We propose UniPhy, a common latent-conditioned neural constitutive model that can encode the physical properties of diverse materials. At inference UniPhy allows `inverse simulation' i.e. inferring material properties by optimizing the scene-specific latent to match the available observations via differentiable simulation. In contrast to existing methods that treat such inference as system identification, UniPhy does not rely on user-specified material information. Compared to prior neural constitutive modeling approaches which learn instance specific networks, the shared training across materials improves both, robustness and accuracy of the estimates. We train UniPhy using simulated trajectories across diverse geometries and materials -- elastic, plasticine, sand, and fluids (Newtonian & non-Newtonian). At inference, given an object with unknown material properties, UniPhy can infer the material properties via latent optimization to match the motion observations, and can then allow re-simulating the object under diverse scenarios. We compare UniPhy against prior inverse simulation methods, and show that the inference from UniPhy enables more accurate replay and re-simulation under novel conditions.
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Reconstructing animatable and high-quality 3D head avatars from monocular videos, especially with realistic relighting, is a valuable task. However, the limited information from single-view input, combined with the complex head poses and facial movements, makes this challenging. Previous methods achieve real-time performance by combining 3D Gaussian Splatting with a parametric head model, but the resulting head quality suffers from inaccurate face tracking and limited expressiveness of the deformation model. These methods also fail to produce realistic effects under novel lighting conditions. To address these issues, we propose HRAvatar, a 3DGS-based method that reconstructs high-fidelity, relightable 3D head avatars. HRAvatar reduces tracking errors through end-to-end optimization and better captures individual facial deformations using learnable blendshapes and learnable linear blend skinning. Additionally, it decomposes head appearance into several physical properties and incorporates physically-based shading to account for environmental lighting. Extensive experiments demonstrate that HRAvatar not only reconstructs superior-quality heads but also achieves realistic visual effects under varying lighting conditions.
Predicting the dynamics of interacting objects is essential for both humans and intelligent systems. However, existing approaches are limited to simplified, toy settings and lack generalizability to complex, real-world environments. Recent advances in generative models have enabled the prediction of state transitions based on interventions, but focus on generating a single future state which neglects the continuous dynamics resulting from the interaction. To address this gap, we propose InterDyn, a novel framework that generates videos of interactive dynamics given an initial frame and a control signal encoding the motion of a driving object or actor. Our key insight is that large video generation models can act as both neural renderers and implicit physics "simulators", having learned interactive dynamics from large-scale video data. To effectively harness this capability, we introduce an interactive control mechanism that conditions the video generation process on the motion of the driving entity. Qualitative results demonstrate that InterDyn generates plausible, temporally consistent videos of complex object interactions while generalizing to unseen objects. Quantitative evaluations show that InterDyn outperforms baselines that focus on static state transitions. This work highlights the potential of leveraging video generative models as implicit physics engines.
Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale domain-specific diffusion model for synthesizing single and dual hand images. To train our model, we introduce FoundHand-10M, a large-scale hand dataset with 2D keypoints and segmentation mask annotations. Our insight is to use 2D hand keypoints as a universal representation that encodes both hand articulation and camera viewpoint. FoundHand learns from image pairs to capture physically plausible hand articulations, natively enables precise control through 2D keypoints, and supports appearance control. Our model exhibits core capabilities that include the ability to repose hands, transfer hand appearance, and even synthesize novel views. This leads to zero-shot capabilities for fixing malformed hands in previously generated images, or synthesizing hand video sequences. We present extensive experiments and evaluations that demonstrate state-of-the-art performance of our method.
We consider the problem of adding dynamic rain effects to in-the-wild scenes in a physically correct manner. Recent advances in scene modeling have made significant progress, with NeRF and 3DGS techniques emerging as powerful tools for reconstructing complex scenes. However, while effective for novel view synthesis, these methods typically struggle with challenging scene editing tasks, such as physics-based rain simulation. In contrast, traditional physics-based simulations can generate realistic rain effects, such as raindrops and splashes, but they often rely on skilled artists to carefully set up high-fidelity scenes. This process lacks flexibility and scalability, limiting its applicability to broader, open-world environments. In this work, we introduce RainyGS, a novel approach that leverages the strengths of both physics-based modeling and 3DGS to generate photorealistic, dynamic rain effects in open-world scenes with physical accuracy. At the core of our method is the integration of physically-based raindrop and shallow water simulation techniques within the fast 3DGS rendering framework, enabling realistic and efficient simulations of raindrop behavior, splashes, and reflections. Our method supports synthesizing rain effects at over 30 fps, offering users flexible control over rain intensity--from light drizzles to heavy downpours. We demonstrate that RainyGS performs effectively for both real-world outdoor scenes and large-scale driving scenarios, delivering more photorealistic and physically accurate rain effects compared to state-of-the-art methods.
We introduce SynthLight, a diffusion model for portrait relighting. We frame image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting. Using a physically-based rendering engine, we create a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training leveraging real human portraits without lighting labels; (2) an inference time diffusion sampling scheme based on classifier-free guidance leveraging the input portrait to better preserve details. Our method generalizes to diverse real portraits and produces realistic illumination effects, including specular highlights and cast shadows, while preserving identity. Our quantitative experiments on light stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects.
SceneTAP: Scene-Coherent Typographic Adversarial Planner against Vision-Language Models in Real-World Environments
PDF ↗Large vision-language models (LVLMs) have shown remarkable capabilities in interpreting visual content. While existing works demonstrate these models' vulnerability to deliberately placed adversarial texts, such texts are often easily identifiable as anomalous. In this paper, we present the first approach to generate scene-coherent typographic adversarial attacks that mislead advanced LVLMs while maintaining visual naturalness through the capability of the LLM-based agent. Our approach addresses three critical questions: what adversarial text to generate, where to place it within the scene, and how to integrate it seamlessly. We propose a training-free, multi-modal LLM-driven scene-coherent typographic adversarial planning (SceneTAP) that employs a three-stage process: scene understanding, adversarial planning, and seamless integration. The SceneTAP utilizes chain-of-thought reasoning to comprehend the scene, formulate effective adversarial text, strategically plan its placement, and provide detailed instructions for natural integration within the image. This is followed by a scene-coherent TextDiffuser that executes the attack using a local diffusion mechanism. We extend our method to real-world scenarios by printing and placing generated patches in physical environments, demonstrating its practical implications. Extensive experiments show that our scene-coherent adversarial text successfully misleads state-of-the-art LVLMs, including ChatGPT-4o, even after capturing new images of physical setups. Our evaluations demonstrate a significant increase in attack success rates while maintaining visual naturalness and contextual appropriateness. This work highlights vulnerabilities in current vision-language models to sophisticated, scene-coherent adversarial attacks and provides insights into potential defense mechanisms. We release our code at https://github.com/tsingqguo/scenetap.
Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulation
PDF ↗Faithfully reconstructing textured shapes and physical properties from videos presents an intriguing yet challenging problem. Significant efforts have been dedicated to advancing such a system identification problem in this area. Previous methods often rely on heavy optimization pipelines with a differentiable simulator and renderer to estimate physical parameters. However, these approaches frequently necessitate extensive hyperparameter tuning for each scene and involve a costly optimization process, which limits both their practicality and generalizability. In this work, we propose a novel framework, Vid2Sim, a generalizable video-based approach for recovering geometry and physical properties through a mesh-free reduced simulation based on Linear Blend Skinning (LBS), offering high computational efficiency and versatile representation capability. Specifically, Vid2Sim first reconstructs the observed configuration of the physical system from video using a feed-forward neural network trained to capture physical world knowledge. A lightweight optimization pipeline then refines the estimated appearance, geometry, and physical properties to closely align with video observations within just a few minutes. Additionally, after the reconstruction, Vid2Sim enables high-quality, mesh-free simulation with high efficiency. Extensive experiments demonstrate that our method achieves superior accuracy and efficiency in reconstructing geometry and physical properties from video data.
The research on adversarial attacks against trackers primarily concentrates on the RGB modality, whereas the methodology for attacking RGB-T multi-modal trackers has seldom been explored so far. This work represents an innovative attempt to develop an adaptive cross attack framework via multi-modal response decoupling, generating multi-modal adversarial patches to evade RGB-T trackers. Specifically, a modal-aware adaptive attack strategy is introduced to weaken the modality with high common information contribution alternately and iteratively, achieving the modal decoupling attack. In order to perturb the judgment of the modal balance mechanism in the tracker, we design a modal disturbance loss to increase the distance of the response map of the single-modal adversarial samples in the tracker. Besides, we also propose a novel spatio-temporal joint attack loss to progressively deteriorate the tracker's perception of the target. Moreover, the design of the shared adversarial shape enables the generated multi-modal adversarial patches to be readily deployed in real-world scenarios, effectively reducing the interference of the patch posting process on the shape attack of the infrared adversarial layer. Extensive digital and physical domain experiments demonstrate the effectiveness of our multi-modal adversarial patch attack. Our code is available at https://github.com/Xinyu-Xiang/ACAttack.
Lightweight direct Time-of-Flight (dToF) sensors are ideal for 3D sensing on mobile devices. However, due to the manufacturing constraints of compact devices and the inherent physical principles of imaging, dToF depth maps are sparse and noisy. In this paper, we propose a novel video depth completion method, called SVDC, by fusing the sparse dToF data with the corresponding RGB guidance. Our method employs a multi-frame fusion scheme to mitigate the spatial ambiguity resulting from the sparse dToF imaging. Misalignment between consecutive frames during multi-frame fusion could cause blending between object edges and the background, which results in a loss of detail. To address this, we introduce an adaptive frequency selective fusion (AFSF) module, which automatically selects convolution kernel sizes to fuse multi-frame features. Our AFSF utilizes a channel-spatial enhancement attention (CSEA) module to enhance features and generates an attention map as fusion weights. The AFSF ensures edge detail recovery while suppressing high-frequency noise in smooth regions. To further enhance temporal consistency, We propose a cross-window consistency loss to ensure consistent predictions across different windows, effectively reducing flickering. Our proposed SVDC achieves optimal accuracy and consistency on the TartanAir and Dynamic Replica datasets. Code is available at https://github.com/Lan1eve/SVDC.
Radio frequency (RF) propagation modeling poses unique electromagnetic simulation challenges. While recent neural representations have shown success in visible spectrum rendering, the fundamentally different scales and physics of RF signals require novel modeling paradigms. In this paper, we introduce RFScape, a novel framework that bridges the gap between neural scene representation and RF propagation modeling. Our key insight is that complex RF-object interactions can be captured through object-centric neural representations while preserving the composability of traditional ray tracing. Unlike previous approaches that either rely on crude geometric approximations or require dense spatial sampling of entire scenes, RFScape learns per-object electromagnetic properties and enables flexible scene composition. Through extensive evaluation on real-world RF testbeds, we demonstrate that our approach achieves 13 dB improvement over conventional ray tracing and 5 dB over state-of-the-art neural baselines in modeling accuracy, while requiring only sparse training samples.
Pattern images are everywhere in the digital and physical worlds, and tools to edit them are valuable. But editing pattern images is tricky: desired edits are often *programmatic*: structure-aware edits that alter the underlying program which generates the pattern. One could attempt to infer this underlying program, but current methods for doing so struggle with complex images and produce unorganized programs that make editing tedious. In this work, we introduce a novel approach to perform programmatic edits on pattern images. By using a *pattern analogy*—a pair of simple patterns to demonstrate the intended edit—and a learning-based generative model to execute these edits, our method allows users to intuitively edit patterns. To enable this paradigm, we introduce **SplitWeave**, a domain-specific language that, combined with a framework for sampling synthetic pattern analogies, enables the creation of a large, high-quality synthetic training dataset. We also present **TriFuser**, a Latent Diffusion Model (LDM) designed to overcome critical issues that arise when naively deploying LDMs to this task. Extensive experiments on real-world, artist-sourced patterns reveals that our method faithfully performs the demonstrated edit while also generalizing to related pattern styles beyond its training distribution.
EasyHOI: Unleashing the Power of Large Models for Reconstructing Hand-Object Interactions in the Wild
PDF ↗Our work aims to reconstruct hand-object interactions from a single-view image, which is a fundamental but ill-posed task.Unlike methods that reconstruct from videos, multi-view images, or predefined 3D templates, single-view reconstruction faces significant challenges due to inherent ambiguities and occlusions. These challenges are further amplified by the diverse nature of hand poses and the vast variety of object shapes and sizes. Our key insight is that current foundational models for segmentation, inpainting, and 3D reconstruction robustly generalize to in-the-wild images, which could provide strong visual and geometric priors for reconstructing hand-object interactions.Specifically, given a single image, we first design a novel pipeline to estimate the underlying hand pose and object shape using off-the-shelf large models. Furthermore, with the initial reconstruction, we employ a prior-guided optimization scheme, which optimizes hand pose to comply with 3D physical constraints and the 2D input image content.We perform experiments across several datasets and show that our method consistently outperforms baselines and faithfully reconstructs a diverse set of hand-object interactions. Here is the link of our project page: https://lym29.github.io/EasyHOI-page/.
Powered by extensive curated training data, the Segment Anything Model (SAM) demonstrates impressive generalization capabilities in open-world scenarios, effectively guided by user-provided prompts. However, the class-agnostic characteristic of SAM renders its segmentation accuracy highly dependent on prompt quality. In this paper, we propose a novel pplug-and-play dual-space Point Prompt Optimizer (PPO) designed to enhance prompt distribution through deep reinforcement learning (DRL)-based heterogeneous graph optimization. PPO optimizes initial prompts for any task without requiring additional training, thereby improving SAM's downstream segmentation performance. Specifically, PPO constructs a dual-space heterogeneous graph, leveraging the robust feature-matching capabilities of a foundational pre-trained model to create internal feature and physical distance matrices. A DRL policy network iteratively refines the distribution of prompt points, optimizing segmentation predictions. We conducted experiments on four public datasets. The ablation study explores the necessity and balance of optimizing prompts in both feature and physical spaces. The comparative study shows that PPO enables SAM to surpass recent one-shot methods. Additionally, experiments with different initial prompts demonstrate PPO's generality across prompts generated by various methods. In conclusion, PPO redefines the prompt optimization problem as a heterogeneous graph optimization task, using DRL to construct an effective, plug-and-play prompt optimizer. This approach holds potential for broader applications across diverse segmentation tasks and provides a promising solution for point prompt optimization. The source code and demo are available at https://github.com/XueyuLiu/PPO.
MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation
PDF ↗In this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, MeshGen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space, by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model's controllability and generalization ability, allowing it to perform well even with limited public datasets. For texture generation, MeshGen employs a reference attention-based multi-view ControlNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures.
We introduce Digital Twin Catalog (DTC), a new large-scale photorealistic 3D object digital twin dataset. A digital twin of a 3D object is a highly detailed, virtually indistinguishable representation of a physical object, accurately capturing its shape, appearance, physical properties, and other attributes. Recent advances in neural-based 3D reconstruction and inverse rendering have significantly improved the quality of 3D object reconstruction. Despite these advancements, there remains a lack of a large-scale, digital twin quality real-world dataset and benchmark that can quantitatively assess and compare the performance of different reconstruction methods, as well as improve reconstruction quality through training or fine-tuning. Moreover, to democratize 3D digital twin creation, it is essential to integrate creation techniques with next-generation egocentric computing platforms, such as AR glasses. Currently, there is no dataset available to evaluate 3D object reconstruction using egocentric captured images. To address these gaps, the DTC dataset features 2,000 scanned digital twin-quality 3D objects, along with image sequences captured under different lighting conditions using DSLR cameras and egocentric AR glasses. This dataset establishes the first comprehensive real-world evaluation benchmark for 3D digital twin creation tasks, offering a robust foundation for comparing and improving existing reconstruction methods. The DTC dataset is already released at https://www.projectaria.com/datasets/dtc/ and we will also make the baseline evaluations open-source.
FlowRAM: Grounding Flow Matching Policy with Region-Aware Mamba Framework for Robotic Manipulation
PDF ↗Robotic manipulation in high-precision tasks is essential for numerous industrial and real-world applications where accuracy and speed are required. Yet current diffusion-based policy learning methods generally suffer from low computational efficiency due to the iterative denoising process during inference. Moreover, these methods do not fully explore the potential of generative models for enhancing information exploration in 3D environments. In response, we propose FlowRAM, a novel framework that leverages generative models to achieve region-aware perception, enabling efficient multimodal information processing. Specifically, we devise a Dynamic Radius Schedule, which enables adaptive perception, facilitating transitions from global scene comprehension to fine-grained geometric details. Furthermore, we integrate state space models to integrate multimodal information, while preserving linear computational complexity. In addition, we employ conditional flow matching to learn action poses by regressing deterministic vector fields, which simplifies the learning process while maintaining performance. We verify the effectiveness of the FlowRAM in the RLBench, an established manipulation benchmark, and achieve state-of-the-art performance. The results demonstrate that FlowRAM achieves a remarkable improvement, particularly in high-precision tasks, where it outperforms previous methods by 12.0% in average success rate. Additionally, FlowRAM is able to generate physically plausible actions for a variety of real-world tasks in less than 4 time steps, significantly increasing inference speed.
Towards Visual Discrimination and Reasoning of Real-World Physical Dynamics: Physics-Grounded Anomaly Detection
PDF ↗Humans detect real-world object anomalies by perceiving, interacting, and reasoning based on object-conditioned physical knowledge. The long-term goal of Industrial Anomaly Detection (IAD) is to enable machines to autonomously replicate this skill. However, current IAD algorithms are largely developed and tested on static, semantically simple datasets, which diverge from real-world scenarios where physical understanding and reasoning are essential.To bridge this gap, we introduce the Physics Anomaly Detection (Phys-AD) dataset, the first large-scale, real-world, physics-grounded video dataset for industrial anomaly detection. Collected using a real robot arm and motor, Phys-AD provides a diverse set of dynamic, semantically rich scenarios. The dataset includes more than 6400 videos across 22 real-world object categories, interacting with robot arms and motors, and exhibits 47 types of anomalies. Anomaly detection in Phys-AD requires visual reasoning, combining both physical knowledge and video content to determine object abnormality.We benchmark state-of-the-art anomaly detection methods under three settings: unsupervised AD, weakly-supervised AD, and video-understanding AD, highlighting their limitations in handling physics-grounded anomalies. Additionally, we introduce the Physics Anomaly Explanation (PAEval) metric, designed to assess the ability of visual-language foundation models to not only detect anomalies but also provide accurate explanations for their underlying physical causes. Our project is available at https://guyao2023.github.io/Phys-AD/.
Learning open-vocabulary physical skills for simulated agents presents a significant challenge in artificial intelligence. Current reinforcement learning approaches face critical limitations: manually designed rewards lack scalability across diverse tasks, while demonstration-based methods struggle to generalize beyond their training distribution. We introduce GROVE, a generalized reward framework that enables open-vocabulary physical skill learning without manual engineering or task-specific demonstrations. Our key insight is that Large Language Models (LLMs) and Vision Language Models (VLMs) provide complementary guidance---LLMs generate precise physical constraints capturing task requirements, while VLMs evaluate motion semantics and naturalness. Through an iterative design process, VLM-based feedback continuously refines LLM-generated constraints, creating a self-improving reward system. To bridge the domain gap between simulation and natural images, we develop Pose2CLIP, a lightweight mapper that efficiently projects agent poses directly into semantic feature space without computationally expensive rendering. Extensive experiments across diverse embodiments and learning paradigms demonstrate GROVE's effectiveness, achieving 22.2% higher motion naturalness and 25.7% better task completion scores while training 8.4x faster than previous methods. These results establish a new foundation for scalable physical skill acquisition in simulated environments.
Robotic grasping is a cornerstone capability of embodied systems. Many methods directly output grasps from partial information without modeling the geometry of the scene, leading to suboptimal motion and even collisions. To address these issues, we introduce ZeroGrasp, a novel framework that simultaneously performs 3D reconstruction and grasp pose prediction in near real-time. A key insight of our method is that occlusion reasoning and modeling the spatial relationships between objects is beneficial for both accurate reconstruction and grasping. We couple our method with a novel large-scale synthetic dataset, which comprises 1M photo-realistic images, high-resolution 3D reconstructions and 11.3B physically-valid grasp pose annotations for 12K objects from the Objaverse-LVIS dataset. We evaluate ZeroGrasp on the GraspNet-1B benchmark as well as through real-world robot experiments. ZeroGrasp achieves state-of-the-art performance and generalizes to novel real-world objects by leveraging synthetic data.