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740篇论文匹配“Graphical Models”
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Dana Cohen-Bar, Daniel Cohen-Or, Gal Chechik, Yoni Kasten

As 3D content creation continues to grow, transferring semantic textures between 3D meshes remains a significant challenge in computer graphics. While recent methods leverage text-to-image diffusion models for texturing, they often struggle to preserve the appearance of the source texture during texture transfer. We present TriTex, a novel approach that learns a volumetric texture field from a single textured mesh by mapping semantic features to surface colors. Using an efficient triplane-based architecture, our method enables semantic-aware texture transfer to a novel target mesh. Despite training on just one example, it generalizes effectively to diverse shapes within the same category. Extensive evaluation on our newly created benchmark dataset shows that TriTex achieves superior texture transfer quality and fast inference times compared to existing methods. Our approach advances single-example texture transfer, providing a practical solution for maintaining visual coherence across related 3D models in applications like game development and simulation.

Yunzhi Zhang, Zizhang Li, Matt Zhou, Shangzhe Wu, Jiajun Wu

We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms an automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.

Xinyu Gao, Ziyi Yang, Bingchen Gong, Xiaoguang Han, Sipeng Yang, Xiaogang Jin

Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality.

Haoyuan Wang, Zhenwei Wang, Xiaoxiao Long, Cheng Lin, Gerhard Hancke, Rynson W.H. Lau

With advances in deep learning models and the availability of large-scale 3D datasets, we have recently witnessed significant progress in single-view 3D reconstruction. However, existing methods often fail to reconstruct physically based material properties given a single image, limiting their applicability in complicated scenarios. This paper presents a novel approach (named MAGE) for generating 3D geometry with realistic decomposed material properties given a single image as input. Our method leverages inspiration from traditional computer graphics deferred rendering pipelines to introduce a multi-view G-buffer estimation model. The proposed model estimates G-buffers for various views as multi-domain images, including XYZ coordinates, normals, albedo, roughness, and metallic properties from a single-view RGB image. To address the inherent ambiguity and inconsistency in generating G-buffers simultaneously, we also formulate a deterministic network from the pretrained diffusion models and propose a lighting response loss that enforces consistency across these domains using PBR principles. Finally, we propose a large-scale synthetic dataset rich in material diversity for our model training. Experimental results demonstrate the effectiveness of our method in producing high-quality 3D meshes with rich material properties. Our code and dataset can be found at https://www.whyy.site/paper/mage.

Zicheng Zhang, Ziheng Jia, Haoning Wu, Chunyi Li, Zijian Chen, Yingjie Zhou, Wei Sun, Xiaohong Liu, Xiongkuo Min, Weisi Lin 等

With the rising interest in research on Large Multi-modal Models (LMMs) for video understanding, many studies have emphasized general video comprehension capabilities, neglecting the systematic exploration into video quality understanding. To address this oversight, we introduce Q-Bench-Video in this paper, a new benchmark specifically designed to evaluate LMMs' proficiency in discerning video quality. a) To ensure video source diversity, Q-Bench-Video encompasses videos from natural scenes, AI-generated Content (AIGC), and Computer Graphics (CG). b) Building on the traditional multiple-choice questions format with the Yes-or-No and What-How categories, we include Open-ended questions to better evaluate complex scenarios. Additionally, we incorporate the video pair quality comparison question to enhance comprehensiveness. c) Beyond the traditional Technical, Aesthetic, and Temporal distortions, we have expanded our evaluation aspects to include the dimension of AIGC distortions, which addresses the increasing demand for video generation. Finally, we collect a total of 2,378 question-answer pairs and test them on 12 open-source & 5 proprietary LMMs. Our findings indicate that while LMMs have a foundational understanding of video quality, their performance remains incomplete and imprecise, with a notable discrepancy compared to human performance. Through Q-Bench-Video, we seek to catalyze community interest, stimulate further research, and unlock the untapped potential of LMMs to close the gap in video quality understanding.

Jiawei Lin, Shizhao Sun, Danqing Huang, Ting Liu, Ji Li, Jiang Bian

In this work, we investigate automatic design composition from multimodal graphic elements. Although recent studies have developed various generative models for graphic design, they usually face the following limitations: they only focus on certain subtasks and are far from achieving the design composition task; they do not consider the hierarchical information of graphic designs during the generation process. To tackle these issues, we introduce the layered design principle into Large Multimodal Models (LMMs) and propose a novel approach, called LaDeCo, to accomplish this challenging task. Specifically, LaDeCo first performs layer planning for a given element set, dividing the input elements into different semantic layers according to their contents. Based on the planning results, it subsequently predicts element attributes that control the design composition in a layer-wise manner, and includes the rendered image of previously generated layers into the context. With this insightful design, LaDeCo decomposes the difficult task into smaller manageable steps, making the generation process smoother and clearer. The experimental results demonstrate the effectiveness of LaDeCo in design composition. Furthermore, we show that LaDeCo enables some interesting applications in graphic design, such as resolution adjustment, design decoration, design variation, etc. In addition, it even outperforms the specialized models in some design subtasks without any task-specific training.

Ronghuan Wu, Wanchao Su, Jing Liao

Scalable Vector Graphics (SVG) has become the de facto standard for vector graphics in digital design, offering resolution independence and precise control over individual elements. Despite their advantages, creating high-quality SVG content remains challenging, as it demands technical expertise with professional editing software and a considerable time investment to craft complex shapes. Recent text-to-SVG generation methods aim to make vector graphics creation more accessible, but they still encounter limitations in shape regularity, generalization ability, and expressiveness. To address these challenges, we introduce Chat2SVG, a hybrid framework that combines the strengths of Large Language Models (LLMs) and image diffusion models for text-to-SVG generation. Our approach first uses an LLM to generate semantically meaningful SVG templates from basic geometric primitives. Guided by image diffusion models, a dual-stage optimization pipeline refines paths in latent space and adjusts point coordinates to enhance geometric complexity. Extensive experiments show that Chat2SVG outperforms existing methods in visual fidelity, path regularity, and semantic alignment. Additionally, our system enables intuitive editing through natural language instructions, making professional vector graphics creation accessible to all users. Our code is available at https://chat2svg.github.io/.

Ruofan Liang, Zan Gojcic, Huan Ling, Jacob Munkberg, Jon Hasselgren, Chih-Hao Lin, Jun Gao, Alexander Keller, Nandita Vijaykumar, Sanja Fidler 等

Understanding and modeling lighting effects are fundamental tasks in computer vision and graphics. Classic physically-based rendering (PBR) accurately simulates the light transport, but relies on precise scene representations--explicit 3D geometry, high-quality material properties, and lighting conditions--that are often impractical to obtain in real-world scenarios. Therefore, we introduce Diffusion Renderer, a neural approach that addresses the dual problem of inverse and forward rendering within a holistic framework. Leveraging powerful video diffusion model priors, the inverse rendering model accurately estimates G-buffers from real-world videos, providing an interface for image editing tasks, and training data for the rendering model. Conversely, our rendering model generates photorealistic images from G-buffers without explicit light transport simulation. Specifically, we first train a video diffusion model for inverse rendering on synthetic data, which generalizes well to real-world videos and allows us to auto-label diverse real-world videos. We then co-train our rendering model using both synthetic and auto-labeled real-world data. Experiments demonstrate that Diffusion Renderer effectively approximates inverse and forwards rendering, consistently outperforming the state-of-the-art. Our model enables practical applications from a single video input--including relighting, material editing, and realistic object insertion.

Yuanlei Wang, Liuzhou Zhang, Haohao Luo, Ying Shen

Graphical User Interface (GUI) interaction, which aims to develop an intelligent GUI agent that executes user instructions to perform tasks such as installing applications by controlling digital devices, has gained significant attention due to its practical value. Although current advanced multimodal large language models (LLMs) provide GUI agents with robust perception and reasoning capabilities, they often struggle with the precise localization of small elements. To tackle this problem, we propose InReAct, a multimodal GUI agent framework that unifies observing, thinking, and acting for precise and interpretable decision-making. It is trained via a two-stage process: curriculum learning to progressively build perception, grounding, and reasoning abilities, followed by reinforcement learning to refine pixel-level grounding with an outcome-based reward. We introduce a rule-based reward function that jointly optimizes action-type selection and pixel-level localization accuracy. Experimental results on multiple datasets demonstrate the superiority of InReAct in both grounding and navigation tasks.

Pengzhou Cheng, Haowen Hu, Zheng Wu, Zongru Wu, Tianjie Ju, Daizong Ding, Zhuosheng Zhang, Gongshen Liu

Graphical user interface (GUI) agents powered by multimodal large language models (MLLMs) have shown greater promise for human-interaction. However, due to the high fine-tuning cost, users often rely on open-source GUI agents or APIs offered by AI providers, which introduces a critical but underexplored supply chain threat: backdoor attacks. In this work, we first unveil that MLLM-powered GUI agents naturally expose multiple interaction-level triggers, such as historical steps, environment states, and task progress. Based on this observation, we introduce AgentGhost, an effective and stealthy framework for red-teaming backdoor attacks. Specifically, we first construct composite triggers by combining goal and interaction levels, allowing GUI agents to unintentionally activate backdoors while ensuring task utility. Then, we formulate backdoor injection as a Min-Max optimization problem that uses supervised contrastive learning to maximize the feature difference across sample classes at the representation space, improving flexibility of the backdoor. Meanwhile, it adopts supervised fine-tuning to minimize the discrepancy between backdoor and clean behavior, enhancing effectiveness and utility. Extensive results show that AgentGhost is effective and generic, with attack accuracy that reaches 99.7% on three attack objectives, and shows stealthiness with only 1% utility degradation. Furthermore, we tailor a defense method against AgentGhost that reduces the attack accuracy to 22.1%.

Pengfei He, Zitao Li, Yue Xing, Yaliang Li, Jiliang Tang, Bolin Ding

Large Language Models (LLMs) have shown strong capabilities in zero-shot reasoning and generalization to new tasks. However, the zero-shot performance of general LLMs on complex tasks, such as multi-hop reasoning, remains suboptimal, while reasoning LLMs suffer from hallucinations and unfaithfulness. In this paper, to handle these limitations, we introduce a novel structure analysis method that helps LLMs better understand the question structure and guide the problem-solving process. We demonstrate that existing reasoning strategies, such as Chain-of-Thought and ReAct, significantly benefit from the LLM’s inherent understanding of semantic structure. We further ground our method in the theory of probabilistic graphical models to support its effectiveness. To enhance the reasoning process, we augment the structure analysis with refinement and retrieval capabilities, forming a multi-agent reasoning system called Structure-oriented Autonomous Reasoning Agents (SARA). Extensive experiments show that SARA significantly improves zero-shot performance on knowledge-intensive and mathematical tasks. Remarkably, our approach makes a general LLM competitive with dedicated reasoning models in several benchmarks and demonstrates strong robustness against corrupted reasoning paths.

Yue Fan, Handong Zhao, Ruiyi Zhang, Yu Shen, Xin Eric Wang, Gang Wu

Graphical User Interface (GUI) action grounding, mapping language instructions to actionable elements on GUI screens, is important for assisting users in interactive tutorials, task automation, accessibility support, etc. Most recent works of GUI action grounding use large GUI datasets to fine-tune Multimodal Large Language Models (MLLMs). However, the fine-tuning data is inherently limited to specific GUI environments, leading to significant performance degradation in novel environments due to the generalization challenges in the GUI domain. Therefore, we argue that GUI action grounding models should be further aligned with novel environments before deployment to optimize their performance. To address this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. To ensure the GUI action grounding models generalize to various screens within the target novel environment after the continuous fine-tuning, we equip GUI-Bee with a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) algorithm that optimizes exploration efficiency and exploration data quality. In the experiment, we introduce NovelScreenSpot to test how well the data can help align GUI action grounding models to novel environments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee.

Hang Wu, Hongkai Chen, Yujun Cai, Chang Liu, Qingwen Ye, Ming-Hsuan Yang, Yiwei Wang

Grounding natural language queries in graphical user interfaces (GUIs) poses unique challenges due to the diversity of visual elements, spatial clutter, and the ambiguity of language. In this paper, we introduce DiMo-GUI, a training-free framework for GUI grounding that leverages two core strategies: dynamic visual grounding and modality-aware optimization. Instead of treating the GUI as a monolithic image, our method splits the input into textual elements and iconic elements, allowing the model to reason over each modality independently using general-purpose vision-language models. When predictions are ambiguous or incorrect, DiMo-GUI dynamically focuses attention by generating candidate focal regions centered on the model’s initial predictions and incrementally zooms into subregions to refine the grounding result. This hierarchical refinement process helps disambiguate visually crowded layouts without the need for additional training or annotations. We evaluate our approach on standard GUI grounding benchmarks and demonstrate consistent improvements over baseline inference pipelines, highlighting the effectiveness of combining modality separation with region-focused reasoning.

Jiwen Zhang, Ya-Qi Yu, Minghui Liao, WenTao Li, Jihao Wu, Zhongyu Wei

Graphical User Interface (GUI) agents are expected to precisely operate on the screens of digital devices. Existing GUI agents merely depend on current visual observations and plain-text action history, ignoring the significance of history screens. To mitigate this issue, we propose **UI-Hawk**, a multi-modal GUI agent specially designed to process screen streams encountered during GUI navigation. UI-Hawk incorporates a history-aware visual encoder to handle the screen sequences. To acquire a better understanding of screen streams, we select four fundamental tasks—UI grounding, UI referring, screen question answering, and screen summarization. We further propose a curriculum learning strategy to subsequently guide the model from fundamental tasks to advanced screen-stream comprehension.Along with the efforts above, we have also created a benchmark FunUI to quantitatively evaluate the fundamental screen understanding ability of MLLMs. Extensive experiments on FunUI and GUI navigation benchmarks consistently validate that screen stream understanding is essential for GUI tasks.Our code and data are now available at https://github.com/IMNearth/UIHawk.

Ziyi Guan, Jason Chun Lok Li, Zhijian Hou, Pingping Zhang, Donglai Xu, Yuzhi Zhao, Mengyang Wu, Jinpeng Chen, Thanh-Toan Nguyen, Pengfei Xian 等

Despite recent progress, Graphic User Interface (GUI) agents powered by Large Language Models (LLMs) struggle with complex mobile tasks due to limited app-specific knowledge. While UI Transition Graphs (UTGs) offer structured navigation representations, they are underutilized due to poor extraction and inefficient integration. We introduce KG-RAG, a Knowledge Graph-driven Retrieval-Augmented Generation framework that transforms fragmented UTGs into structured vector databases for efficient real-time retrieval. By leveraging an intent-guided LLM search method, KG-RAG generates actionable navigation paths, enhancing agent decision-making. Experiments across diverse mobile apps show that KG-RAG outperforms existing methods, achieving a 75.8% success rate (8.9% improvement over AutoDroid), 84.6% decision accuracy (8.1% improvement), and reducing average task steps from 4.5 to 4.1. Additionally, we present KG-Android-Bench and KG-Harmony-Bench, two benchmarks tailored to the Chinese mobile ecosystem for future research. Finally, KG-RAG transfers to web/desktop (+40% SR on Weibo-web; +20% on QQ Music-desktop), and a UTG cost ablation shows accuracy saturates at ~4h per complex app, enabling practical deployment trade-offs.

Probabilistic Methods

Wentao Wu, Shiyuan He, Jianhua Guo

Bayesian networks (BNs), represented by directed acyclic graphs (DAGs), provide a principled framework for modeling complex dependencies among random variables. As data dimensionality increases into the tens of thousands, fitting and marginalizing a full BN becomes computationally prohibitive—particularly when inference is only needed for a small subset of variables. Estimation-collapsibility addresses this challenge by ensuring that directly fitting a submodel, obtained by ignoring non-essential variables, still yields exact inference on target variables. However, current DAG-based criterion for checking estimation-collapsibility is computationally intensive, involving exhaustive vertex searches and iterative removals. Additionally, practical applications typically identify the underlying DAG only up to its Markov equivalence class, represented by a completed partially directed acyclic graph (CPDAG). To bridge this gap, we introduce sequential $c$-simplicial sets—a novel graphical characterization of estimation-collapsibility applicable directly to CPDAGs. We further propose DSCS, a computationally efficient algorithm for verifying estimation-collapsibility within CPDAG framework that scales effectively to high-dimensional BNs. Extensive numerical experiments demonstrate the practicality, scalability, and efficiency of our proposed approach.

Theory · Learning Theory

Gautam Chandrasekaran, Adam Klivans

We give an algorithm for learning $O(\log n)$ juntas in polynomial-time with respect to Markov Random Fields (MRFs) in a smoothed analysis framework, where only the external field has been randomly perturbed. This is a broad generalization of the work of Kalai and Teng, who gave an algorithm that succeeded with respect to smoothed *product* distributions (i.e., MRFs whose dependency graph has no edges). Our algorithm has two phases: (1) an unsupervised structure learning phase and (2) a greedy supervised learning algorithm. This is the first example where algorithms for learning the structure of undirected graphical models have downstream applications to supervised learning.

Applications

Xinbin Yuan, Jian Zhang, Kaixin Li, Zhuoxuan Cai, Lujian Yao, Jie Chen, Enguang Wang, Qibin Hou, Jinwei Chen, Peng-Tao Jiang 等

Graphical User Interface (GUI) agents have made substantial strides in understanding and executing user instructions across diverse platforms. Yet, grounding these instructions to precise interface elements remains challenging—especially in complex, high-resolution, professional environments. Traditional supervised fine-tuning (SFT) methods often require large volumes of diverse data and exhibit weak generalization. To overcome these limitations, we introduce a reinforcement learning (RL)-based framework that incorporates three core strategies: (1) seed data curation to ensure high-quality training samples, (2) a dense policy gradient that provides continuous feedback based on prediction accuracy, and (3) a self-evolutionary reinforcement finetuning mechanism that iteratively refines the model using attention maps. With only 3k training samples, our 7B-parameter model achieves state-of-the-art results among similarly sized models on three grounding benchmarks. Notably, it attains 47.3\% accuracy on the ScreenSpot-Pro dataset—outperforming much larger models, such as UI-TARS-72B, by a margin of 24.2\%. These findings underscore the effectiveness of RL-based approaches in enhancing GUI agent performance, particularly in high-resolution, complex environments.

Applications · Neuroscience, Cognitive Science

Peng Xue, Wei Fang, Zhengyu Ma, Zihan Huang, Zhaokun Zhou, Yonghong Tian, Timothée Masquelier, Huihui Zhou

Spiking Neural Networks (SNNs) are distinguished from Artificial Neural Networks (ANNs) for their complex neuronal dynamics and sparse binary activations (spikes) inspired by the biological neural system. Traditional neuron models use iterative step-by-step dynamics, resulting in serial computation and slow training speed of SNNs. Recently, parallelizable spiking neuron models have been proposed to fully utilize the massive parallel computing ability of graphics processing units to accelerate the training of SNNs. However, existing parallelizable spiking neuron models involve dense floating operations and can only achieve high long-term dependencies learning ability with a large order at the cost of huge computational and memory costs. To solve the dilemma of performance and costs, we propose the mul-free channel-wise Parallel Spiking Neuron, which is hardware-friendly and suitable for SNNs’ resource-restricted application scenarios. The proposed neuron imports the channel-wise convolution to enhance the learning ability, induces the sawtooth dilations to reduce the neuron order, and employs the bit-shift operation to avoid multiplications. The algorithm for the design and implementation of acceleration methods is discussed extensively. Our methods are validated in neuromorphic Spiking Heidelberg Digits voices, sequential CIFAR images, and neuromorphic DVS-Lip vision datasets, achieving superior performance over SOTA spiking neurons. Training speed results demonstrate the effectiveness of our acceleration methods, providing a practical reference for future research. Our code is available at Github.

Computer Vision · Image and Video Generation

Zihan Su, Xuerui Qiu, Hongbin Xu Xu, Tangyu Jiang, Jun-hao Zhuang, Chun Yuan, Ming Li, Shengfeng He, Fei Yu

The explosive growth of generative video models has amplified the demand for reliable copyright preservation of AI-generated content. Despite its popularity in image synthesis, invisible generative watermarking remains largely underexplored in video generation. To address this gap, we propose Safe-Sora, the first framework to embed graphical watermarks directly into the video generation process. Motivated by the observation that watermarking performance is closely tied to the visual similarity between the watermark and cover content, we introduce a hierarchical coarse-to-fine adaptive matching mechanism. Specifically, the watermark image is divided into patches, each assigned to the most visually similar video frame, and further localized to the optimal spatial region for seamless embedding. To enable spatiotemporal fusion of watermark patches across video frames, we develop a 3D wavelet transform-enhanced Mamba architecture with a novel scanning strategy, effectively modeling long-range dependencies during watermark embedding and retrieval. To the best of our knowledge, this is the first attempt to apply state space models to watermarking, opening new avenues for efficient and robust watermark protection. Extensive experiments demonstrate that Safe-Sora achieves state-of-the- art performance in terms of video quality, watermark fidelity, and robustness, which is largely attributed to our proposals. Code and additional supporting materials are provided in the supplementary.