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740篇论文匹配“Graphical Models”
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Guan Luo, Jianfeng Zhang

High-quality textured mesh reconstruction from sparse-view images remains a fundamental challenge in computer graphics and computer vision. Traditional large reconstruction models operate in a single-scale manner, forcing the models to simultaneously capture global structure and local details, often resulting in compromised reconstructed shapes. In this work, we propose MS3D, a novel multi-scale 3D reconstruction framework. At its core, our method introduces a hierarchical structured latent representation for multi-scale modeling, coupled with a multi-scale feature extraction and integration mechanism. This enables progressive reconstruction, effectively decomposing the complex task of detailed geometry reconstruction into a sequence of easier steps. This coarse-to-fine approach effectively captures multi-frequency details, learns complex geometric patterns, and generalizes well across diverse objects while preserving fine-grained details. Extensive experiments demonstrate MS3D outperforms state-of-the-art methods and is broadly applicable to both image- and text-to-3D generation. The entire pipeline reconstructs high-quality textured meshes in under five seconds.

Zebin He, Mingxin Yang, Shuhui Yang, Yixuan Tang, Tao Wang, Kaihao Zhang, Guanying Chen, Yuhong Liu, Jie Jiang, Chunchao Guo 等

Physically-based rendering (PBR) has become a cornerstone in modern computer graphics, enabling realistic material representation and lighting interactions in 3D scenes. In this paper, we present MaterialMVP, a novel end-to-end model for generating PBR textures from 3D meshes and image prompts, addressing key challenges in multi-view material synthesis. Our approach leverages Reference Attention to extract and encode informative latent from the input reference images, enabling intuitive and controllable texture generation. We also introduce a Consistency-Regularized Training strategy to enforce stability across varying viewpoints and illumination conditions, ensuring illumination-invariant and geometrically consistent results. Additionally, we propose Dual-Channel Material Generation, which separately optimizes albedo and metallic-roughness (MR) textures while maintaining precise spatial alignment with the input images through Multi-Channel Aligned Attention. Learnable material embeddings are further integrated to capture the distinct properties of albedo and MR. Experimental results demonstrate that our model generates PBR textures with realistic behavior across diverse lighting scenarios, outperforming existing methods in both consistency and quality for scalable 3D asset creation.

Heyi Sun, Cong Wang, Tian-Xing Xu, Jingwei Huang, Di Kang, Chunchao Guo, Song-Hai Zhang

Creating high-fidelity and editable head avatars is a pivotal challenge in computer vision and graphics, boosting many AR/VR applications. While recent advancements have achieved photorealistic renderings and plausible animation, head editing, especially real-time appearance editing, remains challenging due to the implicit representation and entangled modeling of the geometry and global appearance. To address this, we propose Surface-Volumetric Gaussian Head Avatar (SVG-Head), a novel hybrid representation that explicitly models the geometry with 3D Gaussians bound on a FLAME mesh and leverages disentangled texture images to capture the global appearance. Technically, it contains two types of Gaussians, in which surface Gaussians explicitly model the appearance of head avatars using learnable texture images, facilitating real-time texture editing, while volumetric Gaussians enhance the reconstruction quality of non-Lambertian regions (e.g., lips and hair). To model the correspondence between 3D world and texture space, we provide a mesh-aware Gaussian UV mapping method, which leverages UV coordinates given by the FLAME mesh to obtain sharp texture images and real-time rendering speed. A hierarchical optimization strategy is further designed to pursue the optimal performance in both reconstruction quality and editing flexibility. Experiments on the NeRSemble dataset show that SVG-Head not only generates high-fidelity rendering results, but also is the first method to obtain explicit texture images for Gaussian head avatars and support real-time appearance editing.

Marko Mihajlovic, Siwei Zhang, Gen Li, Kaifeng Zhao, Lea Muller, Siyu Tang

Parametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes, which pose challenges in efficiently handling interactions with other geometric entities, such as objects and scenes, typically represented as meshes or point clouds. To address this limitation, recent research has explored volumetric neural implicit body models. However, existing works are either insufficiently robust for complex human articulations or impose high computational and memory costs, limiting their widespread use. To this end, we introduce VolumetricSMPL, a neural volumetric body model that leverages Neural Blend Weights (NBW) to generate compact, yet efficient MLP decoders. Unlike prior approaches that rely on large MLPs, NBW dynamically blends a small set of learned weight matrices using predicted shape- and pose-dependent coefficients, significantly improving computational efficiency while preserving expressiveness. VolumetricSMPL outperforms prior volumetric occupancy model COAP with 10x faster inference, 6x lower GPU memory usage, enhanced accuracy, and a Signed Distance Function (SDF) for efficient and differentiable contact modeling. We demonstrate VolumetricSMPL's strengths across four challenging tasks: (1) reconstructing human-object interactions from in-the-wild images, (2) recovering human meshes in 3D scenes from egocentric views, (3) scene-constrained motion synthesis, and (4) resolving self-intersections. Our results highlight its broad applicability and significant performance and efficiency gains.

Quanfeng Lu, Wenqi Shao, Zitao Liu, Lingxiao Du, Fanqing Meng, Boxuan Li, Botong Chen, Siyuan Huang, Kaipeng Zhang, Ping Luo

Autonomous Graphical User Interface (GUI) navigation agents can enhance user experience in communication, entertainment, and productivity by streamlining workflows and reducing manual intervention. However, prior GUI agents often trained with datasets comprising tasks that can be completed within a single app, leading to poor performance in cross-app navigation. To address this problem, we present GUIOdyssey, a comprehensive dataset for cross-app mobile GUI navigation. GUIOdyssey comprises 8,334 episodes with an average of 15.3 steps per episode, covering 6 mobile devices, 212 distinct apps, and 1,357 app combinations. Each step is enriched with detailed semantic reasoning annotations, which aid the model in building cognitive processes and enhancing its reasoning abilities for complex cross-app tasks. Building on GUIOdyssey, we develop OdysseyAgent, an exploratory multimodal agent for long-step cross-app navigation equipped with a history resampler module that efficiently attends to historical screenshot tokens, balancing performance and inference speed. Extensive experiments conducted in both in-domain and out-of-domain scenarios validate the effectiveness of our approach. Moreover, we demonstrate that historial information involving actions, screenshots and context in our dataset can significantly enhances OdysseyAgent's performance on complex cross-app tasks.

Wenkun He, Yun Liu, Ruitao Liu, Li Yi

Synthesizing realistic human-object interaction motions is a critical problem in VR/AR and human animation. Unlike the commonly studied scenarios involving a single human or hand interacting with one object, we address a more generic multi-body setting with arbitrary numbers of humans, hands, and objects. The high correlations and mutual influences among bodies leads to two major challenges, for which we propose solutions. First, to satisfy the high demands for synchronization of different body motions, we mathematically derive a new set of alignment scores during the training process, and use maximum likelihood sampling on a dynamic graphical model for explicit synchronization during inference. Second, the high-frequency interactions between objects are often overshadowed by the large-scale low-frequency movements. To address this, we introduce frequency decomposition and explicitly represent high-frequency components in the frequency domain. Extensive experiments across five datasets with various multi-body configurations demonstrate the superiority of SyncDiff over existing state-of-the-art motion synthesis methods.

Tianhang Cheng, Albert J. Zhai, Evan Z. Chen, Rui Zhou, Yawen Deng, Zitong Li, Kejie Zhao, Janice Shiu, Qianyu Zhao, Yide Xu 等

Learning 3D parametric shape models of objects has gained popularity in vision and graphics and has showed broad utility in 3D reconstruction, generation, understanding, and simulation. While powerful models exist for humans and animals, equally expressive approaches for modeling plants are lacking. In this work, we present Demeter, a data-driven parametric model that encodes key factors of a plant morphology, including topology, shape, articulation, and deformation into a compact learned representation. Unlike previous parametric models, Demeter handles varying shape topology across various species and models three sources of shape variation: articulation, subcomponent shape variation, and non-rigid deformation. To advance crop plant modeling, we collected a large-scale, ground-truthed dataset from a soybean farm as a testbed. Experiments show that Demeter effectively synthesizes shapes, reconstructs structures, and simulates biophysical processes. Code and data will be open-sourced.

Zongyang Ma, Yuxin Chen, Ziqi Zhang, Zhongang Qi, Chunfeng Yuan, Shaojie Zhu, Chengxiang Zhuo, Bing Li, Ye Liu, Zang Li 等

Mathematical problems in real-world scenarios are often presented in a purely vision-form, where textual problem statement and accompanying math figures, e.g., geometry figures and functional graphs, are integrated into a single image. This vision-form problem-solving task requires precise comprehension and reasoning on both textual and graphical elements in the images, posing significant challenge to current Multimodal Large Language Models (MLLMs), which process text and math figures in isolation. In this work, we propose VisionMath, the first exploration for vision-form mathematical problem-solving model, which employs a three-stage progressive multimodal reasoning alignment strategy to systematically enhance task-specific capabilities. Building upon a LLM proficient in unimodal mathematical reasoning, VisionMath first establishes foundational OCR capabilities through capturing rendered mathematical problem images. Subsequently, the model develops comprehensive understanding of figure structures and properties via learning from figure descriptions and mathematical educational videos. Finally, the model's reasoning capacity is activated using carefully constructed visual-form problem-solving datasets VisionMath-IT with chain-of-thought annotations. For comprehensive evaluation, we construct multilingual benchmarks covering diverse problem types, including geometry, algebra, function problems in both English and Chinese. Our model weights, data and code will be made available at https://github.com/mengqiDyangge/VisionMath.

Siqi Chen, Xinyu Dong, Haolei Xu, Xingyu Wu, Fei Tang 0005, Hang Zhang, Yuchen Yan, Linjuan Wu, Wenqi Zhang 0001, Guiyang Hou 等

Large Language Models (LLMs) and Multimodal LLMs have shown promising capabilities for SVG processing, yet existing benchmarks suffer from limited real-world coverage, lack of complexity stratification, and fragmented evaluation paradigms. We introduce SVGenius, a comprehensive benchmark comprising 2,377 queries across three progressive dimensions: understanding, editing, and generation. Built on real-world data from 24 application domains with systematic complexity stratification, SVGenius evaluates models through 8 task categories and 18 metrics. We assess 22 mainstream models spanning different scales, architectures, training paradigms, and accessibility levels. Our analysis reveals that while proprietary models significantly outperform open-source counterparts, all models exhibit systematic performance degradation with increasing complexity, indicating fundamental limitations in current approaches; however, reasoning-enhanced training proves more effective than pure scaling for overcoming these limitations, though style transfer remains the most challenging capability across all model types. SVGenius establishes the first systematic evaluation framework for SVG processing, providing crucial insights for developing more capable vector graphics models and advancing automated graphic design applications. Appendix and supplementary materials (including all data and code) are available at https://zju-real.github.io/SVGenius.

Jinke Li, Jiarui Yu, Chenxing Wei, Hande Dong, Qiang Lin, Liangjing Yang, Zhicai Wang, Yanbin Hao

Unlike bitmap images, scalable vector graphics (SVG) maintain quality when scaled, frequently employed in computer vision and artistic design in the representation of SVG code. In this era of proliferating AI-powered systems, enabling AI to understand and generate SVG has become increasingly urgent. However, AI-driven SVG understanding and generation (U&G) remain significant challenges. SVG code, equivalent to a set of curves and lines controlled by floating-point parameters, demands high precision in SVG U&G. Besides, SVG generation operates under diverse conditional constraints, including textual prompts and visual references, which requires powerful multi-modal processing for condition-to-SVG transformation. Recently, the rapid growth of Multi-modal Large Language Models (MLLMs) have demonstrated capabilities to process multi-modal inputs and generate complex vector controlling parameters, suggesting the potential to address SVG U&G tasks within a unified model. To unlock MLLM's capabilities in the SVG area, we propose an SVG-centric dataset called UniSVG, comprising 525k data items, tailored for MLLM training and evaluation. To our best knowledge, it is the first comprehensive dataset designed for unified SVG generation (from textual prompts and images) and SVG understanding (color, category, usage, etc.). As expected, learning on the proposed dataset boosts open-source MLLMs' performance on various SVG U&G tasks, surpassing SOTA close-source MLLMs like GPT-4V. We release dataset, benchmark, weights, codes and experiment details on https://ryanlijinke.github.io/.

Kotaro Kikuchi, Ukyo Honda, Naoto Inoue, Mayu Otani, Edgar Simo-Serra, Kota Yamaguchi

We introduce MarkupDM, a multimodal markup document model that represents graphic design as an interleaved multimodal document consisting of both markup language and images. Unlike existing holistic approaches that rely on an element-by-attribute grid representation, our representation accommodates variable-length elements, type-dependent attributes, and text content. Inspired by fill-in-the-middle training in code generation, we train the model to complete the missing part of a design document from its surrounding context, allowing it to treat various design tasks in a unified manner. Our model also supports image generation by predicting discrete image tokens through a specialized tokenizer with support for image transparency. We evaluate MarkupDM on three tasks, attribute value, image, and text completion, and demonstrate that it can produce plausible designs consistent with the given context. To further illustrate the flexibility of our approach, we evaluate our approach on a new instruction-guided design completion task where our instruction-tuned MarkupDM compares favorably to state-of-the-art image editing models, especially in textual completion. These findings suggest that multimodal language models with our document representation can serve as a versatile foundation for broad design automation.

Hanqi Chen, Zhongyin Zhao, Ye Chen 0006, Zhujin Liang, Bingbing Ni

Scalable Vector Graphics (SVG) is a code structure used to represent visual information, and with the powerful capabilities of large language models, it holds significant research potential. Current text-to-SVG generation methods lack generalization capabilities and struggle with accurately adhering to input generation instructions. In this paper, we propose a novel approach for generating SVG using large language models, named SVGThinker, which incorporates a reasoning process to align the generation of SVG code with the visualization process, while supporting all SVG primitives. Through sequential rendering of SVG primitives, we first use a multimodal model to annotate the SVG, followed by sequential updates corresponding to the incremental additions of primitives. We then employ a supervised training framework based on Chain-of-Thought reasoning, which enhances the model's robustness and reduces the risk of errors or hallucinations. Through comparisons with state-of-the-art baseline models, our experiments show that our model generates more stable, high-quality, and editable SVG code. In contrast to image-based methods, our approach preserves the structural advantages of SVG and supports precise, hierarchical editing. We believe our work opens new directions for SVG generation, with potential applications in design, content creation, and automated SVG-based graphic generation.

Doga Yilmaz, He Wang 0002, Towaki Takikawa, Duygu Ceylan, Kaan Aksit

Emerging immersive display technologies efficiently utilize resources with perceptual graphics methods such as foveated rendering and denoising. Running multiple perceptual graphics methods challenges devices with limited power and computational resources. We propose a computationally-lightweight learned multitasking perceptual graphics model. Given RGB images and text-prompts, our model performs text-described perceptual tasks in a single inference step. Simply daisy-chaining multiple models or training dedicated models can lead to model management issues and exhaust computational resources. In contrast, our flexible method unlocks consistent high quality perceptual effects with reasonable compute, supporting various permutations at varied intensities using adjectives in text prompts (e.g., ''mildly'', ''lightly''). Text-guidance provides ease of use for dynamic requirements such as creative processes. To train our model, we propose a dataset containing source and perceptually enhanced images with corresponding text prompts. We evaluate our model on desktop and embedded platforms and validate perceptual quality through a user study.

Na Zhang, Moran Li, Chengming Xu 0001, Han Feng, Xiaobin Hu, Jiangning Zhang, Weijian Cao, Chengjie Wang 0001, Yanwei Fu 0001

Realistic hair strand generation is crucial for applications like computer graphics and virtual reality. While diffusion models can generate hairstyles from text or images, these inputs lack precision and user-friendliness. Instead, we propose the first sketch-based strand generation model, which offers finer control while remaining user-friendly. Our framework tackles key challenges, such as modeling complex strand interactions and diverse sketch patterns, through two main innovations: a learnable strand upsampling strategy that encodes 3D strands into multi-scale latent spaces, and a multi-scale adaptive conditioning mechanism using a transformer with diffusion heads to ensure consistency across granularity levels. Experiments on several benchmark datasets show our method outperforms existing approaches in realism and precision. Qualitative results further confirm its effectiveness.

Feiyu Wang, Zhiyuan Zhao 0005, Yuandong Liu, Da Zhang 0010, Junyu Gao 0001, Hao Sun 0038, Xuelong Li 0001

Scalable Vector Graphics (SVG) has become an indispensable technology in front-end development and UI/UX design, due to its inherent advantages in scalability, editability, and rendering efficiency. In the creation of vector graphics, while expressing creative concepts is straightforward, translating them into precise digital artworks is often challenging and time-consuming. To overcome this technical bottleneck and achieve intelligent conversion from concept to final product, we have constructed SVG-1M, a large-scale dataset of high-quality SVG samples with paired textual descriptions. Through innovative data augmentation and annotation processes, we built precisely aligned ''Text instruction-SVG code'' training pairs, with a subset enhanced by Chain-of-Thought (CoT) annotations. This provides rich semantic supervision signals for model learning. Based on this dataset, we propose SVGen, an end-to-end generative model capable of directly converting natural language descriptions into SVG code. This design addresses the challenges of generating semantically accurate vector graphics while preserving complete structural information. We explored various training strategies and introduced a progressive curriculum learning approach, optimized with reinforcement learning algorithms. Notably, this study innovatively applies the CoT paradigm to vector graphics generation, effectively enhancing both the accuracy and interpretability of SVG synthesis. Experimental validation demonstrates that SVGen exhibits significant advantages over general large models in terms of SVG generation quality, while also surpassing optimization-based rendering methods in generation efficiency. The proposed method enables intelligent conversion between natural language and vector graphics, enabling novel workflows like real-time AI-assisted design iteration. Code, model, and data is released at: https://github.com/gitcat-404/SVGen

Seung-gyeom Kim, Areum Kim, Eunchae Kim, Minho Chung, Yongjae Yoo

Accessibility of multimedia content for all users, particularly blind and low-vision individuals (BLVIs), remains a significant challenge. While screen readers assist BLVIs by converting text to speech via Alt-Text and image descriptions, these methods are inherently text-based and struggle to convey spatial and graphical information effectively. To help this, we propose a framework that converts graphical components into tactile graphics rendered on a refreshable pin array. Our framework leverages on-device AI models to generate tactile representations without transmitting personal data. It thereby minimizes processing time and mitigates privacy concerns. The benchmark test showed that our on-device AI outperformed GPU servers (RTX 4090) operating in an intranet environment. To optimize the tactile output and evaluate the system's effectiveness on media accessibility, we conducted a series of user studies with three different use case scenarios. First, we derived the optimal threshold values for edge detection in tactile graphics, which resulted in 70 on a 0-255 scale. Then, we compared the proposed system to a vision language model (VLM; GPT-4o). The results indicated that our proposed framework is more effective regarding both information delivery and subjective satisfaction. The proposed framework can be directly applied to several visual media accessibility scenarios, with the benefits of using local AI, such as privacy protection, personalization, and cost-effectiveness.

Weizhi Chen, Ziwei Wang, Leyang Yang, Sheng Zhou 0004, Xiaoxuan Tang, Jiajun Bu, Yong Li 0004, Wei Jiang 0041

Graphical User Interface (GUI) agents possess significant commercial and social value, and GUI agents powered by advanced multimodal large language models (MLLMs) have demonstrated remarkable potential. Currently, existing GUI agents usually utilize sequential episodes of multi-step operations across pages as the prior GUI knowledge, which fails to capture the complex transition relationship between pages, making it challenging for the agents to deeply perceive the GUI environment and generalize to new scenarios. Therefore, we design an automated pipeline to transform the sequential episodes into page graphs, which explicitly model the graph structure of the pages that are naturally connected by actions. To fully utilize the page graphs, we further introduce Retrieval-Augmented Generation (RAG) technology to effectively retrieve reliable perception guidelines of GUI from them, and a tailored multi-agent framework PG-Agent with task decomposition strategy is proposed to be injected with the guidelines so that it can generalize to unseen scenarios. Extensive experiments on various benchmarks demonstrate the effectiveness of PG-Agent, even with limited episodes for page graph construction. Our codes will be publicly available at https://github.com/chenwz-123/PG-Agent.

Zhiqing Cui, Jiahao Yuan, Hanqing Wang, Yanshu Li, Chenxu Du, Zhenglong Ding

Scientific diagrams are vital tools for communicating structured knowledge across disciplines. However, they are often published as static raster images, losing symbolic semantics and limiting reuse. While Multimodal Large Language Models (MLLMs) offer a pathway to bridging vision and structure, existing methods lack semantic control and structural interpretability, especially on complex diagrams. We propose Draw with Thought (DwT), a training-free framework that guides MLLMs to reconstruct diagrams into editable mxGraph XML code through cognitively inspired Chain-of-Thought reasoning. DwT enables interpretable and controllable outputs without model fine-tuning by dividing the task into two stages: Coarse-to-Fine Planning, which handles perceptual structuring and semantic specification, and Structure-Aware Code Generation, enhanced by format-guided refinement. To support evaluation, we release Plot2XML, a benchmark of 247 real-world scientific diagrams with gold-standard XML annotations. Extensive experiments across eight MLLMs show that our approach yields high-fidelity, semantically aligned, and structurally valid reconstructions, with human evaluations confirming strong alignment in both accuracy and visual aesthetics, offering a scalable solution for converting static visuals into structurally valid and renderable representations and advancing machine understanding of scientific graphics.

Hongyang Lin, Kuixiang Shao, Peijun Xu, Zhuoyang Bu, Yuyang Jiao, Ziyuan Tang, Chenxi Xiao, Jingyi Yu 0001

Creating digitalized hand-object interaction scenes plays a crucial role in recent advancements, enabling viewers to understand how human dexterity influences and shapes the world. In this paper, we present HandCraft, a framework designed to capture and render hand-object interactions with exceptional precision and realism. Our Gaussian models are built on the development of digital representations of hands, objects, and scenes, derived from data captured using multi-modal sensing systems. By combining motion capture with IMU-based data gloves equipped with tactile sensors, HandCraft ensures precise hand pose tracking and reliable contact fidelity. HandCraft includes a novel method that uses hand motions to solve the object occlusions, effectively reconstructing missing interaction details. For enhanced physical feasibility, HandCraft incorporates optimization techniques to resolve object penetration issues and enforce temporal consistency. Using these techniques, we introduce a high-quality dataset of hand-object interaction sequences, featuring complex and prolonged daily activities. This dataset demonstrates HandCraft's ability to capture and reproduce subtle, dynamic interactions in rich detail. HandCraft holds promises in creating realistic virtual environments and advancing world modeling in both graphics and robotics research.

Huidong Ma, Hui Sun 0002, Liping Yi, Yanfeng Ding, Xiaoguang Liu 0001, Gang Wang 0001

With the rapid development of the Internet, the huge amount of Multi-Source Data (MSD) brings challenges in data sharing and storing. Lossless data compression is the major way to solve those problems. Nowadays, neural-network technologies bring significant advantage in data modeling, making learning-based lossless compressors (LLCs) for multi-source data have emerged continuously. Compared with traditional compressors, the LLCs are more useful to catch complex redundancy patterns in MSD, and thus have great potential in enhancing compression ratio. However, existing LLCs still suffer from unsatisfactory compression ratios and lower throughput. To solve those problems, we propose a novel universal MSD lossless compressor called MSDZip via Stepwise-parallel and learning-based prediction technologies, it introduces two major designs: 1) We propose a Local-Global-Deep Mixing block in the learning-based prediction module to establish dependencies for MSD symbols, where designed Deep Mixing block solves the problem of unstable weights in the perceptual layers caused by cold-start problem to enhance the compression ratio significantly. 2) We design a Stepwise-parallel multi-GPU-accelerated compression strategy to address the compression speed and graphics memory constraints of single GPU in the face of large-scale data. The Stepwise-parallel module passes the source MSD to learning-based prediction model through the data chunking strategy, where the model of the previous chunk is used to guide the compression of the next chunk in parallel. We compare MSDZip with 5 classical learning-based and 6 traditional compressors on 12 well-studied real-world datasets. The experimental results demonstrate that MSDZip optimizes 3.418%-69.874% in terms of compression ratio and 31.171%-495.649% in terms of throughput compared to advanced LLCs. The source code of MSDZip and the linkages of the experimental datasets are available at https://github.com/mhuidong/MSDZip.