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326篇论文
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Cheng-Feng Pu, Jia-Peng Zhang, Meng-Hao Guo 0001, Yan-Pei Cao 0001, Shi-Min Hu 0001

The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that TopoCapoutperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse

Zijie Wu, Lixin Xu, Puhua Jiang, Sicong Liu, Chunchao Guo, Xiang Bai

Video-guided 3D animation holds immense potential for content creation, offering intuitive and precise control over dynamic assets. However, practical deployment faces a critical yet frequently overlooked hurdle: the pose misalignment dilemma. In real-world scenarios, the initial pose of a user-provided static mesh rarely aligns with the starting frame of a reference video. Naively forcing a mesh to follow a mismatched trajectory inevitably leads to severe geometric distortion or animation failure. To address this, we present Rectified Dynamic Mesh (R-DMesh), a unified framework designed to generate high-fidelity 4D meshes that are “rectified” to align with video context. Unlike standard motion transfer approaches, our method introduces a novel VAE that explicitly disentangles the input into a conditional base mesh, relative motion trajectories, and a crucial rectification jump offset. This offset is learned to automatically transform the arbitrary pose of the input mesh to match the video’s initial state before animation begins. We process these components via a Triflow Attention mechanism, which leverages vertex-wise geometric features to modulate the three orthogonal flows, ensuring physical consistency and local rigidity during the rectification and animation process. For generation, we employ a Rectified Flow-based Diffusion Transformer conditioned on pre-trained video latents, effectively transferring rich spatio-temporal priors to the 3D domain. To support this task, we construct Video-RDMesh, a large-scale dataset of over 500k dynamic mesh sequences specifically curated to simulate pose misalignment. Extensive experiments demonstrate that R-DMesh not only solves the alignment problem but also enables robust downstream applications, including pose retargeting and holistic 4D generation. Code and pre-trained weights will be available at: https://github.com/Tencent-Hunyuan/R-DMesh.

Tingyu Yang, Yuan Cheng, Xiaoyun Yuan

Photography is the art of painting with light, yet nighttime scenes are shaped by competing degradations: intense flares obscure scene structure, while photon-limited regions collapse into noise. Conventional approaches address these factors in isolation, overlooking the fact that these degradations are fundamentally entangled. To bridge this gap, we introduce LUCID, a unified framework that reframes nighttime restoration as a continuous and controllable process rather than a fixed correction. We decompose nighttime restoration into two cooperative components: a flare disentanglement module that lifts the ’curtain’ of optical artifacts to provide reliable structural guidance, and a diffusion-driven module that leverages generative priors to reconstruct clean and well-exposed imagery. Crucially, LUCID introduces explicit controllability through a novel four-mode training strategy, enabling users to steer the restoration process via classifier-free guidance (CFG) and allowing selective control over light sources and their associated flare and ghosting artifacts, while also supporting high dynamic range (HDR) reconstruction through continuous exposure control. Extensive experiments demonstrate that LUCID consistently outperforms state-of-the-art methods across diverse real-world nighttime scenarios.

Kenneth Chen, Dongyeon Kim, Yuta Asano, Alexandre Chapiro, Qi Sun 0003, Rafal K. Mantiuk

Tone mapping evaluation is difficult because of the substantial differences in absolute luminance between high dynamic range (HDR) reference and tone-mapped standard dynamic range (SDR) test content. To address this challenge, we collected a new tone mapping evaluation dataset, focused on fundamental tone mapping operations, and combined it with several existing tone mapping quality assessment datasets. Rather than introducing new specialized metrics designed for tone-mapped content, we instead developed a set of techniques to adapt existing quality metrics for tone mapping quality assessment. Our approach models the photometric differences between HDR reference and SDR test displays for accurate metric predictions. The technique consists of two steps: first, a display model converts display-encoded content to photometric values; second, these values are re-encoded using a perceptual transfer function to map both HDR and tone-mapped images to the same display-encoded color space. We systematically evaluated both general-purpose image and video quality metrics with our adaptations and those specifically designed for tone mapping. With these adjustments, general-purpose metrics perform much better for tone mapping evaluation, consistently outperforming previously established specialized techniques. Additionally, we adapted the ColorVideoVDP metric to be sensitive to absolute luminance changes, resulting in ColorVideoVDP-tm, which shows greatly improved performance and accepts photometric values as input. These results highlight the robustness of our adaptation technique and provide an improved protocol to evaluate future tone mapping quality metrics. Our datasets, code, and supplementary results can be found at kenchen10.github.io/projects/tmometric/index.html.

Zhenyang Li, Lutao Jiang, Yizhou Zhao, Ying-Cong Chen, Xin Wang 0178, Weikai Chen 0003, Yifan Peng 0001

Reconstructing realistic, physically plausible garments from a single image remains a fundamental challenge. Template-free methods capture surface geometry but lack explicit sewing structure for simulation; while programmatic systems are simulation-ready but constrained by predefined templates. This reveals a fundamental representation gap between geometric reconstruction and structured garment construction. We present PatternGSL, a structured garment representation in the form of a template-free and learnable specification language that encodes complete sewing patterns, including panel boundaries, parameterized seams, and explicit stitch topology, in a compact and standardized form. PatternGSL preserves the physical rigor of pattern-based models while removing template dependence, elevating sewing structure as a first-class target for generative modeling. We further propose a vision-language framework that predicts PatternGSL specifications directly from a single image and decodes them into garments using lightweight deterministic validity handling, without optimization-based refinement or manual cleanup. In addition, we introduce PatternGSLData, the first large-scale image-to-GSL paired dataset comprising 300K samples with complete sewing pattern annotations, enabling supervised VLM training for structured garment reconstruction. Experiments demonstrate improved pattern accuracy over prior baselines, explicit sewing-structure recovery, reliable cloth simulation, and pattern-level editing through the same deterministic decoding pipeline. Code and data-processing scripts will be released at https://github.com/PatternGSL/PatternGSL.

SeungJeh Chung, Geonho Park, Misong Kim, HyeongYeop Kang

Adaptive densification is the engine of 3D Gaussian Splatting (3DGS). However, when transposed to the optimization-based Generative Distillation paradigm, this reconstruction-native mechanism reveals fundamental limitations, resulting in inefficient representations cluttered with redundant primitives. We diagnose this failure as a Densification Dilemma stemming from the stochastic nature of generative guidance: the standard magnitude-based accumulation indiscriminately aggregates transient noise alongside geometric signals, making it difficult to strike a balance between over-densification and under-fitting. To resolve this, we introduce Context-Adaptive Moment Estimation (CAdam), a novel framework that reinterprets densification as a statistically grounded signal verification problem. CAdam leverages the first moment of gradients to exploit the interference principle—where stochastic fluctuations cancel out via destructive interference while consistent geometric drifts accumulate via constructive interference—effectively disentangling the underlying signal from the generative noise floor. This is further augmented by a quantile-based context awareness and an intrinsic Signal-to-Noise Ratio (SNR) gating mechanism, which ensure robust adaptation across optimization stages and enable the soft termination of densification. Extensive experiments across diverse objectives (SDS, ISM, VFDS) and strong generative 3DGS backbones show that CAdam reduces Gaussian count by 85%–97% relative to standard densification while preserving overall comparable perceptual quality. These results highlight signal-aware density control as a practical way to improve memory efficiency in optimization-based generative distillation.

Naoto Yoshii, Suguru Saito, Masataka Sawayama, Yoshinori Dobashi

3D Gaussian Splatting (3DGS) has recently attracted considerable attention as an efficient representation for high-quality novel-view synthesis. However, 3DGS typically relies on a large number of Gaussian primitives, making perceptually informed level-of-detail control essential for balancing visual quality and rendering efficiency. In this paper, we present an object-space analysis framework of contrast sensitivity for 3D Gaussian representations. By exploiting the analytical Fourier transform of Gaussian primitives and the projection–slice theorem, we estimate the spatial frequency response of projected Gaussians without explicit rasterization. This enables direct perceptual assessment of Gaussian primitives in object space under given viewing conditions. As an application of this analysis, we integrate the proposed perceptual assessment into a hierarchical 3DGS representation and realize a foveated rendering scheme that selects appropriate Gaussian levels at runtime using simple comparisons. Experimental results on real-world scenes demonstrate that the proposed method preserves visual quality while reducing rendering cost compared to full-quality rendering.

Doga Yilmaz, Jialin Zhu 0001, Deshan Gong, He Wang 0002

We propose a new framework to systematically incorporate data uncertainty in Gaussian Splatting. Being the new paradigm of neural rendering, Gaussian Splatting has been investigated in many applications, with the main effort in extending its representation, improving its optimization process, and accelerating its speed. However, one orthogonal, much needed, but under-explored area is data uncertainty. In standard 4D Gaussian Splatting, data uncertainty can manifest as view sparsity, missing frames, camera asynchronization, etc. So far, there has been little research to holistically incorporating various types of data uncertainty under a single framework. To this end, we propose Graphical X Splatting, or GraphiXS, a new probabilistic framework that considers multiple types of data uncertainty, aiming for a fundamental augmentation of the current 4D Gaussian Splatting paradigm into a probabilistic setting. GraphiXS is general and can be instantiated with a range of primitives, e.g. Gaussians, Student’s-t. Furthermore, GraphiXS can be used to ‘upgrade’ existing methods to accommodate data uncertainty. Through exhaustive evaluation and comparison, we demonstrate that GraphiXS can systematically model various uncertainties in data, outperform existing methods in many settings where data are missing or polluted in space and time, and therefore is a major generalization of the current 4D Gaussian Splatting research.

Daria Nogina, Silvia Sellán

Smoothed Particle Hydrodynamics (SPH) simulations rely on accurately and efficiently modeling fluid-solid interactions. However, particle-based coupling strategies introduce non-deterministic discretization errors, and implicit methods achieve high accuracy at the cost of expensive numerical integration. We introduce Tube Maps, a drop-in replacement for SPH boundary density computation that achieves accuracy comparable to implicit methods while dramatically reducing their computational cost. Our key observation is that the boundary density integral is fully determined by the local surface geometry near a fluid particle’s closest point. By expressing this geometry in tubular coordinates, we reduce the original three-dimensional integral to a one-dimensional closed-form expression that can be evaluated in constant time. We thus eliminate numerical quadrature and reduce boundary handling costs by one to three orders of magnitude, enabling fast and accurate SPH simulations with time-varying curved solids.

Jaden Park, Valentin Deschaintre, Jason Kuen, Kangning Liu, Iliyan Georgiev, Krishna Kumar Singh, Yong Jae Lee, Michael Fischer 0011

Selection is a core operation in interactive image editing, enabling tasks such as composition or manipulation. To be practically useful, a user should be able to specify and disambiguate the desired selection region through either text- or click-based interactions, and the system should support selecting not only objects but also other criteria, such as materials. Material-based selection can be particularly valuable for tasks like re-texturing surfaces or consistently editing all instances of a specific material in a scene. However, existing vision–language-model (VLM) based selection methods are largely object-centric and typically support only a single interaction modality, limiting their applicability in real editing workflows. In this work, we thus present Mask Any Object And Material (MAOAM), a unified selection framework that enables precise object- and material-level selection across both text- and click-based interactions. MAOAM leverages a VLM with a segmentation head to produce pixel-accurate masks from user prompts: the VLM interprets the user’s selection intent — object- or material-level — and encodes visual entities, attributes, and spatial relations, while the segmentation head decodes the VLM’s output token into a mask. A key challenge is that material selection datasets with text annotations are unavailable. We therefore propose a scalable data generation pipeline: we collect real and synthetic images with material masks, then leverage VLMs to generate material descriptions with rich visual-semantic information. Using the generated data, we train MAOAM with a multi-task objective over click- and text-based selection, along with an auxiliary VQA task derived from the material descriptions to facilitate deeper material understanding. Despite being trained with uni-modal prompts, our model exhibits an emergent improvement in selection quality when combining text and clicks at inference time, enabling more flexible image editing workflows. Experiments demonstrate accurate and coherent selections across diverse objects, materials, and interaction scenarios, highlighting robustness in practice.