Sampling strategies in computer graphics have long been divided between local approaches, which optimize sample distributions independently at each pixel, and global approaches, which use high-dimensional low-discrepancy sequences to ensure uniformity across all dimensions, including adjacent pixels. While global samplers are most-commonly used thanks to generally having better convergence rates, it comes at a cost of very limited user control over the distribution of samples on subspaces, making it difficult to handle common aliasing artifacts. We introduce a novel modular meta-sampler architecture that bridges local and global sampling, allowing integrator designers to employ specialized low-dimensional samplers while still achieving high-dimensional uniformity. Our approach leverages high-dimensional low-discrepancy sequences to orchestrate sample generation by a collection of local samplers operating over power-of-two hierarchical intervals. We demonstrate how existing local sampling techniques, including stratified, blue noise, and dyadic nets sampling, can be reformulated to be used with this framework, enabling hybrid sampling strategies that combine the benefits of both paradigms.
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While yarn-level garments offer rich dynamic details and compelling visual realism compared to triangle-based models, their wide adoption is hindered by the immense computational cost due to the presence of a large number of degrees of freedom (DOFs). This paper proposes a novel simulation framework designed to enhance the performance and stability for numerical simulation of nonlinear, non-convex, and high-resolution knitwear. Our method generalizes the Douglas-Rachford Splitting (DRS) scheme to resolve the non-convex coupling between stretching, shearing, bending, twisting, and contacting at each yarn thread. A key contribution is a nested decomposition strategy that decouples the non-convex variational energy into independent and convex sub-problems. Such convexification improves solver robustness and removes the necessity for frequent line searches. We provide a theoretically grounded strategy for metric selection for each sub-problem, derived from an analysis of the convergence guarantee of DRS. Consequently, our method achieves close-to-optimal convergence along the nonlinear iterations rather than relying on ad-hoc parameter tuning. The paper also clarifies a formal connection between our generalized DRS and the ADMM (Alternating Direction Method of Multipliers) framework, extending the applicability of our analysis to a broader set of constrained dynamics problems. Experimental results demonstrate that our method robustly handles complex knitwear simulation scenes with superior efficiency, stability, and physical fidelity compared to existing methods. With a matrix-free GPU parallelization, our method allows an interactive simulation rate of knitwear of multi-million DOFs.
We present an efficient B-spline finite element method (FEM) for cloth simulation. While higher-order FEM has long promised higher accuracy, its adoption in cloth simulators has been limited by its larger computational costs while generating results with similar visual quality. Our contribution is a full algorithmic pipeline that makes cloth simulation using quadratic B-spline surfaces faster than standard linear FEM in practice while consistently improving accuracy and visual fidelity. Using quadratic B-spline basis functions, we obtain a globally C1-continuous displacement field that supports consistent discretization of both membrane and bending energies, effectively reducing locking artifacts and mesh dependence common to linear elements. To close the performance gap, we introduce a reduced integration scheme that separately optimizes quadrature rules for membrane and bending energies, an accelerated Hessian assembly procedure tailored to the spline structure, and an optimized linear solver based on partial factorization. Together, these optimizations make high-order, smooth cloth simulation competitive at scale, yielding an average 2× speedup over linear FEM in our tests. Extensive experiments demonstrate improved accuracy, wrinkle detail, and robustness, including contact-rich scenarios, relative to linear FEM and recent higher-order approaches. Our method enables realistic wrinkling dynamics across a wide range of material parameters and supports practical garment animation, providing a new promising spatial discretization for high-quality cloth simulation.
Retargeting human kinematic reference motion onto a robot's morphology remains a formidable challenge. Existing methods often produce physical inconsistencies, such as foot sliding, self-collisions, or dynamically infeasible motions, which hinder downstream imitation learning. We propose a bilevel optimization framework that jointly adapts reference motions to a robot's morphology while training a tracking policy using reinforcement learning. To make the optimization tractable, we derive an approximate gradient for the upper-level loss. Our framework requires only a sparse set of semantic rigid-body correspondences and eliminates the need for manual tuning by identifying optimal values for a parameterization expressive enough to preserve characteristic motion across different embodiments. Moreover, by integrating retargeting directly with physics simulation, we produce physically plausible motions that facilitate robust imitation learning. We validate our method in simulation and on hardware, demonstrating challenging motions for morphologies that differ significantly from a human, including retargeting onto a quadruped.
Retargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by maintaining spatial relationships between predefined corresponding regions, their reliance on static correspondences often struggles when the target character exhibits exaggerated body proportions. In this paper, we present a geometry-aware motion retargeting framework that preserves interaction semantics by performing proximity matching over spatially adaptive anchors. Unlike prior methods with static anchor definitions, the proposed method dynamically repositions anchors to reachable regions on the target character. This is achieved via a Transformer-based anchor refinement strategy that predicts anchor displacements and constrains the translated anchors to remain on the target character geometry through differentiable soft projection. By incorporating pose-dependent spatial structures from the source character, the adapted anchors provide structurally coherent guidance for interaction-aware retargeting. Conditioned on these anchors, a graph-based autoencoder predicts target skeletal motion that preserves the spatial configuration of the source. To encourage task-aligned optimization between anchor adaptation and motion retargeting, we adopt an alternating training scheme in which each module is optimized in turn. Through extensive evaluations, we demonstrate that our method outperforms state-of-the-art approaches in preserving interaction fidelity across diverse character geometries. Code is available at Project Page.
Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. Superresolution is widely used in production because it reduces path-tracing cost by tracing rays on a coarser image grid and reconstructing missing details. This creates a uniform tradeoff between cost and spatial detail: every image region receives the same reduced ray budget, although path-tracing noise, reconstruction difficulty, and perceptual importance vary strongly across the image. Adaptive sampling offers a compelling alternative, but existing end-to-end approaches rely on approximations that break down in sparse regimes. We introduce an end-to-end adaptive sampling and denoising pipeline explicitly designed for the sub-1-spp regime. Our method uses a stochastic formulation of sample placement that enables gradient estimation despite discrete sampling decisions, allowing stable training of a neural sampler at low sampling budgets. To better align optimization with human perception, we propose a tone-mapping-aware training pipeline that integrates differentiable filmic operators and a state-of-the-art perceptual loss, preventing oversampling of regions with low visual impact. In addition, we introduce a gather-based pyramidal denoising filter and a learnable generalization of albedo demodulation tailored to sparse sampling. Our results show consistent improvements over uniform sparse sampling, with notably better reconstruction of perceptually critical details such as specular highlights and shadow boundaries, and demonstrate that adaptive sampling remains effective in the sub-1-spp regime.
Freeform surfaces are popular in architectural design for their expressive aesthetics, yet they remain challenging to fabricate. A common strategy is to approximate them with assemblies of planar polygonal panels in a process we term panelization, enabling cost-effective fabrication from sheet materials such as wood, metal, or glass. Our goal is to compute panelizations that are both geometrically faithful and structurally robust. A two-stage pipeline, i.e. geometric panelization followed by structural optimization, can be effective, but joint optimization may yield better outcomes by letting mechanics influence the panelization itself. The challenges are that the panelization task is inherently combinatorial, and structural objectives depend on stresses that have a complex, global dependence on the geometry and are costly to evaluate. Moreover, improving structural performance must be balanced against preserving the input surface's design intent. To address these challenges, we formulate panelization as a continuous surface flow coupled to stress analysis, by modeling candidates as creased elastic shells. We define a global objective by integrating an arbitrary function of stress over the shell and derive efficient gradients with respect to the surface shape to enable optimization. We further introduce flow terms that better preserve the input shape and show that running BFGS in a Sobolev space substantially outperforms standard BFGS and Sobolev gradient descent. We evaluate our method on architectural models, showing that incorporating stress during panelization yields substantial stress reductions and more robust designs compared to optimizing stress after fixing the panelization.
Neutron transport simulation plays a central role in nuclear engineering, yet its inverse problems—such as shielding design and sensitivity analysis—remain extremely challenging. The governing transport equation shares a common mathematical foundation with the volume rendering equation used for participating media in computer graphics. Recent advances in differentiable rendering have demonstrated that inverse problems—such as recovering scene properties from observations—can be efficiently solved through gradient-based optimization, where the gradients are estimated through Monte Carlo methods. Inspired by these developments, we extend differentiable rendering techniques to neutron transport problems, enabling inverse design and sensitivity analysis in nuclear systems. To adapt these methods to the neutron transport problem, we generalize the automatic differentiation of Monte Carlo light transport simulation to multi-energy neutron transport; propose a new simplified way to handle moving geometric discontinuities; and propose new estimators for derivatives of volume integrals. We demonstrate the effectiveness of the proposed framework on several model inverse problems, including gradient-based optimization of multi-group neutron moderation, sensitivity analysis of material properties, and diagnostic sensor shape optimization. These results show that differentiable Monte Carlo neutron transport can support optimization and analysis tasks, opening new opportunities for inverse design in nuclear shielding and related applications.
We propose a system to optimize parametric designs subject to radiation pressure, i.e., the effect of light on the motion of objects. This is most relevant in the design of spacecraft, where radiation pressure presents the dominant non-conservative forcing mechanism, which is the case beyond approximately 800 km altitude. Despite its importance, the high computational cost of high-fidelity radiation pressure modeling has limited its use in large-scale spacecraft design, optimization, and space situational awareness applications. We enable this by offering three innovations in the simulation, in representation and in optimization: First, a practical computer graphics-inspired Monte-Carlo (MC) simulation of radiation pressure. The simulation is highly parallel, uses importance sampling and next-event estimation to reduce variance and allows simulating an entire family of designs instead of a single spacecraft as in previous work. Second, we introduce neural networks as a representation of forces from design parameters. This neural proxy model, learned from simulations, is inherently differentiable and can query forces orders of magnitude faster than a full MC simulation. Third, and finally, we demonstrate optimizing inverse radiation pressure designs, such as finding geometry, material or operation parameters that minimizes travel time, maximizes proximity given a desired end-point, minimize thruster fuel, trains mission control policies or allocated compute budget in extraterrestrial compute.
Two-phase flows are ubiquitous in nature, exhibiting complex fluid-fluid interactions that challenges numerical simulators. To accurately and efficiently solve two-phase flows, grid-based methods have been widely adopted. Navier-Stokes (NS) solvers consume a small memory footprint, but simultaneously achieving both high performance and low numerical dissipation remains a significant challenge. In contrast, lattice Boltzmann solvers are efficient and have low numerical dissipation, yet they remain memoryintensive, even with state-of-the-art moment-encoding schemes. To date, the simultaneous attainment of high accuracy, exceptional efficiency, and a low memory footprint remains a major challenge in the field. In this paper, we propose a novel two-phase flow solver that achieves this objective. Our work is motivated by extending gas-kinetic scheme (GKS), which is adapted to handle nearly incompressible flows. To allow stable and accurate two-phase flow simulations, we systematically derive a coupled formulation of the GKS method and the phase-field model, incorporating novel mathematical constructs. Combined with robust boundary treatments and specialized techniques for handling turbulent flows, this results a unified framework capable of efficiently simulating two-phase flows, even those with large density contrasts and high Reynolds numbers. Since our formulation is explicit, it achieves exceptional performance when optimized on GPU, making it the fastest kinetic two-phase flow solver to date. Additionally, as it is derived from GKS, it obviates the need to store distribution functions. Thus, it has a small memory footprint, competitive with, or even lower than, that of many NS solvers. As a result, our solver can efficiently simulate complex two-phase flow dynamics at high resolutions using a single commodity GPU. We validate the accuracy of our solver via several benchmark tests, compare its performance with recent methods in various aspects, and demonstrate its capability to replicate a broad range of two-phase flow phenomena, encompassing both typical and large-scale scenarios.
This paper presents a highly efficient and robust differentiable flu::id framework, centered on a novel surrogate gradient method that utilizes the flow map structural advantages. Our key insight reveals a significant misalignment between computational intensity and gradient importance during the backward pass. Specifically, we identify a physical duality within the adjoint process, revealing that the cross-step connections inherent in the flow map act as dominant gradient "highways" that propagate sensitivities over long horizons with high fidelity. Leveraging these insights, we develop a surrogate gradient model that retains these critical connections while pruning redundant adjoint computations in a physics-informed manner. Integrated with tailored acceleration techniques, our framework is successfully applied to diverse, challenging optimization tasks characterized by long time horizons and rich vorticity. Results demonstrate significant speedups and memory reductions while maintaining nearly-identical gradients compared to the full-gradient baseline.
Following the success of deep neural networks in 2D pose estimation, reconstruction-based approaches have significantly advanced multi-person 3D pose estimation from sparse multi-view images. These methods typically detect 2D poses independently in each view and then associate them for 3D reconstruction. However, despite strong progress, recent state-of-the-art methods still face critical limitations: 1) They often depend on global optimization over a large and complex set of multi-view 2D joints to jointly infer 3D poses for all individuals, making the process highly complex and prone to suboptimal solutions; 2) Their tight coupling with the bottom-up detector OpenPose hinders the use of more advanced top-down or single-stage 2D pose estimators and restricts the integration of richer instance-level cues learned by these models. To address these limitations, we propose TwinPose, a novel framework that alleviates the complexity of global pose inference by optimizing within person-specific 3D pose subspaces, while fully supporting diverse 2D pose detectors and effectively leveraging pose-instance cues. The key idea is to introduce a twin pose — a 3D counterpart of each 2D pose — that inherits its instance representation and aggregates geometrically consistent 2D joints from other views. All twin poses are unified in a common 3D space, where those belonging to the same individual naturally share a number of bones. This structural property enables association by counting shared bones, forming person-specific subspaces from which each individual's 3D pose can be inferred independently in an efficient and robust manner. Extensive experiments demonstrate that TwinPose achieves state-of-the-art performance in both accuracy and efficiency across multiple public and proprietary datasets. Importantly, it is fully detector-agnostic, allowing seamless integration with current and future advances in 2D pose estimation while remaining highly robust to noisy or imperfect 2D predictions. Project page with code and additional resources: https://github.com/zgspose/TwinPose
Multi-axis fused filament fabrication (FFF) reduces staircase artifacts and support material by adapting nozzle orientation. However, reliable and highly customizable printing requires layers and toolpaths combining a number of challenging properties: following prescribed fields, preserving constant bead geometry, avoiding stops, retractions, and collisions. We present AtomSlicer, which takes a 3D tool-orientation field and perlayer 2-RoSy tangent direction fields, to generate field-aligned non-planar layers of near-constant thickness. It then computes collision-free deposition toolpaths that are continuous within each layer, and as continuous as possible across layers. AtomSlicer encodes geometry with three orthogonal phase fields sampled into oriented atoms, partitions them into fabricable layers, reconstructs layer meshes, and synthesizes 2-RoSy-aligned toolpaths. Unlike prior methods it treats user- or optimizer-defined fields as constraints, producing a feasible toolpath or reporting non-fabricability rather than modifying the specification. We validate on varied shapes, including a large Thingi10k study, and 13 printed models using constant extrusion per unit path length under a fixed bead profile. AtomSlicer reduces non-extruding travel to a few percent, cuts travel moves by one to two orders of magnitude versus planar and Atomizer baselines, and is 9×-60× faster than Atomizer.
Recent work in 3D deep learning has demonstrated that unsigned distance functions (UDFs) are a useful representation for 3D reconstruction and shape generation because they can represent surfaces with arbitrary topology. However, extracting meshes that preserve the intended topology, especially in the presence of non-manifold structures, remains challenging. We present DCx, an extension of the standard Dual Contouring (DC) method which was originally proposed for isosurface extraction from signed distance functions (SDFs). Standard DC operates on individual voxels and inserts one vertex per active cube, where activation is determined by detecting sign changes. To address the lack of sign information in UDFs, DCx adopts an optimization-based strategy for determining active cubes. It operates on each 2 × 2 × 2 voxel block, referred to as an expanded cube, and introduces a voxel-to-mesh lookup table that stores connectivity patterns based on local voxel configurations. This enables efficient triangle extraction using predefined templates. These changes improve upon DC by avoiding failure cases caused by unreliable active-cube detection in UDFs and by correcting mesh connections in non-manifold regions. As a result, DCx supports the extraction of both manifold and non-manifold surfaces from neural UDFs. DCx is conceptually simple and easy to implement. Experimental results show that DCx produces meshes with higher accuracy in a more robust way than existing methods, particularly on shapes with complex geometry or non-manifold structures. The source code is available at http://github.com/jjjkkyz/DCx.
We describe a method for computing signed distance to point clouds that allows fast pointwise evaluation at arbitrary spatial resolution. As input, our method takes a point cloud with normals; as output, it provides an analytical parameterization that allows queries of signed distance to the approximate underlying surface at arbitrary points — simultaneously providing reconstruction and distance. Our key idea is to reconstruct shapes by locally fitting point clouds with tori, which have closed-form signed distance functions. Tori are fitted in a feed-forward manner, using a pre-trained network to output per-point curvature and shift parameters. Importantly, our method does not require costly global optimization or spatial discretization, and is easily parallelizable. Underlying our method is a new theory that unifies signed distance with the classic reconstruction methods of winding numbers and Poisson surface reconstruction. We use our method to compute signed distance to point clouds arising from photogrammetry, meshes, 3D Gaussians, and neural implicits. Our method allows point clouds to be used directly in applications, without explicit surface reconstruction: as examples, we take offsets of point clouds, apply morphological and Boolean operations, and directly visualize offset surfaces using sphere tracing.
We present a GPU-based system for automatic differentiation (AD) of functions defined on triangle meshes, designed to exploit the locality and sparsity in mesh-based computation. Our system evaluates derivatives using perelement forward-mode AD, confining all computation to registers and shared memory and assembling global gradients, sparse Jacobians, and sparse Hessians directly on the GPU. By avoiding global computation graphs, intermediate buffers, and device-host synchronization, our approach minimizes memory traffic and enables efficient differentiation under both static and dynamically changing sparsity. Our programming model lets users express energy terms over mesh neighborhoods, while our system automatically manages parallel execution, derivative propagation, sparse assembly, and matrix-free operations such as Hessian-vector products. Our system supports both scalar- and vector-valued objectives, dynamic interaction-driven sparsity updates, and seamless integration with external GPU sparse linear solvers. We evaluate our system on applications including elastic and cloth simulation, surface parameterization, mesh smoothing, frame field design, ARAP deformation, and spherical manifold optimization. Across these tasks, our system consistently outperforms state-of-the-art differentiation frameworks, including PyTorch, JAX, Warp, Dr.JIT, EnzymeAD, and Thallo. We demonstrate speedups across a range of solver types, from Newton and Gauss-Newton for nonlinear least squares to L-BFGS and gradient descent, and across different derivative usage modes, including Hessian-vector products as well as full sparse Hessian and Jacobian construction. Our system is available as open source at https://github.com/owensgroup/RXMesh.
High-quality facial appearance capture has traditionally required costly studio recording. Recent works consider an in-the-wild smartphone-based setup; however, their model-based inverse rendering paradigm struggles with the complex disentanglement of reflectance from unknown illumination. To bridge this gap, we propose to shift the paradigm into training a powerful delighting network as a prior to constrain the optimization. We leverage the OLAT dataset and the rendered Light Stage scans for training, and propose Dataset Latent Modulation (DLM) to seamlessly integrate these heterogeneous data sources. Specifically, by conditioning the core network on learnable source-aware tokens, we decouple dataset-specific styles from physical delighting principles, enabling the emergence of a delighting prior that outperforms existing proprietary models. This powerful delighting prior enables a simple and automatic appearance capture pipeline that achieves high-quality reflectance estimation from casual video inputs, outperforming prior arts by a large margin. Furthermore, we leverage our appearance capture method to transform the multi-view NeRSemble dataset into NeRSemble-Scan, a large-scale collection of 4K-resolution relightable scans. By open-sourcing our model and the NeRSemble-Scan dataset, we democratize high-end facial capture and provide a new foundation for the research community to build photorealistic digital humans.
Volumetric additive manufacturing promises near-instantaneous fabrication of 3D objects, yet achieving high fidelity at the micro-scale remains challenging due to the complex interplay between optical diffraction and chemical effects. We present Single-View Holographic Volumetric Additive Manufacturing (SHVAM), a mechanically static system that shapes volumetric dose distributions using time-multiplexed, phase-only holograms projected from a single optical axis. To achieve high resolution with SHVAM, we formulate hologram synthesis as a coupled inverse problem, integrating a differentiable wave-optical forward model with a simplified photochemical model that explicitly captures inhibitor diffusion and non-linear dose response. Optimizing hologram sequences under these coupled constraints allows us to pre-compensate for chemical blur, yielding higher print fidelity than optical-only optimization. We demonstrate the efficacy of SHVAM by fabricating simple 2D and 3D structures with lateral feature sizes of approximately 10 μm within a 0.8 mm × 0.8 mm × 3 mm volume in seconds.
Online 3D reconstruction from monocular image sequences is a challenging and ongoing research topic. 3D Gaussian Splatting (3DGS), leveraging its high-quality real-time rendering capability, empowers online 3D reconstruction to represent dense scenes with enhanced expressiveness, and thus holds great promise for a wide range of applications such as robotics and AR/VR. However, existing online 3DGS methods still suffer from some key challenges: fragile camera pose estimation due to the lack of global optimization, and low optimization efficiency in large-scale or long-sequence scenarios. To address these issues, we propose a robust and efficient online voxelized 3DGS reconstruction framework integrated with global Sim(3) optimization, which enables reliable camera tracking and efficient global loop closure for both camera poses and voxelized 3DGS. To accelerate the convergence of the voxelized 3DGS, we further introduce a color residual learning strategy, which not only boosts optimization speed but also enhances rendering quality. Extensive experiments on diverse indoor and outdoor datasets demonstrate that our method achieves state-of-the-art performance in both camera pose estimation accuracy and rendering quality, while retaining real-time efficiency. Additionally, we develop and deploy a real-world UAV-based active reconstruction system grounded on our proposed method, validating its robustness and generalizability for practical online 3D reconstruction tasks. Our code and data are available at https://github.com/TrickyGo/MoonSplat..
3D Gaussian Splatting (3DGS) has become the method of choice for reconstructing and real-time rendering of captured scenes. To capture a scene with good visual quality, continuous image sequences are usually combined with out-of-order shots for better scene coverage. Structure from motion can reconstruct such captures, but only after they are all available and often with high computational cost. Incremental reconstruction methods – often derived from SLAM solutions – provide immediate feedback, but cannot handle the out-of-order capture we require. We provide the first immediate feedback solution for such radiance field capture that provides global consistency. We first introduce a method for fast matching in out-of-order sequences, by repurposing visual place recognition models and a covisibility graph, and provide an efficient way to find highly connected keyframes, improving quality even for ordered sequences. We show how these steps – together with GPU optimization and careful Gaussian primitive placement – provide fast local reconstruction, in our challenging radiance field reconstruction case. We then introduce a novel cluster-based method, again using the covisibility graph, to provide efficient loop closure that does not require sequential input. Finally, to handle large scenes in our context, we introduce a progressive hierarchy that allows our method to scale to large environments, without compromising efficiency. Our results show we provide immediate feedback 3DGS reconstruction with good visual quality in several datasets, with up to thousands of input images.