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Kartic Subr

Publications and source records attributed to Kartic Subr.

At least 19 recordsLinked to original sources

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

ABCD: Alpha-Composited Block Coordinate Descent: Constant-VRAM Training for Large Radiance Fields

We present ABCD (Alpha-Composited Block Coordinate Descent), an out-of-core training framework for alpha-composited radiance fields, instantiated here for 3D Gaussian Splatting. Our method reformulates training as block coordinate descent over spatial partitions: only one block of parameters is active at a time, while all others are frozen. By exploiting the associativity of alpha blending, these inactive regions can be pre-rendered and collapsed into foreground and background RGBA images. As a result, for fixed partition size and image resolution, peak VRAM becomes O(1) with respect to total scene extent, rather than growing with full scene size. This enables GPUs with limited memory to train scenes that would otherwise not fit in core. In experiments, our method closely preserves the reconstruction quality of 3DGS, with less than 5% PSNR degradation, while ABCD with compositing ablated suffers roughly 40% degradation. Our code can be found at https://github.com/shiukaheng/abcd

cs.CV

Love Handles: Decimation for Deformation Handles with Compact Support and Low Memory Footprints

Estimating the deformation of solids via physical simulation is an important problem spanning fields such as computer animation, engineering and robotics. Such simulations are computationally expensive and scale poorly when the representation of an object is refined by increasing the level of discretization. Reduced Order Methods (ROM) offer computational savings by decreasing the number of degrees of freedom, for example by using \emph{handles} that control groups of vertices. We present the first decimation-based algorithm for computing a sparse, compactly supported set of deformation handles. The crux of our method utilizes iterative algebraic simplification to optimize handle deformation to match any input deformation, such as linear vibration modes. This applies to any volumetric input mesh, including those with high genus or porous features, since we do not alter the geometry. We also devise an efficient algorithm to compute and update compact supports and their associated weights. We leverage compact support to develop an efficient, reduced-cubature computation scheme. Once optimized, our handles offer a memory-efficient solution while enabling real-time elastodynamics simulation of complex geometry. We show real-time performance on a variety of tetrahedral meshes with up to 796,623 tetrahedra.

cs.GR

Convex Quadratic Distance Field Computation

Methods for computing distances from sources on discrete meshes commonly either compute geodesics directly on polyhedral surfaces or approximate the distance in a finite-element framework. Exact window-based polyhedral methods are highly accurate on clean manifold surfaces, but their unfolding construction does not extend to tetrahedral volumes and relies on manifold connectivity. Because their results are tied to the input polyhedron, geometric noise directly affects the computed distance field. Finite-element methods extend naturally to triangle surfaces and tetrahedral volumes, but state-of-the-art methods represent the distance field as a piecewise-linear (PL) function, limiting accuracy on coarse or poorly shaped meshes. We argue that the PL representation itself, rather than the algorithm built on top of it, limits the result. Geodesic distance exhibits cone-like behaviour at its source and is not piecewise linear even on flat domains. In contrast, the squared distance is exactly quadratic in such domains. Therefore, our Quadratic Distance Field method represents the squared distance using piecewise-quadratic (PQ) elements, reproducing flat squared distances exactly. We show that simply increasing the element order does not improve existing algorithms, and develop a convex formulation for the squared distance over PQ elements. The same formulation applies to both triangle surfaces and tetrahedral volumes, supports anisotropic metrics and nonmanifold connectivity, and remains robust under noise. Finally, we present an efficient solver based on the alternating direction method of multipliers and demonstrate its robustness and accuracy on a benchmark of thousands of real-world models.

cs.GR

Language Model Inversion through End-to-End Differentiation

Despite emerging research on Language Models (LM), few approaches analyse the invertibility of LMs. That is, given a LM and a desirable target output sequence of tokens, determining what input prompts would yield the target output remains an open problem. We formulate this problem as a classical gradient-based optimisation. First, we propose a simple algorithm to achieve end-to-end differentiability of a given (frozen) LM and then find optimised prompts via gradient descent. Our central insight is to view LMs as functions operating on sequences of distributions over tokens (rather than the traditional view as functions on sequences of tokens). Our experiments and ablations demonstrate that our DLM-powered inversion can reliably and efficiently optimise prompts of lengths $10$ and $80$ for targets of length $20$, for several white-box LMs (out-of-the-box).

cs.CL

Discovering High Level Patterns from Simulation Traces

Large Language Models (LLMs) are unable to reliably reason about specific physical systems. Attempts to imbue LLMs with knowledge of the necessary physics concepts have shown great promise, but explainability and validation remain open challenges. An emerging alternative is tooling, where LLMs can query physical simulators and use the resulting simulation traces as context for validation. This approach suffers from poor scalability since simulation traces contain large volumes of fine-grained numerical and semantic data. We show that translating simulation traces to a sparse representation of "high-level" structural patterns leads to more effective interpretation by LLMs. We propose an unsupervised learning scheme to perform this translation, or annotation, via program synthesis. Our learning results in a library of programs that act as pattern detectors which can translate simulation traces to sparse, annotated pattern sequences. The detected patterns may optionally be guided by human experts via string labels (rigid collision, stretching spring, etc.). We show, using a recent physics benchmark, that such annotated representations are more amenable to natural language reasoning about specific physical systems. The synthesized programs serve as transparent, explainable functions that map system states to a sparse and efficient annotation space. As an example application, we show how goals within physical systems that are specified in natural language may be converted to reward programs which are maximized to find solutions.

cs.AI

PAOLI: Pose-free Articulated Object Learning from Sparse-view Images

We present a methodology to model articulated objects using a sparse set of images with unknown poses. Current methods require dense multi-view observations and ground-truth camera poses. Our approach operates with as few as four views per articulation and no camera supervision. Our central insight is to first solve a robust correspondence and alignment problem between unaligned reconstructions, before part motions can be analyzed. We first reconstruct each articulation independently using recent advances in sparse-view 3D reconstruction, then learn a deformation field that establishes dense correspondences across poses. A progressive disentanglement strategy further separates static from moving parts, enabling robust separation of camera and object motion. Finally, we optimize geometry, appearance, and kinematics jointly with a self-supervised loss that enforces cross-view and cross-pose consistency. Experiments on the standard benchmark and real-world examples demonstrate that our method produces accurate and detailed articulated object representations under significantly weaker input assumptions than existing approaches.

cs.CV

Learned Adaptive Mesh Generation

Elliptic Partial Differential Equations (PDEs) play a central role in computing the equilibrium conditions of physical problems (heat, gravitation, electrostatics, etc.). Efficient solutions to elliptic PDEs are also relevant to computer graphics since they encode global smoothness with local control leading to stable, well-behaved solutions. The Poisson equation is a linear elliptic PDE that serves as a prototypical candidate to assess newly-proposed solvers. Solving the Poisson equation on an arbitrary 3D domain, say a 3D scan of a turbine's blade, is computationally expensive and scales quadratically with discretization. Traditional workflows in research and industry exploit variants of the finite element method (FEM), but some key benefits of using Monte Carlo (MC) methods have been identified. Our key idea is to exploit a sparse and approximate solution (via FEM or MC) to the Poisson equation towards inferring an adaptive discretization in one shot. We achieve this by training a lightweight neural network that generalizes across shapes and boundary conditions. Our algorithm, Learned Adaptive Mesh Generation (LAMG), maps from a coarse solution to a sizing field that defines a local (adaptive) spatial resolution. This output space, rather than directly predicting a high-resolution solution, is a unique aspect of our approach. We use standard methods to generate tetrahedral meshes that respect the sizing field, and obtain the solution via one FEM computation on the adaptive mesh. That is, our neural network serves as a surrogate model of a computationally expensive method that requires multiple (iterative) FEM solves. We demonstrate the versatility, controllability, robustness and efficiency of LAMG via systematic experimentation.

cs.GR

xInv: Explainable Optimization of Inverse Problems

Inverse problems are central to a wide range of fields, including healthcare, climate science, and agriculture. They involve the estimation of inputs, typically via iterative optimization, to some known forward model so that it produces a desired outcome. Despite considerable development in the explainability and interpretability of forward models, the iterative optimization of inverse problems remains largely cryptic to domain experts. We propose a methodology to produce explanations, from traces produced by an optimizer, that are interpretable by humans at the abstraction of the domain. The central idea in our approach is to instrument a differentiable simulator so that it emits natural language events during its forward and backward passes. In a post-process, we use a Language Model to create an explanation from the list of events. We demonstrate the effectiveness of our approach with an illustrative optimization problem and an example involving the training of a neural network.

cs.LG

CueTip: An Interactive and Explainable Physics-aware Pool Assistant

We present an interactive and explainable automated coaching assistant called CueTip for a variant of pool/billiards. CueTip's novelty lies in its combination of three features: a natural-language interface, an ability to perform contextual, physics-aware reasoning, and that its explanations are rooted in a set of predetermined guidelines developed by domain experts. We instrument a physics simulator so that it generates event traces in natural language alongside traditional state traces. Event traces lend themselves to interpretation by language models, which serve as the interface to our assistant. We design and train a neural adaptor that decouples tactical choices made by CueTip from its interactivity and explainability allowing it to be reconfigured to mimic any pool playing agent. Our experiments show that CueTip enables contextual query-based assistance and explanations while maintaining the strength of the agent in terms of win rate (improving it in some situations). The explanations generated by CueTip are physically-aware and grounded in the expert rules and are therefore more reliable.

cs.AI

Articulate your NeRF: Unsupervised articulated object modeling via conditional view synthesis

We propose a novel unsupervised method to learn the pose and part-segmentation of articulated objects with rigid parts. Given two observations of an object in different articulation states, our method learns the geometry and appearance of object parts by using an implicit model from the first observation, distils the part segmentation and articulation from the second observation while rendering the latter observation. Additionally, to tackle the complexities in the joint optimization of part segmentation and articulation, we propose a voxel grid-based initialization strategy and a decoupled optimization procedure. Compared to the prior unsupervised work, our model obtains significantly better performance, and generalizes to objects with multiple parts while it can be efficiently from few views for the latter observation.

cs.CV

Implicit-Explicit simulation of Mass-Spring-Charge Systems

Point masses connected by springs, or mass-spring systems, are widely used in computer animation to approximate the behavior of deformable objects. One of the restrictions imposed by these models is that points that are not topologically constrained (linked by a spring) are unable to interact with each other explicitly. Such interactions would introduce a new dimension for artistic control and animation within the computer graphics community. Beyond graphics, such a model could be an effective proxy to use for model-based learning of complex physical systems such as molecular biology. We propose to imbue masses in a mass-spring system with electrostatic charge leading a system with internal forces between all pairs of charged points -- regardless of whether they are linked by a spring. We provide a practical and stable algorithm to simulate charged mass-spring systems over long time horizons. We demonstrate how these systems may be controlled via parameters such as guidance electric fields or external charges, thus presenting fresh opportunities for artistic authoring. Our method is especially appropriate for computer graphics applications due to its robustness at larger simulation time steps.

cs.GR

SimLM: Can Language Models Infer Parameters of Physical Systems?

Several machine learning methods aim to learn or reason about complex physical systems. A common first-step towards reasoning is to infer system parameters from observations of its behavior. In this paper, we investigate the performance of Large Language Models (LLMs) at performing parameter inference in the context of physical systems. Our experiments suggest that they are not inherently suited to this task, even for simple systems. We propose a promising direction of exploration, which involves the use of physical simulators to augment the context of LLMs. We assess and compare the performance of different LLMs on a simple example with and without access to physical simulation.

cs.CL

Generating Parametric BRDFs from Natural Language Descriptions

Artistic authoring of 3D environments is a laborious enterprise that also requires skilled content creators. There have been impressive improvements in using machine learning to address different aspects of generating 3D content, such as generating meshes, arranging geometry, synthesizing textures, etc. In this paper we develop a model to generate Bidirectional Reflectance Distribution Functions (BRDFs) from descriptive textual prompts. BRDFs are four dimensional probability distributions that characterize the interaction of light with surface materials. They are either represented parametrically, or by tabulating the probability density associated with every pair of incident and outgoing angles. The former lends itself to artistic editing while the latter is used when measuring the appearance of real materials. Numerous works have focused on hypothesizing BRDF models from images of materials. We learn a mapping from textual descriptions of materials to parametric BRDFs. Our model is first trained using a semi-supervised approach before being tuned via an unsupervised scheme. Although our model is general, in this paper we specifically generate parameters for MDL materials, conditioned on natural language descriptions, within NVIDIA's Omniverse platform. This enables use cases such as real-time text prompts to change materials of objects in 3D environments such as "dull plastic" or "shiny iron". Since the output of our model is a parametric BRDF, rather than an image of the material, it may be used to render materials using any shape under arbitrarily specified viewing and lighting conditions.

cs.GR

Learning rewards for robotic ultrasound scanning using probabilistic temporal ranking

Informative path-planning is a well established approach to visual-servoing and active viewpoint selection in robotics, but typically assumes that a suitable cost function or goal state is known. This work considers the inverse problem, where the goal of the task is unknown, and a reward function needs to be inferred from exploratory example demonstrations provided by a demonstrator, for use in a downstream informative path-planning policy. Unfortunately, many existing reward inference strategies are unsuited to this class of problems, due to the exploratory nature of the demonstrations. In this paper, we propose an alternative approach to cope with the class of problems where these sub-optimal, exploratory demonstrations occur. We hypothesise that, in tasks which require discovery, successive states of any demonstration are progressively more likely to be associated with a higher reward, and use this hypothesis to generate time-based binary comparison outcomes and infer reward functions that support these ranks, under a probabilistic generative model. We formalise this \emph{probabilistic temporal ranking} approach and show that it improves upon existing approaches to perform reward inference for autonomous ultrasound scanning, a novel application of learning from demonstration in medical imaging while also being of value across a broad range of goal-oriented learning from demonstration tasks. \keywords{Visual servoing \and reward inference \and probabilistic temporal ranking

cs.RO

Generalized Spectral Coarsening

Many computational algorithms applied to geometry operate on discrete representations of shape. It is sometimes necessary to first simplify, or coarsen, representations found in modern datasets for practicable or expedited processing. The utility of a coarsening algorithm depends on both, the choice of representation as well as the specific processing algorithm or operator. e.g. simulation using the Finite Element Method, calculating Betti numbers, etc. We propose a novel method that can coarsen triangle meshes, tetrahedral meshes and simplicial complexes. Our method allows controllable preservation of salient features from the high-resolution geometry and can therefore be customized to different applications. Salient properties are typically captured by local shape descriptors via linear differential operators -- variants of Laplacians. Eigenvectors of their discretized matrices yield a useful spectral domain for geometry processing (akin to the famous Fourier spectrum which uses eigenfunctions of the derivative operator). Existing methods for spectrum-preserving coarsening use zero-dimensional discretizations of Laplacian operators (defined on vertices). We propose a generalized spectral coarsening method that considers multiple Laplacian operators defined in different dimensionalities in tandem. Our simple algorithm greedily decides the order of contractions of simplices based on a quality function per simplex. The quality function quantifies the error due to removal of that simplex on a chosen band within the spectrum of the coarsened geometry.

cs.CG

Dist2Cycle: A Simplicial Neural Network for Homology Localization

Simplicial complexes can be viewed as high dimensional generalizations of graphs that explicitly encode multi-way ordered relations between vertices at different resolutions, all at once. This concept is central towards detection of higher dimensional topological features of data, features to which graphs, encoding only pairwise relationships, remain oblivious. While attempts have been made to extend Graph Neural Networks (GNNs) to a simplicial complex setting, the methods do not inherently exploit, or reason about, the underlying topological structure of the network. We propose a graph convolutional model for learning functions parametrized by the $k$-homological features of simplicial complexes. By spectrally manipulating their combinatorial $k$-dimensional Hodge Laplacians, the proposed model enables learning topological features of the underlying simplicial complexes, specifically, the distance of each $k$-simplex from the nearest "optimal" $k$-th homology generator, effectively providing an alternative to homology localization.

cs.LG

PDBench: Evaluating Computational Methods for Protein Sequence Design

Proteins perform critical processes in all living systems: converting solar energy into chemical energy, replicating DNA, as the basis of highly performant materials, sensing and much more. While an incredible range of functionality has been sampled in nature, it accounts for a tiny fraction of the possible protein universe. If we could tap into this pool of unexplored protein structures, we could search for novel proteins with useful properties that we could apply to tackle the environmental and medical challenges facing humanity. This is the purpose of protein design. Sequence design is an important aspect of protein design, and many successful methods to do this have been developed. Recently, deep-learning methods that frame it as a classification problem have emerged as a powerful approach. Beyond their reported improvement in performance, their primary advantage over physics-based methods is that the computational burden is shifted from the user to the developers, thereby increasing accessibility to the design method. Despite this trend, the tools for assessment and comparison of such models remain quite generic. The goal of this paper is to both address the timely problem of evaluation and to shine a spotlight, within the Machine Learning community, on specific assessment criteria that will accelerate impact. We present a carefully curated benchmark set of proteins and propose a number of standard tests to assess the performance of deep learning based methods. Our robust benchmark provides biological insight into the behaviour of design methods, which is essential for evaluating their performance and utility. We compare five existing models with two novel models for sequence prediction. Finally, we test the designs produced by these models with AlphaFold2, a state-of-the-art structure-prediction algorithm, to determine if they are likely to fold into the intended 3D shapes.

q-bio.BM