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Matthias Zwicker

Publications and source records attributed to Matthias Zwicker.

At least 19 recordsLinked to original sources

TPD: Temporal Prior Decoupling for Text-to-Video Diffusion Models

Text-to-video diffusion models generate temporally coherent content from natural language, yet when a prompt describes an early scene that persists while a new event emerges on top of it---such as "a tall sandcastle standing on a beach where a wave rushes in and washes it away"---generation frequently fails to realize the late-segment event in the corresponding frames. We identify this failure as Temporal Prior Suppression (TPS): the dominant prior of the early segment captures the cross-attention trajectory across the temporal axis and suppresses the guidance signal needed for late-segment realization, a competing tendency existing guidance mechanisms do not model. We introduce Temporal Prior Decoupling (TPD), a training-free framework that restores suppressed late-segment signals during diffusion sampling. TPD constructs a temporal counterfactual by conditioning on the early segment alone, and defines the discrepancy between the full-prompt and counterfactual trajectories as a suppressed signal direction. Rather than removing this direction as in prior subtractive projection methods, TPD restores it through a frame-selective lower-bound constraint resolved jointly over diffusion timestep and video frame, realizing the suppressed event in the late frames without disrupting early-segment coherence: where prior work enforces upper-bound feasibility to remove unwanted semantics, TPD enforces lower-bound feasibility to guarantee suppressed-signal contribution. TPD runs entirely within standard diffusion sampling without retraining, and is defined purely in classifier-free guidance space, making it backbone-agnostic by construction. Experiments show that TPD significantly improves late-concept realization while preserving temporal coherence and visual fidelity, and that the targeted suppression recurs across distinct text-to-video backbones.

cs.CV

DCR: Counterfactual Attractor Guidance for Rare Compositional Generation

Diffusion models generate realistic visual content, yet often fail to produce rare but plausible compositions. When prompted with combinations that are valid but underrepresented in training data, such as a snowy beach or a rainbow at night, the generation process frequently collapses toward more common alternatives. We identify this failure mode as default completion bias, where denoising trajectories are implicitly attracted toward high-frequency semantic configurations. Existing guidance mechanisms do not explicitly model this competing tendency and therefore struggle to prevent such collapse. We introduce Default Completion Repulsion (DCR), a training-free framework that explicitly models and suppresses default completion behavior. DCR constructs a counterfactual attractor by relaxing the rare compositional factor while preserving surrounding semantics, inducing an alternative denoising trajectory reflecting the model's preferred completion. We define the discrepancy between target and attractor trajectories as a counterfactual drift, and propose a projection-based repulsion mechanism that removes guidance components aligned with this drift direction. This suppresses undesired frequent completions while preserving other semantic components. DCR operates entirely within the standard diffusion sampling process without retraining or architectural modification. Experiments on rare compositional prompts show that DCR improves compositional fidelity while maintaining visual quality. Our analysis further shows that the framework exposes and counteracts intrinsic model biases, offering a new perspective on controllable generation beyond explicit constraint enforcement.

cs.CV

SceneOrchestra: Efficient Agentic 3D Scene Synthesis via Full Tool-Call Trajectory Generation

Recent agentic frameworks for 3D scene synthesis have advanced realism and diversity by integrating heterogeneous generation and editing tools. These tools are organized into workflows orchestrated by an off-the-shelf LLM. Current approaches typically adopt an execute-review-reflect loop: at each step, the orchestrator executes a tool, renders intermediate results for review, and then decides on the tool and its parameters for the next step. However, this design has two key limitations. First, next-step tool selection and parameter configuration are driven by heuristic rules, which can lead to suboptimal execution flows, unnecessary tool invocations, degraded output quality, and increased runtime. Second, rendering and reviewing intermediate results after each step introduces additional latency. To address these issues, we propose SceneOrchestra, a trainable orchestration framework that optimizes the tool-call execution flow and eliminates the step-by-step review loop, improving both efficiency and output quality. SceneOrchestra consists of an orchestrator and a discriminator, which we fine-tune with a two-phase training strategy. In the first phase, the orchestrator learns context-aware tool selection and complete tool-call trajectory generation, while the discriminator is trained to assess the quality of full trajectories, enabling it to select the best trajectory from multiple candidates. In the second phase, we perform interleaved training, where the discriminator adapts to the orchestrator's evolving trajectory distribution and distills its discriminative capability back into the orchestrator. At inference, we only use the orchestrator to generate and execute full tool-call trajectories from instructions, without requiring the discriminator. Extensive experiments show that our method achieves state-of-the-art scene quality compared to previous work.

cs.CV

Rotated Lights for Consistent and Efficient 2D Gaussians Inverse Rendering

Inverse rendering aims to decompose a scene into its geometry, material properties and light conditions under a certain rendering model. It has wide applications like view synthesis, relighting, and scene editing. In recent years, inverse rendering methods have been inspired by view synthesis approaches like neural radiance fields and Gaussian splatting, which are capable of efficiently decomposing a scene into its geometry and radiance. They then further estimate the material and lighting that lead to the observed scene radiance. However, the latter step is highly ambiguous and prior works suffer from inaccurate color and baked shadows in their albedo estimation albeit their regularization. To this end, we propose RotLight, a simple capturing setup, to address the ambiguity. Compared to a usual capture, RotLight only requires the object to be rotated several times during the process. We show that as few as two rotations is effective in reducing artifacts. To further improve 2DGS-based inverse rendering, we additionally introduce a proxy mesh that not only allows accurate incident light tracing, but also enables a residual constraint and improves global illumination handling. We demonstrate with both synthetic and real world datasets that our method achieves superior albedo estimation while keeping efficient computation.

cs.CV

LangDriveCTRL: Natural Language Controllable Driving Scene Editing with Multi-modal Agents

LangDriveCTRL is a natural-language-controllable framework for editing real-world driving videos to synthesize diverse traffic scenarios. It represents each video as an explicit 3D scene graph, decomposing the scene into a static background and dynamic object nodes. To enable fine-grained editing and realism, it introduces a feedback-driven agentic pipeline. An Orchestrator converts user instructions into executable graphs that coordinate specialized multi-modal agents and tools. An Object Grounding Agent aligns free-form text with target object nodes in the scene graph; a Behavior Editing Agent generates multi-object trajectories from language instructions; and a Behavior Reviewer Agent iteratively reviews and refines the generated trajectories. The edited scene graph is rendered and harmonized using a video diffusion tool, and then further refined by a Video Reviewer Agent to ensure photorealism and appearance alignment. LangDriveCTRL supports both object node editing (removal, insertion, and replacement) and multi-object behavior editing from natural-language instructions. Quantitatively, it achieves nearly $2\times$ higher instruction alignment than the previous SoTA, with superior photorealism, structural preservation, and traffic realism. Project page is available at: https://yunhe24.github.io/langdrivectrl/.

cs.CV

SplatSuRe: Selective Super-Resolution for Multi-view Consistent 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) enables high-quality novel view synthesis, motivating interest in generating higher-resolution renders than those available during training. A natural strategy is to apply super-resolution (SR) to low-resolution (LR) input views, but independently enhancing each image introduces multi-view inconsistencies, leading to blurry renders. Prior methods attempt to mitigate these inconsistencies through learned neural components, temporally consistent video priors, or joint optimization on LR and SR views, but all uniformly apply SR across every image. In contrast, our key insight is that close-up LR views may contain high-frequency information for regions also captured in more distant views and that we can use the camera pose relative to scene geometry to inform where to add SR content. Building on this insight, we propose SplatSuRe, a method that selectively applies SR content only in undersampled regions lacking high-frequency supervision, yielding sharper and more consistent results. Across Tanks & Temples, Deep Blending, and Mip-NeRF 360, our approach surpasses baselines in both fidelity and perceptual quality. Notably, our gains are most significant in localized foreground regions where higher detail is desired.

cs.CV

GLOW: Global Illumination-Aware Inverse Rendering of Indoor Scenes Captured with Dynamic Co-Located Light & Camera

Inverse rendering of indoor scenes remains challenging due to the ambiguity between reflectance and lighting, exacerbated by inter-reflections among multiple objects. While natural illumination-based methods struggle to resolve this ambiguity, co-located light-camera setups offer better disentanglement as lighting can be easily calibrated via Structure-from-Motion. However, such setups introduce additional complexities like strong inter-reflections, dynamic shadows, near-field lighting, and moving specular highlights, which existing approaches fail to handle. We present GLOW, a Global Illumination-aware Inverse Rendering framework designed to address these challenges. GLOW integrates a neural implicit surface representation with a neural radiance cache to approximate global illumination, jointly optimizing geometry and reflectance through carefully designed regularization and initialization. We then introduce a dynamic radiance cache that adapts to sharp lighting discontinuities from near-field motion, and a surface-angle-weighted radiometric loss to suppress specular artifacts common in flashlight captures. Experiments show that GLOW substantially outperforms prior methods in material reflectance estimation under both natural and co-located illumination.

cs.CV

Accelerated, Memory-Efficient Far-Field Scattering Computation with Monte Carlo SBR

We introduce a Monte Carlo integration-based Shooting and Bouncing Ray (SBR) algorithm for electromagnetic scattering, specifically targeting complex dielectric materials. Unlike traditional deterministic SBR methods, our approach is the first to reformulate the SBR integral equations using Monte Carlo techniques and advanced variance reduction strategies adapted from photorealistic rendering. This enables efficient, massively parallel computation on modern GPUs, resulting in up to a 10-15x reduction in memory usage and a 4x speed up in runtime, particularly for multilayer dielectric structures. Our method emphasizes high-energy propagation paths, efficiently capturing long multipath and interreflection effects. Verification on canonical 3D geometries and ISAR imaging of both conducting and dielectric representative aircraft models demonstrates that our Monte Carlo SBR achieves high accuracy while maintaining low noise, making it suitable for downstream imaging and analysis tasks.

cs.CE

SpeeDe3DGS: Speedy Deformable 3D Gaussian Splatting with Temporal Pruning and Motion Grouping

Dynamic extensions of 3D Gaussian Splatting (3DGS) achieve high-quality reconstructions through neural motion fields, but per-Gaussian neural inference makes these models computationally expensive. Building on DeformableGS, we introduce Speedy Deformable 3D Gaussian Splatting (SpeeDe3DGS), which bridges this efficiency-fidelity gap through three complementary modules: Temporal Sensitivity Pruning (TSP) removes low-impact Gaussians via temporally aggregated sensitivity analysis, Temporal Sensitivity Sampling (TSS) perturbs timestamps to suppress floaters and improve temporal coherence, and GroupFlow distills the learned deformation field into shared SE(3) transformations for efficient groupwise motion. On the 50 dynamic scenes in MonoDyGauBench, integrating TSP and TSS into DeformableGS accelerates rendering by 6.78$\times$ on average while maintaining neural-field fidelity and using 10$\times$ fewer primitives. Adding GroupFlow culminates in 13.71$\times$ faster rendering and 2.53$\times$ shorter training, surpassing all baselines in speed while preserving superior image quality.

cs.GR

How Learnable Grids Recover Fine Detail in Low Dimensions: A Neural Tangent Kernel Analysis of Multigrid Parametric Encodings

Neural networks that map between low dimensional spaces are ubiquitous in computer graphics and scientific computing; however, in their naive implementation, they are unable to learn high frequency information. We present a comprehensive analysis comparing the two most common techniques for mitigating this spectral bias: Fourier feature encodings (FFE) and multigrid parametric encodings (MPE). FFEs are seen as the standard for low dimensional mappings, but MPEs often outperform them and learn representations with higher resolution and finer detail. FFE's roots in the Fourier transform, make it susceptible to aliasing if pushed too far, while MPEs, which use a learned grid structure, have no such limitation. To understand the difference in performance, we use the neural tangent kernel (NTK) to evaluate these encodings through the lens of an analogous kernel regression. By finding a lower bound on the smallest eigenvalue of the NTK, we prove that MPEs improve a network's performance through the structure of their grid and not their learnable embedding. This mechanism is fundamentally different from FFEs, which rely solely on their embedding space to improve performance. Results are empirically validated on a 2D image regression task using images taken from 100 synonym sets of ImageNet and 3D implicit surface regression on objects from the Stanford graphics dataset. Using peak signal-to-noise ratio (PSNR) and multiscale structural similarity (MS-SSIM) to evaluate how well fine details are learned, we show that the MPE increases the minimum eigenvalue by 8 orders of magnitude over the baseline and 2 orders of magnitude over the FFE. The increase in spectrum corresponds to a 15 dB (PSNR) / 0.65 (MS-SSIM) increase over baseline and a 12 dB (PSNR) / 0.33 (MS-SSIM) increase over the FFE.

cs.CV

SketchSplat: 3D Edge Reconstruction via Differentiable Multi-view Sketch Splatting

Edges are one of the most basic parametric primitives to describe structural information in 3D. In this paper, we study parametric 3D edge reconstruction from calibrated multi-view images. Previous methods usually reconstruct a 3D edge point set from multi-view 2D edge images, and then fit 3D edges to the point set. However, noise in the point set may cause gaps among fitted edges, and the recovered edges may not align with input multi-view images since the edge fitting depends only on the reconstructed 3D point set. To mitigate these problems, we propose SketchSplat, a method to reconstruct accurate, complete, and compact 3D edges via differentiable multi-view sketch splatting. We represent 3D edges as sketches, which are parametric lines and curves defined by attributes including control points, scales, and opacity. During reconstruction, we iteratively sample Gaussian points from a set of sketches and rasterize the Gaussians onto 2D edge images. Then the gradient of the image loss can be back-propagated to optimize the sketch attributes. Our method bridges 2D edge images and 3D edges in a differentiable manner, which ensures that 3D edges align well with 2D images and leads to accurate and complete results. We also propose a series of adaptive topological operations to reduce redundant edges and apply them along with the sketch optimization, yielding a more compact reconstruction. Finally, we contribute an accurate 2D edge detector that improves the performance of both ours and existing methods. Experiments show that our method achieves state-of-the-art accuracy, completeness, and compactness on a benchmark CAD dataset.

cs.CV

Generative Detail Enhancement for Physically Based Materials

We present a tool for enhancing the detail of physically based materials using an off-the-shelf diffusion model and inverse rendering. Our goal is to enhance the visual fidelity of materials with detail that is often tedious to author, by adding signs of wear, aging, weathering, etc. As these appearance details are often rooted in real-world processes, we leverage a generative image model trained on a large dataset of natural images with corresponding visuals in context. Starting with a given geometry, UV mapping, and basic appearance, we render multiple views of the object. We use these views, together with an appearance-defining text prompt, to condition a diffusion model. The details it generates are then backpropagated from the enhanced images to the material parameters via inverse differentiable rendering. For inverse rendering to be successful, the generated appearance has to be consistent across all the images. We propose two priors to address the multi-view consistency of the diffusion model. First, we ensure that the initial noise that seeds the diffusion process is itself consistent across views by integrating it from a view-independent UV space. Second, we enforce geometric consistency by biasing the attention mechanism via a projective constraint so that pixels attend strongly to their corresponding pixel locations in other views. Our approach does not require any training or finetuning of the diffusion model, is agnostic of the material model used, and the enhanced material properties, i.e., 2D PBR textures, can be further edited by artists. This project is available at https://generative-detail.github.io.

cs.GR

Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives

3D Gaussian Splatting (3D-GS) is a recent 3D scene reconstruction technique that enables real-time rendering of novel views by modeling scenes as parametric point clouds of differentiable 3D Gaussians. However, its rendering speed and model size still present bottlenecks, especially in resource-constrained settings. In this paper, we identify and address two key inefficiencies in 3D-GS to substantially improve rendering speed. These improvements also yield the ancillary benefits of reduced model size and training time. First, we optimize the rendering pipeline to precisely localize Gaussians in the scene, boosting rendering speed without altering visual fidelity. Second, we introduce a novel pruning technique and integrate it into the training pipeline, significantly reducing model size and training time while further raising rendering speed. Our Speedy-Splat approach combines these techniques to accelerate average rendering speed by a drastic $\mathit{6.71\times}$ across scenes from the Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets.

cs.CV

NARVis: Neural Accelerated Rendering for Real-Time Scientific Point Cloud Visualization

Exploring scientific datasets with billions of samples in real-time visualization presents a challenge - balancing high-fidelity rendering with speed. This work introduces a neural accelerated renderer, NARVis, that uses the neural deferred rendering framework to visualize large-scale scientific point cloud data. NARVis augments a real-time point cloud rendering pipeline with high-quality neural post-processing, making the approach ideal for interactive visualization at scale. Specifically, we render the multi-attribute point cloud using a high-performance multi-attribute rasterizer and train a neural renderer to capture the desired post-processing effects from a conventional high-quality renderer. NARVis is effective in visualizing complex multidimensional Lagrangian flow fields and photometric scans of a large terrain as compared to the state-of-the-art high-quality renderers. Extensive evaluations demonstrate that NARVis prioritizes speed and scalability while retaining high visual fidelity. We achieve competitive frame rates of $>$126 fps for interactive rendering of $>$350M points (i.e., an effective throughput of $>$44 billion points per second) using ~12 GB of memory on RTX 2080 Ti GPU. Furthermore, NARVis is generalizable across different point clouds with similar visualization needs and the desired post-processing effects could be obtained with substantial high quality even at lower resolutions of the original point cloud, further reducing the memory requirements.

cs.GR

PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting

Recent advances in novel view synthesis have enabled real-time rendering speeds with high reconstruction accuracy. 3D Gaussian Splatting (3D-GS), a foundational point-based parametric 3D scene representation, models scenes as large sets of 3D Gaussians. However, complex scenes can consist of millions of Gaussians, resulting in high storage and memory requirements that limit the viability of 3D-GS on devices with limited resources. Current techniques for compressing these pretrained models by pruning Gaussians rely on combining heuristics to determine which Gaussians to remove. At high compression ratios, these pruned scenes suffer from heavy degradation of visual fidelity and loss of foreground details. In this paper, we propose a principled sensitivity pruning score that preserves visual fidelity and foreground details at significantly higher compression ratios than existing approaches. It is computed as a second-order approximation of the reconstruction error on the training views with respect to the spatial parameters of each Gaussian. Additionally, we propose a multi-round prune-refine pipeline that can be applied to any pretrained 3D-GS model without changing its training pipeline. After pruning 90% of Gaussians, a substantially higher percentage than previous methods, our PUP 3D-GS pipeline increases average rendering speed by 3.56$\times$ while retaining more salient foreground information and achieving higher image quality metrics than existing techniques on scenes from the Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets.

cs.CV

Compositional Neural Textures

Texture plays a vital role in enhancing visual richness in both real photographs and computer-generated imagery. However, the process of editing textures often involves laborious and repetitive manual adjustments of textons, which are the recurring local patterns that characterize textures. This work introduces a fully unsupervised approach for representing textures using a compositional neural model that captures individual textons. We represent each texton as a 2D Gaussian function whose spatial support approximates its shape, and an associated feature that encodes its detailed appearance. By modeling a texture as a discrete composition of Gaussian textons, the representation offers both expressiveness and ease of editing. Textures can be edited by modifying the compositional Gaussians within the latent space, and new textures can be efficiently synthesized by feeding the modified Gaussians through a generator network in a feed-forward manner. This approach enables a wide range of applications, including transferring appearance from an image texture to another image, diversifying textures,texture interpolation, revealing/modifying texture variations, edit propagation, texture animation, and direct texton manipulation. The proposed approach contributes to advancing texture analysis, modeling, and editing techniques, and opens up new possibilities for creating visually appealing images with controllable textures.

cs.GR

GaNI: Global and Near Field Illumination Aware Neural Inverse Rendering

In this paper, we present GaNI, a Global and Near-field Illumination-aware neural inverse rendering technique that can reconstruct geometry, albedo, and roughness parameters from images of a scene captured with co-located light and camera. Existing inverse rendering techniques with co-located light-camera focus on single objects only, without modeling global illumination and near-field lighting more prominent in scenes with multiple objects. We introduce a system that solves this problem in two stages; we first reconstruct the geometry powered by neural volumetric rendering NeuS, followed by inverse neural radiosity that uses the previously predicted geometry to estimate albedo and roughness. However, such a naive combination fails and we propose multiple technical contributions that enable this two-stage approach. We observe that NeuS fails to handle near-field illumination and strong specular reflections from the flashlight in a scene. We propose to implicitly model the effects of near-field illumination and introduce a surface angle loss function to handle specular reflections. Similarly, we observe that invNeRad assumes constant illumination throughout the capture and cannot handle moving flashlights during capture. We propose a light position-aware radiance cache network and additional smoothness priors on roughness to reconstruct reflectance. Experimental evaluation on synthetic and real data shows that our method outperforms the existing co-located light-camera-based inverse rendering techniques. Our approach produces significantly better reflectance and slightly better geometry than capture strategies that do not require a dark room.

cs.CV

Learning to Importance Sample in Primary Sample Space

Importance sampling is one of the most widely used variance reduction strategies in Monte Carlo rendering. In this paper, we propose a novel importance sampling technique that uses a neural network to learn how to sample from a desired density represented by a set of samples. Our approach considers an existing Monte Carlo rendering algorithm as a black box. During a scene-dependent training phase, we learn to generate samples with a desired density in the primary sample space of the rendering algorithm using maximum likelihood estimation. We leverage a recent neural network architecture that was designed to represent real-valued non-volume preserving ('Real NVP') transformations in high dimensional spaces. We use Real NVP to non-linearly warp primary sample space and obtain desired densities. In addition, Real NVP efficiently computes the determinant of the Jacobian of the warp, which is required to implement the change of integration variables implied by the warp. A main advantage of our approach is that it is agnostic of underlying light transport effects, and can be combined with many existing rendering techniques by treating them as a black box. We show that our approach leads to effective variance reduction in several practical scenarios.

cs.LG