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At least 91 records · Page 5Linked to original sources

When Images Look Right and Retrieve Wrong: Coverage-Guided Cross-Scale Re-Indexing for Knowledge-Faithful Generative Perception

Multimodal information systems increasingly route generated visual content back through the same vision-language index that informed its production, so the output must remain retrievable by the queries it was meant to serve. When the scene contains entities at vastly different scales, existing language-guided generators condition on a single, globally pooled text embedding and quietly drop scale-specific concepts, breaking concept-query retrieval even when pixel fidelity is high. We formalise this failure as semantic collapse and propose CERES, a closed-loop multimodal indexing framework that builds a three-level semantic pyramid, mines implicit concepts via a co-occurrence-aware router, performs scale-routed cross-attention into a lightweight U-Net generator, and verifies coverage by re-indexing the generated image with the same frozen VLM. A continuously differentiable soft-Jaccard coverage objective returns dense gradients to the 0.39 M-parameter generator under explicit non-degeneracy conditions, and coverage is verified by an independent DINOv2 linear probe trained only on external scene and object labels. On four pansharpening benchmarks across seven settings, CERES delivers the new state of the art with the largest gains where scale variation is most extreme (+4.64% relative Q2n and +9.7 mAP for DOTA detection). It also improves concept-query retrieval Recall@5 by +14.0 points and image-text mean reciprocal rank by 0.19 over the strongest baseline, showing that the closed loop preserves queryable content rather than self-referential feature consistency.

cs.MM↗

FoldingAgent: Inferring Parametric Origami Procedures from Demonstration Videos

We present FoldingAgent, an agentic framework for inferring explicit parametric folding programs directly from origami demonstration videos. Our framework leverages the reasoning power of a pre-trained Vision-Language Model (VLM) equipped with a suite of specialized tools that enable the agent to simulate geometric transitions, verify physical plausibility, retrieve and compare visual content, and evaluate its own predictions. To translate visual content into folding programs, we define a parametric space that consists of the paper's geometry and a set of parametric folding actions. Unlike models that predict static crease patterns, our agent operates sequentially and possesses the ability to re-plan its actions, effectively mitigating the compounding errors inherent in multi-step folding. Our approach takes a step toward closing the gap between human origami knowledge, which is primarily shared through unstructured visual demonstrations, and computational methods, which typically rely on structured, parametric representations such as a crease pattern or an executable parametric plan. We evaluate our approach on PurelandFold, a newly curated benchmark of diverse Pureland origami videos with ground-truth geometry and action labels. Our results demonstrate that by combining VLM reasoning with a set of specialized tools and physical simulation, we can successfully transform unstructured visual demonstrations into executable, physically plausible folding procedures.

cs.CV↗

Anisotropic Green Coordinates

We live in a world filled with anisotropy, a ubiquitous characteristic of both natural and engineered systems. In this study, we concentrate on space deformation and introduce Anisotropic Green Coordinates (AGC), which provide versatile effects for cage-based and variational deformations in both two and three dimensions. The AGC are derived from the anisotropic Laplace equation $\nabla\cdot(\mathbf{A}\nabla u)=0$, where $\mathbf{A}$ is a symmetric positive definite (SPD) matrix. Based on this equation, we establish the boundary integral formulation, which is subsequently discretized to derive the deformation coordinates defined on the vertices and normals of oriented simplicial cages. Our method satisfies basic properties such as linear reproduction and translation invariance, and possesses closed-form expressions for both 2D and 3D scenarios. We also give an intuitive geometric interpretation of the approach, demonstrating that our method can generate a quasi-conformal mapping. We demonstrate both theoretically and empirically that the deformation effect is more pronounced when the normal of the cage face aligns with the eigenvector corresponding to the larger eigenvalue of $\mathbf{A}$. This indicates that anisotropy amplifies the deformation sensitivity along this direction, enabling more targeted cage design and matrix selection. Furthermore, we derive the gradients and Hessians of the deformation coordinates and employ the local-global optimization framework to facilitate variational shape deformation, enabling flexible shape manipulation while achieving as-rigid-as-possible (ARAP) shape deformation. Experimental results demonstrate that AGC offer versatile and diverse deformation options, providing artists with enhanced flexibility and introducing a novel perspective on spatial deformation.

cs.GR↗

It's Not Just a Phase: Creating Phase-Aligned Peripheral Metamers

Novel display technologies can deliver high-quality images across a wide field of view, creating immersive experiences. While rendering for such devices is expensive, most of the content falls into peripheral vision, where human perception differs from that in the fovea. Consequently, it is critical to understand and leverage the limitations of visual perception to enable efficient rendering. A standard approach is to exploit the reduced sensitivity to spatial details in the periphery by reducing rendering resolution, so-called foveated rendering. While this strategy avoids rendering part of the content altogether, an alternative promising direction is to replace accurate and expensive rendering with inexpensive synthesis of content that is perceptually indistinguishable from the ground-truth image. In this paper, we propose such a method for the efficient generation of an image signal that substitutes the rendering of high-frequency details. The method is grounded in findings from image statistics, which show that preserving appropriate local statistics is critical for perceived image quality. Based on this insight, we extrapolate several local image statistics from foveated content into higher spatial frequency ranges that are attenuated or omitted in the rendering process. This rich set of statistics is later used to synthesize a signal that is added to the initial rendering, boosting its perceived quality. We focus on phase information, demonstrating the importance of its alignment across space and frequencies. We calibrate and compare our method with state-of-the-art strategies, showing a significant reduction in the content that must be accurately rendered at a relatively small extra cost for synthesizing the additional signal.

cs.GR↗

RefRetouch: Personalized Image Retouching without Test-time Fine-tuning

Personalized image retouching aims to adapt retouching styles of individual users from reference examples, but existing methods often require user-specific fine-tuning or fail to generalize effectively. To address these challenges, we introduce \textbf{RefRetouch}, a general framework for personalized image retouching that instantly adapts to user retouching styles without any test-time fine-tuning. It employs an \textit{asymmetric auto-encoder} to encode the retouching style from paired examples into a content disentangled latent representation that enables faithful transfer of the retouching style to new images. To adaptively apply the encoded retouching style to new images, we further propose \textit{retrieval-augmented retouching} (RAR), which retrieves and aggregates style latents from reference pairs most similar in content to the query image. With these components, \textbf{RefRetouch} enables superior and generic content-aware retouching personalization across diverse scenarios, including single-reference, multi-reference, and mixed-style settings, while also generalizing out of the box to photorealistic style transfer.

cs.GR↗

FrameTwin: Curve-Anchored Gaussian Alignment from Sparse Views for Adaptive Wireframe 3D Printing

We present FrameTwin, a curve-anchored Gaussian alignment framework that uses sparse-view images to close the control loop for adaptive wireframe 3D printing. Our key idea is to capture the deformation of thin wireframe structures from sparse-view images using Gaussian kernels anchored to parametric curves, yielding a compact and geometry-aware encoding that explicitly captures strut topology. Driven by a differentiable rendering pipeline, FrameTwin estimates a neural deformation field that aligns the partially printed target model with the deformed structure observed during fabrication, where the optimized curve-Gaussian representation serves as a digital twin of the evolving wireframe. Unlike general Gaussian-splatting approaches, our formulation constrains kernel placement along parametric curves, substantially reducing the ambiguity inherent in sparse-view observations of thin structures. The resultant deformation-field alignment enforces global consistency across all struts. By using the estimated deformation field to blend the distorted printed geometry with the remaining unprinted geometry, FrameTwin enables adaptive updates to future printing trajectories. We demonstrate that FrameTwin can robustly capture and compensate for deformation in wireframe models fabricated using a robotized 3D printing system.

cs.GR↗

TailorCoPilot: Enabling Agentic Pattern Making with Version-Controlled State Tracking

Experience-driven manufacturing, such as garment pattern making, faces a severe generational skills gap because its core expertise relies on undocumented tacit knowledge forged through day-to-day practice. To address this challenge, we present TailorCoPilot, an agentic pattern-making system built upon a specially designed version-control backend TailorTrace. TailorTrace models sewing patterns as structured, discrete states and records their transformations during the pattern-making process as explicit operation sequences defined upon the geometry primitives in the sewing pattern (panels, edges, vertices and stitches). Integrated into a conventional pattern-making GUI, TailorTrace enables seamless documentation of senior experts' tacit pattern-making knowledge without breaking their daily workflow. The documented knowledge further offers interactive, pedagogical scaffolding for novices, while providing a robust foundation to power TailorCoPilot and train future generative AI models. In a user study with novices and advanced novices, TailorCoPilot improved task completion rates, reduced time and perceived workload, and yielded higher-quality artifacts compared to skill-appropriate baselines. Ultimately, TailorCoPilot demonstrates a viable pathway to capture practice-based expertise, operationalizing it to support both generative AI advancements and human apprenticeship.

cs.HC↗

As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.

cs.GR↗

FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image

We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.

cs.CV↗

Reliability-Aware Monocular Depth Supervision for Sparse-View Neural Reconstruction

Sparse-view neural reconstruction in outdoor driving is challenging due to narrow forward-facing trajectories and limited multi-view overlap, and monocular depth priors, though dense, are noisy and not uniformly reliable. We use Depth Anything V2 (DA-V2) as a dense monocular depth prior, align its per-image scale and shift to metric depth using sparse anchors (LiDAR and COLMAP) and apply depth supervision selectively through photometric masks generated from an RGB-only baseline model, and evaluate on Mip-NeRF-360 and Splatfacto. On KITTISeq02, masked depth supervision gives only marginal gains for Mip-NeRF-360 and does not improve geometry. In contrast, Splatfacto benefits clearly, improving PSNR from 14.903 to 15.932 and reducing RMSE from 0.542 to 0.100. Against global supervision, the proposed mask achieves 0.44-0.70,dB PSNR gains across KITTI sequences 00/02/05 at tied or better RMSE, while yielding no change on Mip-NeRF-360. This indicates the mask primarily enhances rendering fidelity rather than geometry. Matched-ratio ablations and two further KITTI fragments confirm the gains come from selecting reliable low-error regions, rather than from fewer pixels. On the Bicycle scene, depth supervision improves geometry but hurts RGB rendering quality when multi-view coverage is already strong. Using DA-V2 as a representative prior, results suggest that monocular depth priors are valuable for under-constrained sparse-view reconstruction when applied selectively with moderate weighting.

cs.CV↗

TopoSurfel: Closing the Loop between Gaussian Surfels and Meshes for Surface Reconstruction

3D Gaussian Splatting has achieved remarkable success in novel view synthesis. However, extracting high-fidelity surfaces directly from 3DGS remains challenging due to its discrete and unstructured nature. Existing 3DGS-based reconstruction methods typically rely on multi-view geometric consistency or local constraints. Without an explicit structured geometric prior during optimization, these methods often struggle to resolve structural ambiguities, leading to artifacts and floaters, particularly in textureless or occluded regions. To address this limitation, we propose TopoSurfel, a novel framework that closes the loop between Gaussian surfels and continuous meshes. Unlike recent methods that incorporate mesh extraction into the differentiable pipeline by introducing auxiliary neural networks or extra per-Gaussian parameters, we dynamically extract a continuous proxy mesh via a non-trainable differentiable iso-surfacing process. Leveraging this differentiable connection, we introduce a mesh-guided surfel evolution strategy, including normal alignment and geometry-aware density control, to effectively suppress floaters and fill surface holes. Furthermore, to address the initialization challenges in large-scale environments, we propose a spatially aware hybrid re-initialization strategy that ensures robust reconstruction across complex scenes. Extensive experiments demonstrate that TopoSurfel achieves competitive geometric reconstruction accuracy while maintaining high-quality mesh-based novel view synthesis. The code for our method is available at https://github.com/Fan-Treasure/TopoSurfel.

cs.CV↗

ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition

Multi-view reconstruction extends beyond surface recovery to editable and relightable mesh assets. Such assets require well-formed topology, valid UV parameterization, and explicit PBR material maps. Existing surface reconstruction approaches optimize implicit fields, Gaussian primitives, or other intermediate representations. Converting them into such assets often requires surface extraction and texture baking. Inverse-rendering methods estimate materials and illumination, yet these components often remain tied to neural fields or point-based primitives rather than the final mesh. Joint optimization of geometry, materials, and lighting may also allow these variables to compensate for one another, leading to ambiguous decomposition. To address these limitations, we present ExMesh++, a staged framework for reconstructing relightable UV-PBR mesh assets from multi-view images. The first stage refines explicit mesh geometry and topology through adaptive vertex splitting and merging, while maintaining UV consistency as the topology changes. The second stage fixes the resulting mesh-UV carrier and optimizes UV-space PBR maps together with environment lighting. Building on this stable carrier, ExMesh++ models one-bounce diffuse indirect illumination through secondary-ray tracing with shared UV-PBR materials. Experiments demonstrate competitive geometry accuracy, strong relighting performance, and direct usability of the exported assets in standard DCC workflows.

cs.GR↗

Asymmetric Phase Coding Video Watermarking

Existing video watermarking systems are symmetric: the party that can verify a mark holds the extractor weights or generator secret and can therefore also embed one. Benchmarks confirm the consequence, reporting that white-box forgery defeats all evaluated methods. We present a training-free video watermark that removes the shared secret. The signer embeds a complete Ed25519 signature into the phase spectrum of the chroma plane; any party holding the 32-byte public key and public per-video metadata verifies offline, with no model, no registry, and no network. The payload, 1024 bits of signed message with error correction, is an order of magnitude above common learned payloads and is carried by three design elements: a run-length temporal layout whose decoder identifies payload groups by correlation and never reads a frame index, a payload-free search that recovers scale, rotation, and translation from the carrier itself, and a closed-loop signing procedure that selects each video's embedding strength by self-verification through the unchanged public verifier. On 1000 uncurated real-world clips the system ships a verifying signature for 99.3% of the corpus and accepts a wrong public key zero times in 1000 attempts. An attack-aware acceptance gate yields embeddings that survive H.264 re-encoding at 100% and 50% rescaling at 97.4% on gated clips. The signature also verifies through a real display and capture loop, an axis absent from published evaluations.

cs.CR↗

ECHO: Dyadic 3D Facial Motion Generation with Asymmetric Deterministic Articulation and Stochastic Reaction

We propose ECHO for dyadic 3D facial motion generation under a strict dual-stream audio-only setting, formulating the problem as an asymmetric task involving speech-constrained articulation and one-to-many listener reactions. To address this asymmetry, ECHO decomposes motion into a deterministic anchor that captures stable speech-correlated structure and a stochastic residual that models the remaining one-to-many interaction dynamics. On top of this backbone, Motion Memory acts as a training-only regularizer during brief late-stage fine-tuning to provide local priors for weakly conditioned listening windows, while semantic-group scaling controls residual injection across expression, jaw, and neck. This design balances speaking-side articulatory fidelity with listening-side realism and diversity in a single generation process. Results from unified, state-wise, and ablation evaluations show that conversational 3D motion benefits from decomposing stable and uncertain components rather than applying stochasticity uniformly. ECHO provides a practical formulation and technical basis for deployable conversational digital humans under strict audio-only conditions.

cs.GR↗

DesignAsCode: Bridging Structural Editability and Visual Fidelity in Graphic Design Generation

Graphic design generation demands a delicate balance between high visual fidelity and fine-grained structural editability. However, existing approaches typically bifurcate into either non-editable raster image synthesis or abstract layout generation devoid of visual content. Recent combinations of these two approaches attempt to bridge this gap but often suffer from rigid composition schemas and unresolvable visual dissonances (e.g., text-background conflicts) due to their inexpressive representation and open-loop nature. To address these challenges, we propose DesignAsCode, a novel framework that reimagines graphic design as a programmatic synthesis task using HTML/CSS. Specifically, we introduce a Plan-Implement-Reflect pipeline, incorporating a Semantic Planner to construct dynamic, variable-depth element hierarchies and a Visual-Aware Reflection mechanism that optimizes the code to rectify rendering artifacts. Extensive experiments demonstrate that DesignAsCode significantly outperforms baselines in both structural validity and aesthetic quality. Furthermore, our code-native representation unlocks advanced capabilities, including automatic layout retargeting, complex document generation (e.g., resumes), and CSS-based animation. Our project page is available at https://liuziyuan1109.github.io/design-as-code/.

cs.GR↗

SeMoCo: A Semantic-First Motion Codec for Motion Language Modeling

Discrete motion representations have substantially advanced autoregressive text-to-motion generation. However, most motion tokenizers are optimized for reconstruction and do not explicitly allocate capacity according to semantic role. Action-level meaning and fine-grained kinematic detail must therefore be encoded through the same reconstruction-driven hierarchy. We introduce SeMoCo, a semantic-first motion codec, together with a dual-axis motion generator for language-conditioned motion generation. Each motion token contains one semantic token and a residual sequence of kinematic tokens. The generator models semantic progression across time and autoregressively refines the residual entries. We also construct $Ω$-MotionVerse, a large-scale, multi-source human-motion dataset unified under the SOMA representation. Across the reported comparisons, SeMoCo achieves the best reconstruction accuracy among the compared codecs, while strong text-to-motion results demonstrate the effectiveness of its motion tokens for downstream generation.

cs.CV↗

Thread-Efficient Decoding for Neural Texture Compression

Neural texture compression (NTC) achieves higher compression ratios than BCn formats but suffers from GPU thread divergence, which significantly reduces runtime performance. In this work, we propose a shared decoder MLP architecture -- trained with a gradual decoder freezing schedule -- combined with texture clustering to reduce thread divergence by 25%-52% while preserving rendering quality. We evaluate our method on over 500 textures and multiple real rendering scenes, demonstrating up to 8.48x speedup on the Radeon RX 9070 XT GPU compared to non-shared baselines. Our key contributions include: (1) a unified shared decoder architecture that reduces divergence by grouping textures; (2) a training recipe with gradual decoder freezing that improves stability and reconstruction accuracy; (3) a semantic clustering strategy using CLIP embeddings that groups similar textures for effective decoder sharing; and (4) comprehensive performance and ablation studies validating our approach.

cs.CV↗

What Will This Copper Look Like Later? Forecasting Surface Appearance and Rendering It as a PBR Material

Digital design requires predicting how a metal surface will look later in its oxidation; this paper presents such a pipeline for copper. Given a fixed-camera observation, the system forecasts appearance 10 accelerated units ahead and converts it into the albedo, normal, roughness and metallic maps a renderer consumes. Forecasting is evaluated as an authoring tool would use it, on a copper specimen the system has not observed: an entire recording is held out, so training and checkpoint selection use one specimen and the test set is the whole of a second, recorded on a different day and condition. Under this protocol a learned spatio-temporal model with a monotone oxidation state, the most accurate forecaster within a single recording, is less accurate than copying the last observed frame on an unseen specimen, in both directions, as are three further trained architectures. The only forecaster that transfers is a closed-form global color extrapolation with no trained parameters, improving on copy-last-frame by 13.4% and 50.6%, with a margin that increases with horizon to +16.7% and +55.5% at t+10. Two controls qualify this: correcting every frame for the photometric drift measured on a non-oxidizing reference region leaves both margins intact, ruling out uncontrolled exposure as their source, and a moving-block bootstrap over the 6 independent windows each recording contains separates the larger margin from zero but leaves the smaller one not individually significant. The mechanism is measured: a learned susceptibility map encodes where corrosion begins on the training specimen and misleads on a new one, whereas the global color trajectory is what specimens share. The pipeline therefore deploys the closed-form forecaster for unseen specimens and the learned model only for continuing one already observed. Code, splits, protocol and leakage audit are released.

cs.GR↗