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306篇论文
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Yiqian Wu, Malte Prinzler, Xiaogang Jin 0001, Siyu Tang 0001

The generation of high-quality, animatable 3D head avatars from text has enormous potential in content creation applications such as games, movies, and embodied virtual assistants. Current text-to-3D generation methods typically combine parametric head models with 2D diffusion models using score distillation sampling to produce 3D-consistent results. However, they struggle to synthesize realistic details and suffer from misalignments between the appearance and the driving parametric model, resulting in unnatural animation results. We discovered that these limitations stem from ambiguities in the 2D diffusion predictions during 3D avatar distillation, specifically: i) the avatar’s appearance and geometry is underconstrained by the text input, and ii) the semantic alignment between the predictions and the parametric head model is insufficient because the diffusion model alone cannot incorporate information from the parametric model. In this work, we propose a novel framework, AnimPortrait3D, for text-based realistic animatable 3DGS avatar generation with morphable model alignment, and introduce two key strategies to address these challenges. First, we tackle appearance and geometry ambiguities by utilizing prior information from a pretrained text-to-3D model to initialize a 3D avatar with robust appearance, geometry, and rigging relationships to the morphable model. Second, we refine the initial 3D avatar for dynamic expressions using a ControlNet that is conditioned on semantic and normal maps of the morphable model to ensure accurate alignment. As a result, our method outperforms existing approaches in terms of synthesis quality, alignment, and animation fidelity. Our experiments show that the proposed method advances the state of the art in text-based, animatable 3D head avatar generation. Code and model for this paper are at AnimPortrait3D.

Yue Chang, Mengfei Liu, Zhecheng Wang 0001, Peter Yichen Chen, Eitan Grinspun

Cutting thin-walled deformable structures is common in daily life, but poses significant challenges for simulation due to the introduced spatial discontinuities. Traditional methods rely on mesh-based domain representations, which require frequent remeshing and refinement to accurately capture evolving discontinuities. These challenges are further compounded in reduced-space simulations, where the basis functions are inherently geometry- and mesh-dependent, making it difficult or even impossible for the basis to represent the diverse family of discontinuities introduced by cuts. Recent advances in representing basis functions with neural fields offer a promising alternative, leveraging their discretization-agnostic nature to represent deformations across varying geometries. However, the inherent continuity of neural fields is an obstruction to generalization, particularly if discontinuities are encoded in neural network weights. We present Wind Lifter, a novel neural representation designed to accurately model complex cuts in thin-walled deformable structures. Our approach constructs neural fields that reproduce discontinuities precisely at specified locations, without “baking in” the position of the cut line. To achieve this, we augment the input coordinates of the neural field with the generalized winding number of any given cut line, effectively lifting the input from two to three dimensions. Lifting allows the network to focus on the easier problem of learning a 3D everywhere-continuous volumetric field, while a corresponding restriction operator enables the final output field to precisely resolve strict discontinuities. Crucially, our approach does not embed the discontinuity in the neural network’s weights, opening avenues to generalization of cut placement. Our method achieves real-time simulation speeds and supports dynamic updates to cut line geometry during the simulation. Moreover, the explicit representation of discontinuities makes our neural field intuitive to control and edit, offering a significant advantage over traditional neural fields, where discontinuities are embedded within the network’s weights, and enabling new applications that rely on general cut placement.

Chengzhu He, Zhendong Wang 0001, Zhaorui Meng, Junfeng Yao, Shihui Guo, Huamin Wang 0001

The concept of the Internet of Things (IoT) has driven the development of system-on-a-chip (SoC) technology for embedded and mobile systems, which may define the future of next-generation computation. In SoC devices, efficient cloth and deformable body simulations require parallelized, heterogeneous computation across multiple processing units. The key challenge in heterogeneous computation lies in task distribution, which must account for varying inter-task dependencies and communication costs. This paper proposes a novel framework for automated task scheduling to optimize simulation performance by minimizing communication overhead and aligning tasks with the specific strengths of each device. To achieve this, we introduce an efficient scheduling method based on the Heterogeneous Earliest Finish Time (HEFT) algorithm, adapted for hybrid systems. We model simulation tasks—such as those in iterative methods like Jacobi and Gauss-Seidel—as a Directed Acyclic Graph (DAG). To maximize the parallelism of nonlinear Gauss-Seidel simulation tasks, we present an innovative asynchronous Gauss-Seidel method with specialized data synchronization across units. Additionally, we employ task merging and tailored task-sorting strategies for Gauss-Seidel tasks to achieve an optimal balance between convergence and efficiency. We validate the effectiveness of our framework across various simulations, including XPBD, vertex block descent, and second-order stencil descent, using Apple M-series processors with both CPU and GPU cores. By maximizing computational efficiency and reducing processing times, our method achieves superior simulation frame rates compared to approaches that rely on individual devices in isolation. The source code with hybrid Metal/C++ implementation is available at https://github.com/ChengzhuUwU/libAtsSim.

Diyang Zhang, Zhendong Wang 0001, Zegao Liu, Xinming Pei, Weiwei Xu 0003, Huamin Wang 0001

In this paper, we tackle an important yet often overlooked question: What is the optimal mesh resolution for cloth simulation, without relying on preliminary simulations? The optimal resolution should be sufficient to capture fine details of all potential wrinkles, while avoiding an unnecessarily high resolution that wastes computational time and memory on excessive vertices. This challenge stems from the complex nature of wrinkle distribution, which varies spatially, temporally, and anisotropically across different orientations. To address this, we propose a method to estimate the optimal cloth mesh resolution, based on two key factors: material stiffness and boundary conditions. To determine the influence of material stiffness on wrinkle wavelength and amplitude, we apply the experimental theory presented by Cerda and Mahadevan [2003] to calculate the optimal mesh resolution for cloth fabrics. Similarly, for boundary conditions influencing local wrinkle formation, we use the same scaling law to determine the source resolution for stationary boundary conditions introduced by garment-making techniques such as shirring, folding, stitching, and down-filling, as well as predicted areas accounting for dynamic wrinkles introduced by collision compression caused by human motions. To ensure a smooth transition between different source resolutions, we apply another experimental theory from [Vandeparre et al. 2011] to compute the transition distance. A mesh sizing map is introduced to facilitate smooth transitions, ensuring precision in critical areas while maintaining efficiency in less important regions. Based on these sizing maps, triangular meshes with optimal resolution distribution are generated using Poisson sampling and Delaunay triangulation. The resulting method can not only enhance the realism and precision of cloth simulations but also support diverse application scenarios, making it a versatile solution for complex garment design.

Maximilian Kohlbrenner, Marc Alexa

Lie sphere geometry provides a unified representation of points, oriented spheres and hyperplanes in Euclidean d-space as the subset of lines in \( \mathbb {R}^{d+3} \) that are contained in a certain quadric. The natural scalar product in this construction is zero if two elements are in oriented contact. We show how the sign of this product can be used to decide if spheres are disjoint. This allows us to model the space of spheres that are not intersecting a given union of spheres as the intersection of half-spaces (and the quadric). The maximal spheres are on the boundary of this set and can be computed by first constructing the intersection of half-spaces, which is a convex hull problem, and then intersecting edges of the hull against the quadric, which are the roots of a univariate quadratic. We demonstrate the method at the example of contouring a discrete signed distance field: every sample of the signed distance field represents an empty spheres and the zero-level contour has to be disjoint from the union of these spheres. Maximal spheres outside the empty spheres provide samples on the zero-level contour. The quality of this sample set is comparable to existing methods relying on optimization, while being deterministic and faster in practice.

Ziyi Zhang, Nicolas Roussel, Thomas Müller 0013, Tizian Zeltner, Merlin Nimier-David, Fabrice Rousselle, Wenzel Jakob

We present a fast and simple technique to convert images into a radiance surface-based scene representation. Building on existing radiance volume reconstruction algorithms, we introduce a subtle yet impactful modification of the loss function requiring changes to only a few lines of code: instead of integrating the radiance field along rays and supervising the resulting images, we project the training images into the scene to directly supervise the spatio-directional radiance field. The primary outcome of this change is the complete removal of alpha blending and ray marching from the image formation model, instead moving these steps into the loss computation. In addition to promoting convergence to surfaces, this formulation assigns explicit semantic meaning to 2D subsets of the radiance field, turning them into well-defined radiance surfaces. We finally extract a level set from this representation, which results in a high-quality radiance surface model. Our method retains much of the speed and quality of the baseline algorithm. For instance, a suitably modified variant of Instant NGP maintains comparable computational efficiency, while achieving an average PSNR that is only 0.1 dB lower. Most importantly, our method generates explicit surfaces in place of an exponential volume, doing so with a level of simplicity not seen in prior work.

Nicolás Violante, Andreas Meuleman, Alban Gauthier, Frédo Durand, Thibault Groueix, George Drettakis

We leverage repetitive elements in 3D scenes to improve novel view synthesis. Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have greatly improved novel view synthesis but renderings of unseen and occluded parts remain low-quality if the training views are not exhaustive enough. Our key observation is that our environment is often full of repetitive elements. We propose to leverage those repetitions to improve the reconstruction of low-quality parts of the scene due to poor coverage and occlusions. We propose a method that segments each repeated instance in a 3DGS reconstruction, registers them together, and allows information to be shared among instances. Our method improves the geometry while also accounting for appearance variations across instances. We demonstrate our method on a variety of synthetic and real scenes with typical repetitive elements, leading to a substantial improvement in the quality of novel view synthesis.

Qingqin Liu, Ziqi Fang, Jiayi Wu 0016, Shaoyu Cai, Jianhui Yan, Tiande Mo, Shuk Ching Chan, Kening Zhu

While haptic interfaces for virtual reality (VR) has received extensive research attention, on-face haptics in VR remained less explored, especially for virtual food intake. In this paper, we introduce VirCHEW Reality, a face-worn haptic device designed to provide on-face kinesthetic force feedback, to enhance the virtual food-chewing experience in VR. Leveraging a pneumatic actuation system, VirCHEW Reality controlled the process of air inflation and deflation, to simulate the mechanical properties of food textures, such as hardness, cohesiveness, and stickiness. We evaluated the system through three user studies. First, a just-noticeable difference (JND) study examined users’ sensitivity to and the system’s capability of rendering different levels of on-face pneumatic-based kinesthetic feedback while users performing chewing action. Building upon the user-distinguishable signal ranges found in the first study, we further conducted a matching study to explore the correspondence between the kinesthetic stimuli provided by our device and user-perceived food textures, revealing the capability of simulating food texture properties during chewing (e.g., hardness, cohesiveness, stickiness). Finally, a user study in a VR eating scenario showed that VirCHEW Reality could significantly improve the users’ ratings on the sense of presence, compared to the condition without haptic feedback. Our findings further highlighted possible applications in virtual/remote dining, healthcare, and immersive entertainment.

Dongheun Han, Byungmin Kim, RoUn Lee, KyeongMin Kim, Hyoseok Hwang, HyeongYeop Kang

Realistic Hand manipulation is a key component of immersive virtual reality (VR), yet existing methods often rely on a kinematic approach or motion-capture datasets that omit crucial physical attributes such as contact forces and finger torques. Consequently, these approaches prioritize tight, one-size-fits-all grips rather than reflecting users’ intended force levels. We present ForceGrip, a deep learning agent that synthesizes realistic hand manipulation motions, faithfully reflecting the user’s grip force intention. Instead of mimicking predefined motion datasets, ForceGrip uses generated training scenarios—randomizing object shapes, wrist movements, and trigger input flows—to challenge the agent with a broad spectrum of physical interactions. To effectively learn from these complex tasks, we employ a three-phase curriculum learning framework comprising Finger Positioning, Intention Adaptation, and Dynamic Stabilization. This progressive strategy ensures stable hand-object contact, adaptive force control based on user inputs, and robust handling under dynamic conditions. Additionally, a proximity reward function enhances natural finger motions and accelerates training convergence. Quantitative and qualitative evaluations reveal ForceGrip’s superior force controllability and plausibility compared to state-of-the-art methods. Demo videos are available as supplementary material and the code is provided at https://han-dongheun.github.io/ForceGrip.

Zhiming Hu 0003, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling

We present HOIGaze – a novel learning-based approach for gaze estimation during hand-object interactions (HOI) in extended reality (XR). HOIGaze addresses the challenging HOI setting by building on one key insight: Eye, hand, and head movements are closely coordinated during HOIs and this coordination can be exploited to identify samples that are most useful for gaze estimator training – as such, effectively denoising the training data. This denoising approach is in stark contrast to previous gaze estimation methods that treated all training samples as equal. Specifically, we propose: 1) a novel hierarchical framework that first recognises the hand currently visually attended to and then estimates gaze direction based on the attended hand; 2) a new gaze estimator that uses cross-modal Transformers to fuse head and hand-object features extracted using a convolutional neural network and a spatio-temporal graph convolutional network; and 3) a novel eye-head coordination loss that upgrades training samples belonging to the coordinated eye-head movements. We evaluate HOIGaze on the HOT3D and Aria digital twin (ADT) datasets and show that it significantly outperforms state-of-the-art methods, achieving an average improvement of 15.6% on HOT3D and 6.0% on ADT in mean angular error. To demonstrate the potential of our method, we further report significant performance improvements for the sample downstream task of eye-based activity recognition on ADT. Taken together, our results underline the significant information content available in eye-hand-head coordination and, as such, open up an exciting new direction for learning-based gaze estimation.

Fengqi Liu, Longji Huang, Zhengyu Huang, Zeyu Wang 0003

Drawing is an artistic process involving extensive observation. Understanding how professional artists observe as they draw has significant value because it offers insight into their perception patterns and acquired skills. While previous studies used eye tracking to analyze the drawing process, they fell short in aligning gaze data with drawing actions due to the spatial and temporal gaps between observation and drawing in a model-to-paper setup. This paper presents a study in an image-to-image setup, in which artists observe a reference image and draw on a blank canvas on a tablet, capturing a clearer mapping between eye movements and drawn strokes. Our analysis demonstrates a strong spatial correlation between observed regions and corresponding strokes. We further find that artists initially follow a more structured region-by-region approach and then switch to a less constrained sequence for details. Based on these findings, we develop an assistive interface that integrates real-time visual guidance from professional artists’ eye tracking data, enabling novices to emulate their observation and drawing strategies. A user study shows that novices can draw significantly more accurate shapes using our assistive interface, highlighting the importance of modeling observation and the potential of leveraging eye tracking data in future educational and creativity support tools. Our datasets, analysis code, and assistive interface are available at https://github.com/CISLab-HKUST/Learning-to-Draw-Is-Learning-to-See.

Rafael Wampfler, Chen Yang, Dillon Elste, Nikola Kovacevic, Philine Witzig, Markus Gross 0001

From movie characters to modern science fiction — bringing characters into interactive, story-driven conversations has captured imaginations across generations. Achieving this vision is highly challenging and requires much more than just language modeling. It involves numerous complex AI challenges, such as conversational AI, maintaining character integrity, managing personality and emotions, handling knowledge and memory, synthesizing voice, generating animations, enabling real-world interactions, and integration with physical environments. Recent advancements in the development of foundation models, prompt engineering, and fine-tuning for downstream tasks have enabled researchers to address these individual challenges. However, combining these technologies for interactive characters remains an open problem. We present a system and platform for conveniently designing believable digital characters, enabling a conversational and story-driven experience while providing solutions to all of the technical challenges. As a proof-of-concept, we introduce Digital Einstein, which allows users to engage in conversations with a digital representation of Albert Einstein about his life, research, and persona. While Digital Einstein exemplifies our methods for a specific character, our system is flexible and generalizes to any story-driven or conversational character. By unifying these diverse AI components into a single, easy-to-adapt platform, our work paves the way for immersive character experiences, turning the dream of lifelike, story-based interactions into a reality.

Alvin Shi, Haomiao Wu, Theodore Kim

We present a method for simulating deformable bodies in four spatial dimensions. To accomplish this, we generalize several pieces of the traditional simulation pipeline. Starting from the meshing stage, we propose a simple method for generating a pentachoral mesh, the 4D analog of a tetrahedral mesh. Next, we show how to generalize the deformation invariants, allowing us to construct 4D hyperelastic energies that lead directly to hyper-dimensional deformation forces. Finally, we formulate collision detection and response in 4D. Our eigenanalyses of the resulting deformation and collision energies generalize to arbitrarily higher dimensions. The resulting simulations display a variety of previously unseen visual phenomena.

Inbar Gat, Sigal Raab, Guy Tevet, Yuval Reshef, Amit Haim Bermano, Daniel Cohen-Or

Generating motion for arbitrary skeletons is a longstanding challenge in computer graphics, remaining largely unexplored due to the scarcity of diverse datasets and the irregular nature of the data. In this work, we introduce AnyTop, a diffusion model that generates motions for diverse characters with distinct motion dynamics, using only their skeletal structure as input. Our work features a transformer-based denoising network, tailored for arbitrary skeleton learning, integrating topology information into the traditional attention mechanism. Additionally, by incorporating textual joint descriptions into the latent feature representation, AnyTop learns semantic correspondences between joints across diverse skeletons. Our evaluation demonstrates that AnyTop generalizes well, even with as few as three training examples per topology, and can produce motions for unseen skeletons as well. Furthermore, our model’s latent space is highly informative, enabling downstream tasks such as joint correspondence, temporal segmentation, and motion editing. Our webpage, https://anytop2025.github.io/Anytop-page, includes links to videos and code.

Bowen Zheng, Ke Chen, Yuxin Yao, Zijiao Zeng, Xinwei Jiang, He Wang 0002, Joan Lasenby, Xiaogang Jin 0001

Keyframing has long been the cornerstone of standard character animation pipelines, offering precise control over detailed postures and dynamics. However, this approach is labor-intensive, necessitating significant manual effort. Automating this process while balancing the trade-off between minimizing manual input and maintaining full motion control has therefore been a central research challenge. In this work, we introduce AutoKeyframe, a novel framework that simultaneously accepts dense and sparse control signals for motion generation by generating keyframes directly. Dense signals govern the overall motion trajectory, while sparse signals define critical key postures at specific timings. This approach substantially reduces manual input requirements while preserving precise control over motion. The generated keyframes can be easily edited to serve as detailed control signals. AutoKeyframe operates by automatically generating keyframes from dense root positions, which can be determined through arc-length parameterization of the trajectory curve. This process is powered by an autoregressive diffusion model, which facilitates keyframe generation and incorporates a skeleton-based gradient guidance technique for sparse spatial constraints and frame editing. Extensive experiments demonstrate the efficacy of AutoKeyframe, achieving high-quality motion synthesis with precise and intuitive control.

Naoki Agata, Takeo Igarashi

We introduce a novel method for controlling a motion sequence using an arbitrary temporal control sequence using temporal alignment. Temporal alignment of motion has gained significant attention owing to its applications in motion control and retargeting. Traditional methods rely on either learned or hand-craft cross-domain mappings between frames in the original and control domains, which often require large, paired, or annotated datasets and time-consuming training. Our approach, named Metric-Aligning Motion Matching, achieves alignment by solely considering within-domain distances. It computes distances among patches in each domain and seeks a matching that optimally aligns the two within-domain distances. This framework allows for the alignment of a motion sequence to various types of control sequences, including sketches, labels, audio, and another motion sequence, all without the need for manually defined mappings or training with annotated data. We demonstrate the effectiveness of our approach through applications in efficient motion control, showcasing its potential in practical scenarios.

Fumiya Narita, Nimiko Ochiai, Takashi Kanai, Ryoichi Ando

This paper introduces a novel grid structure that extends tall cell methods for efficient deep water simulation. Unlike previous tall cell methods, which are designed to capture all the fine details around liquid surfaces, our approach subdivides tall cells horizontally, allowing for more aggressive adaptivity and a significant reduction in the number of cells. The foundation of our method lies in a new variational formulation of Poisson’s equations for pressure solve tailored for tall-cell grids, which naturally handles the transition of variable-sized cells. This variational view not only permits the use of the efficacy-proven conjugate gradient method but also facilitates monolithic two-way coupled rigid bodies. The key distinction between our method and previous general adaptive approaches, such as tetrahedral or octree grids, is the simplification of adaptive grid construction. Our method performs grid subdivision in a quadtree fashion, rather than an octree. These 2D cells are then simply extended vertically to complete the tall cell population. We demonstrate that this novel form of adaptivity, which we refer to as quadtree tall cells, delivers superior performance compared to traditional uniform tall cells.

Jingrui Xing, Bin Wang 0069, Mengyu Chu, Baoquan Chen

We present a grid-free fluid solver featuring a novel Gaussian representation. Drawing inspiration from the expressive capabilities of 3D Gaussian Splatting in multi-view image reconstruction, we model the continuous flow velocity as a weighted sum of multiple Gaussian functions. This representation is continuously differentiable, which enables us to derive spatial differentials directly and solve the time-dependent PDE via a custom first‑order optimization tailored to fluid dynamics.Compared to traditional discretizations, which typically adopt Eulerian, Lagrangian, or hybrid perspectives, our approach is inherently memory-efficient and spatially adaptive, enabling it to preserve fine-scale structures and vortices with high fidelity. While these advantages are also sought by implicit neural representations, GSR offers enhanced robustness, accuracy, and generality across diverse fluid phenomena, with improved computational efficiency during temporal evolution.Though our first‑order solver does not yet match the speed of fluid solvers using explicit representations, its continuous nature substantially reduces spatial discretization error and opens a new avenue for high‑fidelity simulation. We evaluate the proposed solver across a broad range of 2D and 3D fluid phenomena, demonstrating its ability to preserve intricate vortex dynamics, accurately capture boundary-induced effects such as Kármán vortex streets, and remain robust across long time horizons—all without additional parameter tuning. Our results suggest that GSR offers a compelling direction for future research in fluid simulation. The source code for our fluid solver is publicly available at https://github.com/xjr01/Gaussian-Fluids-Code.

Shiyi Zhang, Junhao Zhuang, Zhaoyang Zhang 0004, Ying Shan, Yansong Tang

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at FlexiAct.

Rameen Abdal, Or Patashnik, Ivan Skorokhodov, Willi Menapace, Aliaksandr Siarohin, Sergey Tulyakov, Daniel Cohen-Or, Kfir Aberman

Personalizing generative text-to-image models has seen remarkable progress, but extending this personalization to text-to-video models presents unique challenges. Unlike static concepts, personalizing text-to-video models has the potential to capture dynamic concepts – entities defined not only by their appearance but also by their motion.In this paper, we introduce Set-and-Sequence, a novel framework for personalizing Diffusion Transformers (DiTs)–based generative video models with dynamic concepts. Our approach imposes a spatio-temporal weight space within an architecture that does not explicitly separate spatial and temporal features. This is achieved in two key stages. First, we fine-tune Low-Rank Adaptation (LoRA) layers using an unordered set of frames from the video to learn an appearance LoRA basis that represents the appearance, free from temporal interference. In the second stage, with the appearance LoRAs frozen, we augment their coefficients with Motion Residuals and fine-tune them on the full video sequence, capturing motion dynamics. Our Set-and-Sequence framework resulting in a spatio-temporal weight space effectively embeds dynamic concepts into the video model’s output domain, enabling unprecedented editability and compositionality, and setting a new benchmark for personalizing dynamic concepts.