity-free structural cues. We evaluate our model on privacy, quality, and utility, and show that our ReGenHuman achieves the best tradeoff across all three axes against current baselines. We further show that our anonymized videos remain effective for downstream tasks, including video question answering.

cs.CV

Effective Multi-sensor Conditioning for Street-view Novel-view Synthesis

Modern vehicle platforms are equipped with a rich sensor suite, including LiDAR, calibrated multi-camera rigs, and accurate ego-motion, that in principle offers strong signal for re-rendering a driving scene from novel viewpoints. A growing line of recent work leverages video diffusion models for this task, using their generative priors to synthesize plausible novel views from sparse vehicle observations. In practice, however, existing methods exploit only a fragment of this signal, and their quality tends to degrade as the target trajectory departs from the recorded driving path. We argue that this is fundamentally a multi-sensor fusion problem: sparse LiDAR reprojections supply accurate but incomplete metric geometry, surround-view reference imagery supplies dense appearance but no metric depth, and camera poses tie the two together across views. We introduce StreetNVS, a video diffusion framework that jointly conditions on all three signals through a Reference-Enhanced Camera Attention module based on a relative ray-level positional encoding. We develop a two-stage curriculum training strategy that gradually exposes the model to increasingly sparse LiDAR. On the Waymo Open Dataset, StreetNVS substantially outperforms state-of-the-art baselines under sparse LiDAR conditioning, matches methods that rely on 10-100 times denser point clouds. We further show capabilities of synthesizing coherent videos along extreme out-of-trajectory paths such as elevation, lane-shift, pullback, and rotation. Our website: https://streetnvs.github.io

cs.CV

Policy-based Foveated Imaging and Perception

Ultra-high-resolution image sensors offer the potential to capture fine spatial details critical for many visual perception tasks, but acquiring and processing all pixels at full resolution is often infeasible under realistic bandwidth, latency, and power constraints. Existing approaches address this challenge through acquisition strategies such as spatial or temporal downsampling, which irrevocably discard information before task relevance can be assessed. In this work, we introduce a real-time, predictive, and task-aware foveated imaging system that operates directly at image acquisition time. Leveraging emerging dual-stream sensor architectures, our method dynamically allocates limited pixel bandwidth to task-relevant regions of interest while maintaining a low-resolution global context. We formulate foveated acquisition as a sensor attention policy-learning problem, in which past observations guide actions that determine future measurements, closing the perception-acquisition loop. Through extensive simulation across multiple perception tasks, we demonstrate that our approach achieves high task performance under strict pixel budgets and significantly outperforms relevant baselines operating at the same bandwidth. We further validate our system on a 200-megapixel dual-stream sensor, capturing real-world videos under realistic bandwidth and latency constraints, demonstrating the practical feasibility of task-driven, acquisition-time foveated imaging.

cs.CV

Garment Particles: A 2D--3D Symmetric Garment Representation for Generation and Editing

Practical garment design spans two modes: intuitive creation from high-level intent, such as a reference image or text description, and complex low-level editing across 2D sewing patterns and 3D draped geometry, which requires professional training to navigate their complex interdependencies. Yet existing frameworks address only part of this challenge, offering either garment generation from casual inputs or direct editing on sewing patterns. To support both ends of the spectrum, we propose Garment Particles, a 5D point-cloud representation that jointly encodes 2D sewing patterns and 3D geometry. This representation enables Garment Particles Flow (GPF), a rectified flow framework that supports intuitive generation from high-level inputs (text, images, sketches) and various editing operations on 2D sewing patterns and 3D geometries via diffusion posterior sampling. Finally, we introduce Particles-to-Pattern Flow that converts generated garment particles into curved-based patterns for simulation. We validate our model's generation ability on multiple datasets, achieving state-of-the-art garment generation results against competitive baselines. Our model also enables many garment editing scenarios, including garment interpolation, sewing pattern editing, point-cloud- and silhouette-conditioned garment generation. Our project website is at https://garment-particles.github.io .

cs.GR

WorldArena 2.0: Extending Embodied World Model Benchmarking on Modality, Functionality and Platform

World models have emerged as a central paradigm for embodied intelligence, enabling agents to predict action-conditioned future and reason about environmental dynamics. However, existing embodied world model benchmarks are still largely confined to vision-only prediction, offline embodied applications, and simulator-based evaluation, making them insufficient for assessing increasingly comprehensive world models. In this work, we introduce WorldArena 2.0, an expanded benchmark that systematically broadens embodied world model evaluation along three dimensions: modality, functionality, and platform. Along the modality dimension, WorldArena 2.0 extends evaluation from vision-only to visuotactile modalities, enabling assessment of multimodal perception and prediction. Along the functionality dimension, it extends beyond policy evaluation and planning to assess world models as interactive RL environments for policy optimization. Along the platform dimension, it moves beyond simulator-only evaluation to a diverse suite of simulated and real-world robotic settings across multiple embodiments. Under a standardized protocol, WorldArena 2.0 comprehensively evaluates perceptual quality, interactive utility, and cross-platform performance, providing a comprehensive testbed for tracking progress toward embodied world models. The benchmark is available at: https://world-arena.ai.

cs.RO

GeoFlow: Enforcing Implicit Geometric Consistency in Video Generation

Generating geometrically consistent videos remains an open challenge: text-to-video diffusion models trained on web-scale data treat geometry only implicitly, leading to object deformation, texture drift, and non-rigid backgrounds under camera motion. Existing solutions either improve consistency as a byproduct, apply only to static scenes or realign the latent space of the model completely. We introduce a geometry-consistency reward that directly measures whether motion in a generated video is compatible with a coherent scene. Our key insight is that in physically consistent videos, background motion should be explainable by rigid camera-induced flow, while independently moving objects should preserve appearance identity along motion trajectories. We operationalize this using optical flow, depth--pose predictions, and feature-based correspondence to separate rigid and dynamic regions and evaluate their respective consistency. Integrating this reward with reinforcement fine-tuning transforms geometric consistency from an emergent property into an explicit optimization objective for video generators. The approach is model agnostic and applies to diverse dynamic scenes containing both camera and object motion. Experiments show substantial reductions in temporal geometric artifacts over strong baselines while preserving perceptual quality. Code and model weights are published.

cs.CV

Spectral Progressive Diffusion for Efficient Image and Video Generation

Diffusion models have been shown to implicitly generate visual content autoregressively in the frequency domain, where low-frequency components are generated earlier in the denoising process while high-frequency details emerge only in later timesteps. This structure offers a natural opportunity for efficient generation, as high-resolution computation on noise-dominated frequencies is largely redundant. We propose Spectral Progressive Diffusion, a general framework that progressively grows resolution along the denoising trajectory of pretrained diffusion models. To this end, we develop a spectral noise expansion mechanism and derive an optimal resolution schedule from the model's power spectrum. Our framework supports training-free acceleration and a novel fine-tuning recipe that further improves efficiency and quality. We demonstrate significant speedups on state-of-the-art pretrained image and video generation models while preserving visual quality.

cs.CV

CrystalBoltz: End-to-End Protein Structure Determination via Experiment-Guided Diffusion for X-Ray Crystallography

Generative models trained on public databases of protein structures, most of which have been determined by X-ray crystallography, now provide powerful priors for structure prediction. However, they are not readily conditioned on the measurements from a new crystallographic experiment, limiting their use for X-ray structure determination. In crystallography, the measured structure-factor amplitudes do not by themselves determine an electron density map or atomic structure because the associated phases are unobserved and must be inferred. Structure determination therefore remains an inverse problem in which candidate models must be both structurally plausible and consistent with measured diffraction data, often requiring substantial manual refinement by human experts. Emerging methods aim to incorporate experimental information more directly into predictive and refinement workflows. We present CrystalBoltz, a generative framework that casts crystallographic refinement as Bayesian inference over atomic structures and operates directly on structure-factor amplitudes. CrystalBoltz moves from unguided generation with a pre-trained prior over protein structures to experiment-guided posterior sampling, followed by atomic coordinate and B-factor refinement. Across multiple protein crystallography datasets, CrystalBoltz attains lower coordinate RMSD and lower R-factors than the strongest baselines considered, while reducing runtime by a factor of 33 relative to existing experimentally guided refinement.

cs.LG

Asymmetric Flow Models

Flow-based generation in high-dimensional spaces is difficult because velocity prediction requires modeling high-dimensional noise, even when data has strong low-rank structure. We present Asymmetric Flow Modeling (AsymFlow), a rank-asymmetric velocity parameterization that restricts noise prediction to a low-rank subspace while keeping data prediction full-dimensional. From this asymmetric prediction, AsymFlow analytically recovers the full-dimensional velocity without changing the network architecture or training/sampling procedures. On ImageNet 256$\times$256, AsymFlow achieves a leading 1.57 FID, outperforming prior DiT/JiT-like pixel diffusion models by a large margin. AsymFlow also provides the first-ever route for finetuning pretrained latent flow models into pixel-space models: aligning the low-rank pixel subspace to the latent space gives a seamless initialization that preserves the latent model's high-level semantics and structure, so finetuning mainly improves low-level mismatches rather than relearning pixel generation. We show that the pixel AsymFlow model finetuned from FLUX.2 klein 9B establishes a new state of the art for pixel-space text-to-image generation, beating its latent base on HPSv3, DPG-Bench, and GenEval while qualitatively showing substantially improved visual realism.

cs.CV

Modeling Atomic Conformational Ensembles of Proteins via Test-Time Supervision of Boltz-2 on Cryo-EM Density Maps

Knowledge of a protein's atomic conformational ensemble is critical to determining its function, yet state-of-the-art ensemble prediction models are limited by lack of high-quality conformational data from simulation or experiment. Recent advances in heterogeneous reconstruction for cryo-electron microscopy (cryo-EM) have enabled scientists to visualize ensembles of density maps for larger proteins and complexes not typically accessible through simulation, but building atomic models into these maps remains a challenge. Traditionally, ensemble prediction models are trained via a two-stage process: experimental density maps are converted into atomic structural ensembles through model building, after which these structures are used to train sequence-to-atomic ensemble predictors. In this work, we propose a new principle for fine-tuning pre-trained static structure prediction models such as Boltz-2 directly on raw cryo-EM maps, bypassing the two-stage process. We apply this technique to the problem of atomic model building by fine-tuning Boltz-2 to generate atomic conformations from an input ensemble of cryo-EM maps, achieving superior model building accuracy compared to prior work. Beyond overfitting to individual map ensembles, our method, CryoSampler, also shows preliminary evidence of in-domain generalization after fine-tuning, sampling diverse atomic conformations for an unseen sequences within the same protein family without requiring cryo-EM data. These capabilities indicate that CryoSampler holds the potential to train next-generation atomic ensemble prediction models directly on raw cryo-EM measurements.

cs.LG

Infinite Gaze Generation for Videos with Autoregressive Diffusion

Predicting human gaze in video is fundamental to advancing scene understanding and multimodal interaction. While traditional saliency maps provide spatial probability distributions and scanpaths offer ordered fixations, both abstractions often collapse the fine-grained temporal dynamics of raw gaze. Furthermore, existing models are typically constrained to short-term windows ($\approx$ 3-5s), failing to capture the long-range behavioral dependencies inherent in real-world content. We present a generative framework for infinite-horizon raw gaze prediction in videos of arbitrary length. By leveraging an autoregressive diffusion model, we synthesize gaze trajectories characterized by continuous spatial coordinates and high-resolution timestamps. Our model is conditioned on a saliency-aware visual latent space. Quantitative and qualitative evaluations demonstrate that our approach significantly outperforms existing approaches in long-range spatio-temporal accuracy and trajectory realism.

cs.CV

GaussFusion: Improving 3D Reconstruction in the Wild with A Geometry-Informed Video Generator

We present GaussFusion, a novel approach for improving 3D Gaussian splatting (3DGS) reconstructions in the wild through geometry-informed video generation. GaussFusion mitigates common 3DGS artifacts, including floaters, flickering, and blur caused by camera pose errors, incomplete coverage, and noisy geometry initialization. Unlike prior RGB-based approaches limited to a single reconstruction pipeline, our method introduces a geometry-informed video-to-video generator that refines 3DGS renderings across both optimization-based and feed-forward methods. Given an existing reconstruction, we render a Gaussian primitive video buffer encoding depth, normals, opacity, and covariance, which the generator refines to produce temporally coherent, artifact-free frames. We further introduce an artifact synthesis pipeline that simulates diverse degradation patterns, ensuring robustness and generalization. GaussFusion achieves state-of-the-art performance on novel-view synthesis benchmarks, and an efficient variant runs in real time at 15 FPS while maintaining similar performance, enabling interactive 3D applications.

cs.CV

Foveated Diffusion: Efficient Spatially Adaptive Image and Video Generation

Diffusion and flow matching models have unlocked unprecedented capabilities for creative content creation, such as interactive image and streaming video generation. The growing demand for higher resolutions, frame rates, and context lengths, however, makes efficient generation increasingly challenging, as computational complexity grows quadratically with the number of generated tokens. Our work seeks to optimize the efficiency of the generation process in settings where the user's gaze location is known or can be estimated, for example, by using eye tracking. In these settings, we leverage the eccentricity-dependent acuity of human vision: while a user perceives very high-resolution visual information in a small region around their gaze location (the foveal region), the ability to resolve detail quickly degrades in the periphery of the visual field. Our approach starts with a mask modeling the foveated resolution to allocate tokens non-uniformly, assigning higher token density to foveal regions and lower density to peripheral regions. An image or video is generated in a mixed-resolution token setting, yielding results perceptually indistinguishable from full-resolution generation, while drastically reducing the token count and generation time. To this end, we develop a principled mechanism for constructing mixed-resolution tokens directly from high-resolution data, allowing a foveated diffusion model to be post-trained from an existing base model while maintaining content consistency across resolutions. We validate our approach through extensive analysis and a carefully designed user study, demonstrating the efficacy of foveation as a practical and scalable axis for efficient generation.

cs.CV

MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines

Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable experiences, and shared inference where players hold influence over a common world. To address these limitations, we introduce an explicit external memory into the system, a persistent state operating independent of the model's context window, that is continually updated by user actions and queried throughout the generation roll-out. Unlike conventional diffusion game engines that operate as next-frame predictors, our approach decomposes generation into Memory, Observation, and Dynamics modules. This design gives users direct, editable control over environment structure via an editable memory representation, and it naturally extends to real-time multiplayer rollouts with coherent viewpoints and consistent cross-player interactions.

cs.AI