SearcharxivSearch

arXiv subjects

Wenping Wang

Publications and source records attributed to Wenping Wang.

At least 19 recordsLinked to original sources

NBS: No Bias Stereo

Stereo reconstruction is one of the last remaining Computer Vision tasks where all state-of-the-art methods employ a heavy architectural inductive bias. Even though it has been demonstrated that the task can be solved using general-purpose methods, it is widely believed that inductive biases in stereo are strictly necessary for both high-quality results and computational efficiency. We challenge this paradigm. In this paper, we demonstrate that both state-of-the-art accuracy and superior runtime efficiency are achievable with a model completely devoid of architectural inductive biases, relying instead on a simple, end-to-end Vision Transformer. By training on massive synthetic datasets, we show that pure data-driven learning can surpass explicitly engineered geometry. This work proves that explicit inductive biases are no longer a prerequisite for stereo matching, ultimately unlocking true scaling laws for continuous improvement in 3D reconstruction.

cs.CV

Learning Manifolds in High-D Point Embedding for Anisotropic Surface Approximation from Unstructured Point Clouds

Dense 3D sensors in various real-world fields produce point clouds that are geometrically redundant for real-time processing. In this paper, we propose an efficient and scalable learning-based anisotropic surface approximation framework, HD-PEA, that operates directly on unstructured point clouds, integrating anisotropic optimization into reconstruction to produce compact, geometry-aligned surface representations with higher fidelity, fewer elements, and improved numerical stability compared to isotropic and adaptive meshes. Firstly, we develop a novel learning-based high-dimensional (high-d) Euclidean point embedding method to map the input point clouds into a high-d manifold embedding space. For handling large-scale point clouds without retraining and fine-tuning, a patch-based meta-embedding scheme is designed during the inference stage. Then, we develop a new tangent subspace estimation for the high-d embedding manifold approximation and anisotropic manifold reconstruction in high-d space. The main contribution of this work is to propose a scalable deep learning framework and a variety of datasets for constructing a high-d Euclidean point embedding space aimed to 3D anisotropic surface mesh approximation and Riemannian curvature tensor estimation from point clouds. We extensively evaluate our method against state-of-the-art surface reconstruction approaches using several datasets, such as Thingi10K dataset, AIM@SHAPE and Stanford 3D Scanning Repository, ScanNet dataset, and further demonstrate its generalization and usability on diverse unseen shapes and applications from these datasets.

cs.GR

Autoregressive B-Rep Shape Generation with Parametric Surfaces

Generative CAD modeling has broad design and application potential. Despite significant advances in Boundary Representation (B-Rep) generation, the dominant representation in CAD, existing methods largely depend on uniformly sampled point- or grid-based geometry representations, sacrificing native surface types and parameters and thereby limiting geometric fidelity and downstream usability. We present ParaCAD, an autoregressive framework for point-cloud-conditioned B-Rep generation that directly operates on native parametric surfaces. ParaCAD introduces a surface-centric tokenization that explicitly encodes each face by its exact surface type and continuous parameters, preserving the intrinsic semantics of CAD geometry. Our model first generates parametric surfaces with constrained UV domains, and then constructs a valid B-Rep by globally intersecting these surfaces to recover edges and vertices. ParaCAD places point-cloud-conditioned generation at the core of B-Rep synthesis, making it practical for user-guided reconstruction and seamless integration into existing 3D generation pipelines. Extensive experiments demonstrate that ParaCAD produces accurate B-Reps with faithful point-cloud alignment, outperforming point-based baselines in geometric precision, robustness, watertightness and downstream usability.

cs.CV

DJM: Compact Base Meshes for Displacement Mapping using Triangle Jacobians

Representing complex geometry as a displacement function defined over a coarse base mesh enables compact storage and accelerated rendering. The core challenge in converting detailed triangle meshes into this representation is computing base meshes that have as few triangles as possible, while also supporting displacement functions that accurately approximate the input. Accurate approximation requires the supported displacement functions to bijectively map the input surface onto the base with low parametric distortion. We observe that this distortion can be measured by evaluating the pointwise Jacobian of the displacement functions. Our new DJM (Displacement Jacobian Metric)-based base-mesh construction method uses the Jacobian of the displacement functions to guide base mesh computation, enabling us to outperform prior approaches in terms of accuracy to size trade-off. We achieve this goal by proposing a variant of the QEM-based simplification scheme that constrains the displacement mapping between the input and the base to be bijective and low distortion (defined as satisfying a lower bound on the mapping Jacobian). When evaluating and encoding the displacement maps, we avoid unreliable ray-mesh intersections by explicitly storing the mapping between the input mesh and the base throughout the construction process, and use this mapping within a robust inverse barycentric displacement solver to obtain dense base-to-mesh correspondences to assist all computations. We demonstrate DJM to outperform alternative schemes in terms of reconstruction accuracy to size trade-off, and demonstrate its robustness and usability for micromesh-based rendering and neural encoding.

cs.GR

Metric--Phase Fields: Decoupling Distance and Sign for Thin-Structure Reconstruction from Unoriented Point Clouds

Neural Signed Distance Functions (SDFs) excel at reconstructing watertight manifolds but fail on thin structures and open boundaries due to strict inside--outside constraints. Conversely, Unsigned Distance Fields (UDFs) accommodate general geometries but suffer from gradient singularities at the zero-level set, hindering optimization and extraction. We introduce Metric--Phase Fields (MPFs), a decoupled implicit representation that separates metric proximity from topological phase. Given an unoriented point cloud, MPFs learn (i) an unsigned metric field $r$ and (ii) a smooth phase field $\theta$, for which we derive a bounded phase indicator $P=\tanh(\beta\theta)$ that provides soft inside--outside cues where they are meaningful. We couple the two fields via a gated-metric formulation with a residual phase injection to obtain a signed implicit function with stable near-surface gradients. The phase coefficient $\beta$ is learnable, allowing MPFs to adaptively control the sharpness of the phase transition and the degree of saturation of the soft sign indicator. Experiments on both synthetic and scanned thin-shell and thin-plate shapes demonstrate that MPFs preserve thin and layered structures more faithfully than recent SDF-based methods, while also enabling more robust training and more reliable surface extraction than UDF-based approaches. Check out \href{https://github.com/JIAYI-Scarlett/ICML2026-MPF}{MPFs-GitHub} for source code and test models.

cs.CV

QuadLink: Autoregressive Quad-Dominant Mesh Generation via Point-Relation Learning

The generation of production-ready quad-dominant meshes is a cornerstone of modern 3D content creation. Generating anisotropic quad-dominant meshes from point clouds is challenging, as existing methods are typically limited to producing either pure triangular meshes or pure quadrilateral meshes with isotropic densities. In this paper, we present QuadLink, a unified framework consisting of three stages for quad-dominant mesh generation by linking points into structured faces. QuadLink formulates polygonal mesh generation as a hybrid centroid-conditioned vertex linking model: it first predicts a unified set of anchors (vertices and face centroids), then learns centroid-conditioned links that associate vertices with face centroids, and finally assembles polygonal faces with a quad-first strategy guided by robust geometric verification strategies. This link-based formulation enables efficient generation of sparse and anisotropic quad-dominant meshes with coherent edge flow and meanwhile supporting hybrid polygonal topology. To construct training data for this model, we further introduce a Tri-to-Quad Operator that converts artistic triangle meshes into quad-dominant training data via global merge selection. Extensive experiments show that QuadLink produces production-ready quad-dominant meshes from point clouds and achieves improved geometric fidelity and topological quality compared to prior baselines. Our method natively supports hybrid polygonal topology, generalizing to arbitrary n-gon meshes without architectural changes.

cs.GR

Learning What Matters: Adaptive Information-Theoretic Objectives for Robot Exploration

Designing learnable information-theoretic objectives for robot exploration remains challenging. Such objectives aim to guide exploration toward data that reduces uncertainty in model parameters, yet it is often unclear what information the collected data can actually reveal. Although reinforcement learning (RL) can optimize a given objective, constructing objectives that reflect parametric learnability is difficult in high-dimensional robotic systems. Many parameter directions are weakly observable or unidentifiable, and even when identifiable directions are selected, omitted directions can still influence exploration and distort information measures. To address this challenge, we propose Quasi-Optimal Experimental Design (Q{\footnotesize OED}), an adaptive information objective grounded in optimal experimental design. Q{\footnotesize OED} (i) performs eigenspace analysis of the Fisher information matrix to identify an observable subspace and select identifiable parameter directions, and (ii) modifies the exploration objective to emphasize these directions while suppressing nuisance effects from non-critical parameters. Under bounded nuisance influence and limited coupling between critical and nuisance directions, Q{\footnotesize OED} provides a constant-factor approximation to the ideal information objective that explores all parameters. We evaluate Q{\footnotesize OED} on simulated and real-world navigation and manipulation tasks, where identifiable-direction selection and nuisance suppression yield performance improvements of \SI{35.23}{\percent} and \SI{21.98}{\percent}, respectively. When integrated as an exploration objective in model-based policy optimization, Q{\footnotesize OED} further improves policy performance over established RL baselines.

cs.RO

Beyond Thinking: Imagining in 360$^\circ$ for Humanoid Visual Search

Humanoid Visual Search (HVS) requires agents to actively explore immersive 360$^\circ$ environments. While prior methods treat this as a monolithic task relying on cumulative, multi-turn Chain-of-Thought (CoT) reasoning, they impose heavy cognitive burdens and require expensive trajectory-level annotations. In this paper, we propose Imagining in 360$^\circ$, a novel framework that decouples the exploration process into a specialized Imaginator and an Actor. The Imaginator functions as a probabilistic predictor of spatial priors; instead of maintaining a cumulative reasoning chain, it infers the semantic layout of both observed and unobserved regions in a single step. By sampling multiple hypotheses within this semantic space, we provide the Actor with a distribution of effective spatial information, offering robust guidance that hedges against uncertainty during active search. This decoupled architecture significantly lowers data engineering costs by eliminating the need for full-trajectory CoT annotations, enabling the generation of over 1.96 million curated training samples. Extensive experiments demonstrate that explicitly modeling semantic spatial priors drastically improves search efficiency and success rates in complex, in-the-wild environments.

cs.CV

Manifold k-NN: Accelerated k-NN Queries for Manifold Point Clouds

k-nearest neighbor (k-NN) search is a fundamental primitive in geometry processing and computer graphics. While spatial partitioning structures such as kd-trees are standard, they are often manifold-blind, failing to exploit the intrinsic low-dimensional structure of points sampled from 2-manifolds. Recent advances in dynamic programming-based nearest neighbor search (DP-NNS) leverage incrementally constructed Voronoi diagrams to accelerate queries, where each site p maintains a list of successors that progressively refine its Voronoi cell. However, DP-NNS is restricted to single nearest neighbor (k=1) searches, precluding their adoption in applications that require local neighborhood statistics. In this paper, we generalize the DP-NNS framework to support arbitrary k-NN queries for manifold-aligned data. Our approach is founded on the geometric observation that if p_i is the nearest neighbor of a query q in P, then the second nearest neighbor of q must reside either within the prefix set P_{1:i-1} = {p_1, \dots, p_{i-1}} or within p_i's successor list. By recursively extending this principle, we introduce Manifold k-NN, a recursive algorithmic scheme that significantly outperforms conventional kd-trees for manifold-aligned data. Our method achieves a 1\times--10\times speedup in volume-to-surface query scenarios and inherently supports dynamic prefix queries -- enabling k-NN searches within any subset P_{1:m} (m \leq n) with zero overhead. Furthermore, we extend the framework to support point deletion via local Delaunay updates, providing a complete suite of dynamic operations for point set modification. Comprehensive experiments on diverse geometric datasets demonstrate the efficiency and broad applicability of our approach for modern graphics pipelines. Source code is available at https://github.com/sssomeone/manifold-knn.

cs.CG

Structural MAT: Clean and Scalable Medial Axis Simplification via Explicit Surface Correspondence

The Medial Axis Transform (MAT) is a complete shape descriptor capable of reconstructing the geometry of the original domain. A high-quality MAT should not only facilitate high-fidelity reconstruction but also capture structural features -- for instance, by aligning the MAT boundary with the locus of rolling ball centers within fillet regions. However, computing such an ideal MAT remains a significant challenge, particularly when the input is a discrete triangle mesh. In this paper, we follow the established technical pipeline of initializing the MAT via a 3D Voronoi diagram of surface samples and subsequently simplifying the Voronoi structure through a QEM-like scheme. Our key insight is to explicitly track the correspondence between MAT vertices and surface regions throughout the progressive simplification process, ensuring that the resulting MAT triangles accurately reflect the intrinsic symmetries between surface patches. We translate these geometric requirements into a suite of priority control strategies that govern the sequencing of edge collapses. Through extensive evaluation against state-of-the-art MAT algorithms, we validate the strong performance of our approach regarding runtime efficiency, structural alignment, boundary regularity, triangle quality, and robustness to noise. Our resulting MATs remain highly expressive for both articulated shapes and CAD models, even under extreme simplification -- effectively capturing the global structure of complex geometries with only a few hundred vertices.

cs.GR

P2M++: Enhanced Solver for Point-to-Mesh Distance Queries

Point-to-mesh distance queries are fundamental in computer graphics and geometric modeling. While the state-of-the-art P2M method achieves high-speed queries via Voronoi-based localization, it suffers from prohibitive precomputation costs. Its iterative Voronoi sweep for interference detection leads to redundant predicate evaluations and scales poorly on rotationally symmetric structures (e.g., spheres, cones or cylinders), where candidate counts grow quadratically. We propose P2M++ to address these limitations through three key contributions. First, we adaptively augment the set of mesh vertices with auxiliary sites in regions of high Voronoi vertex density to localize complex interference within minimal spatial regions. Second, we reformulate interference detection as a series of sphere-triangle collision tests centered at Voronoi cell corners, which are efficiently resolved using the base mesh's BVH. Finally, we enhance runtime performance by replacing the standard kd-tree search with a faster recursive dynamic programming implementation. Experimental results demonstrate that P2M++ is 3x-10x faster than the original P2M during preprocessing and 1.5x faster in queries, with even more pronounced gains on rotationally symmetric geometries.

cs.GR

SAND: Spatially Adaptive Network Depth for Fast Sampling of Neural Implicit Surfaces

Implicit neural representations are powerful for geometric modeling, but their practical use is often limited by the high computational cost of network evaluations. We observe that implicit representations require progressively lower accuracy as query points move farther from the target surface, and that even within the same iso-surface, representation difficulty varies spatially with local geometric complexity. However, conventional neural implicit models evaluate all query points with the same network depth and computational cost, ignoring this spatial variation and thereby incurring substantial computational waste. Motivated by this observation, we propose an efficient neural implicit geometry representation framework with spatially adaptive network depth (SAND). SAND leverages a volumetric network-depth map together with a tailed multi-layer perceptron (T-MLP) to model implicit representation. The volumetric depth map records, for each spatial region, the network depth required to achieve sufficient accuracy, while the T-MLP is a modified MLP designed to learn implicit functions such as signed distance functions, where an output branch, referred to as a tail, is attached to each hidden layer. This design allows network evaluation to terminate adaptively without traversing the full network and directs computational resources to geometrically important and complex regions, improving efficiency while preserving high-fidelity representations. Extensive experimental results demonstrate that our approach can significantly improve the inference-time query speed of implicit neural representations.

cs.GR

DDO-RM: Distribution-Level Policy Improvement after Reward Learning

Recent theory suggests that reward-model-first methods can be more sample-efficient than direct policy fitting when the reward function is statistically simpler than the induced policy. We propose DDO-RM, a finite-candidate decision-optimization method that converts reward scores into an explicit target distribution. Unlike PPO-based RLHF or DPO, DDO-RM performs a KL-regularized mirror-descent update to project the policy toward a reward-improved distribution over a candidate set. Preliminary experiments on Pythia-410M show that DDO-RM outperforms DPO in pair accuracy (0.52 to 0.56) and mean margin (0.13 to 0.53). Our framework provides a principled connection between reward learning and mirror-descent policy improvement.

stat.ML

Strips as Tokens: Artist Mesh Generation with Native UV Segmentation

Recent advancements in autoregressive transformers have demonstrated remarkable potential for generating artist-quality meshes. However, the token ordering strategies employed by existing methods typically fail to meet professional artist standards, where coordinate-based sorting yields inefficiently long sequences, and patch-based heuristics disrupt the continuous edge flow and structural regularity essential for high-quality modeling. To address these limitations, we propose Strips as Tokens (SATO), a novel framework with a token ordering strategy inspired by triangle strips. By constructing the sequence as a connected chain of faces that explicitly encodes UV boundaries, our method naturally preserves the organized edge flow and semantic layout characteristic of artist-created meshes. A key advantage of this formulation is its unified representation, enabling the same token sequence to be decoded into either a triangle or quadrilateral mesh. This flexibility facilitates joint training on both data types: large-scale triangle data provides fundamental structural priors, while high-quality quad data enhances the geometric regularity of the outputs. Extensive experiments demonstrate that SATO consistently outperforms prior methods in terms of geometric quality, structural coherence, and UV segmentation. Project page: https://ruixu.me/html/SATO/index.html

cs.CV

DiffHDR: Re-Exposing LDR Videos with Video Diffusion Models

Most digital videos are stored in 8-bit low dynamic range (LDR) formats, where much of the original high dynamic range (HDR) scene radiance is lost due to saturation and quantization. This loss of highlight and shadow detail precludes mapping accurate luminance to HDR displays and limits meaningful re-exposure in post-production workflows. Although techniques have been proposed to convert LDR images to HDR through dynamic range expansion, they struggle to restore realistic detail in the over- and underexposed regions. To address this, we present DiffHDR, a framework that formulates LDR-to-HDR conversion as a generative radiance inpainting task within the latent space of a video diffusion model. By operating in Log-Gamma color space, DiffHDR leverages spatio-temporal generative priors from a pretrained video diffusion model to synthesize plausible HDR radiance in over- and underexposed regions while recovering the continuous scene radiance of the quantized pixels. Our framework further enables controllable LDR-to-HDR video conversion guided by text prompts or reference images. To address the scarcity of paired HDR video data, we develop a pipeline that synthesizes high-quality HDR video training data from static HDRI maps. Extensive experiments demonstrate that DiffHDR significantly outperforms state-of-the-art approaches in radiance fidelity and temporal stability, producing realistic HDR videos with considerable latitude for re-exposure.

cs.CV

RecGen3D: Reconstruction-Guided 3D Generation in a Shared Canonical Space

Sparse-view 3D modeling represents a fundamental tension between reconstruction fidelity and generative plausibility. While feed-forward reconstruction excels in efficiency and input alignment, it often lacks the global priors needed for structural completeness. Conversely, diffusion-based generation provides rich geometric details but struggles with multi-view consistency. We present RecGen3D, a framework that combines these two paradigms into a cooperative system. To overcome inherent conflicts in coordinate spaces, 3D representations, and training objectives, we align both models within a shared canonical space. We employ decoupled cooperative learning, which maintains stable training while enabling seamless collaboration during inference. Specifically, the reconstruction module is adapted to provide canonical geometric anchors, while the diffusion generator leverages latent-augmented conditioning to refine and complete the geometric structure. Experimental results demonstrate that RecGen3D achieves superior fidelity and robustness, outperforming existing methods in creating complete and consistent 3D models from sparse observations.

cs.CV

UNIC: Neural Garment Deformation Field for Real-time Clothed Character Animation

Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally demanding, and require costly hardware, which is not suitable for real-time applications. Recent learning-based methods tried to resolve this problem by training graph neural networks to learn the garment deformation on vertices, which, however, fail to capture the intricate deformation of complex garment meshes with complex topologies. In this paper, we introduce a novel neural deformation field-based method, named UNIC, to animate the garments of an avatar in real time, given the motion sequences. Our key idea is to learn the instance-specific neural deformation field to animate the garment meshes. Such an instance-specific learning scheme does not require UNIC to generalize to new garments but only to new motion sequences, which greatly reduces the difficulty in training and improves the deformation quality. Moreover, neural deformation fields map the 3D points to their deformation offsets, which not only avoids handling topologies of the complex garments but also injects a natural smoothness constraint in the deformation learning. Extensive experiments have been conducted on various kinds of garment meshes to demonstrate the effectiveness and efficiency of UNIC over baseline methods, making it potentially practical and useful in real-world interactive applications like video games.

cs.CV

3DGS-HPC: Distractor-free 3D Gaussian Splatting with Hybrid Patch-wise Classification

3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and 3D scene reconstruction, but its quality often degrades in real-world environments due to transient distractors, such as moving objects and varying shadows. Existing methods commonly introduce semantic priors from pre-trained vision models either to group pixels into coherent regions or to define perceptual error metrics. However, semantic grouping is often misaligned with the binary static/transient distinction, while perceptual features can be fragile under appearance perturbations introduced during 3DGS optimization. We propose 3DGS-HPC, a framework that addresses these issues by combining two complementary principles: a patch-wise classification strategy that leverages local spatial consistency for robust region-level decisions, and a hybrid classification metric that adaptively integrates photometric and perceptual cues for more reliable separation. Extensive experiments demonstrate the superiority and robustness of our method in mitigating distractors to improve 3DGS-based novel view synthesis. Our project page is https://cnhaox.github.io/3DGS-HPC/ .

cs.CV