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740篇论文匹配“Graphical Models”
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Applications · Everything Else

Beichen Li, Rundi Wu, Armando Solar-Lezama, Changxi Zheng, Liang Shi, Bernd Bickel, Wojciech Matusik

Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.

Deep Learning · Generative Models and Autoencoders

Liang Chen, Sinan Tan, Zefan Cai, Weichu Xie, Haozhe Zhao, Yichi Zhang, Junyang Lin, Jinze Bai, Tianyu Liu, Baobao Chang

This work tackles the information loss bottleneck of vector-quantization (VQ) autoregressive image generation by introducing a novel model architecture called the 2-Dimensional Autoregression (DnD) Transformer. The DnD-Transformer predicts more codes for an image by introducing a new direction, **model depth**, along with the sequence length. Compared to 1D autoregression and previous work using similar 2D image decomposition such as RQ-Transformer, the DnD-Transformer is an end-to-end model that can generate higher quality images with the same backbone model size and sequence length, opening a new optimization perspective for autoregressive image generation. Furthermore, our experiments reveal that the DnD-Transformer's potential extends beyond generating natural images. It can even generate images with rich text and graphical elements in a self-supervised manner, demonstrating an understanding of these combined modalities. This has not been previously demonstrated for popular vision generative models such as diffusion models, showing a spark of vision-language intelligence when trained solely on images. Code, datasets and models are open at https://github.com/chenllliang/DnD-Transformer.

Reinforcement Learning · Planning

Saaket Agashe, Jiuzhou Han, Shuyu Gan, Jiachen Yang, Ang Li, Xin Wang

We present Agent S, an open agentic framework that enables autonomous interaction with computers through Graphical User Interface (GUI), aimed at transforming human-computer interaction by automating complex, multi-step tasks. Agent S addresses three key challenges in automating computer tasks: acquiring domain-specific knowledge, planning over long task horizons, and handling dynamic, non-uniform interfaces. To this end, Agent S introduces experience-augmented hierarchical planning, which learns from external knowledge search and internal experience retrieval at multiple levels, facilitating efficient task planning and subtask execution. In addition, it employs an Agent-Computer Interface (ACI) to better elicit the reasoning and control capabilities of GUI agents based on Multimodal Large Language Models (MLLMs). Evaluation on the OSWorld benchmark shows that Agent S outperforms the baseline by 9.37\% on success rate (an 83.6\% relative improvement) and achieves a new state-of-the-art. Comprehensive analysis highlights the effectiveness of individual components and provides insights for future improvements. Furthermore, Agent S demonstrates broad generalizability to different operating systems on a newly-released WindowsAgentArena benchmark. Code available at https://github.com/simular-ai/Agent-S.

Yiheng Xu, Dunjie Lu, Zhennan Shen, Junli Wang, Zekun Wang, Yuchen Mao, Caiming Xiong, Tao Yu

Graphical User Interface (GUI) agents hold great potential for automating complex tasks across diverse digital environments, from web applications to desktop software. However, the development of such agents is hindered by the lack of high-quality, multi-step trajectory data required for effective training. Existing approaches rely on expensive and labor-intensive human annotation, making them unsustainable at scale. To address this challenge, we propose AgentTrek, a scalable data synthesis pipeline that generates high-quality web agent trajectories by leveraging web tutorials. Our method automatically gathers tutorial-like texts from the internet, transforms them into task goals with step-by-step instructions, and employs a visual-language model (VLM) agent to simulate their execution in a real digital environment. A VLM-based evaluator ensures the correctness of the generated trajectories. We demonstrate that training GUI agents with these synthesized trajectories significantly improves their grounding and planning performance over the current models. Moreover, our approach is more cost-efficient compared to traditional human annotation methods. This work underscores the potential of guided replay with web tutorials as a viable strategy for large-scale GUI agent training, paving the way for more capable and autonomous digital agents.

Octave Crespel, Emile Hohnadel, Thibaut Metivet, Florence Bertails-Descoubes

Computer Graphics has a long history in the design of effective algorithms for handling contact and friction between solid objects. For the sake of simplicity and versatility, most methods rely on low-order primitives such as line segments or triangles, both for the detection and the response stages. In this paper we carefully analyse, in the case of fibre systems, the impact of such choices on the retrieved contact forces. We highlight the presence of artifacts in the force response that are tightly related to the low-order geometry used for contact detection. Our analysis draws upon thorough comparisons between the high-order super-helix model and the low-order discrete elastic rod model. These reveal that when coupled to a low-order, segment-based detection scheme, both models yield spurious jumps in the contact force profile. Moreover, these artifacts are shown to be all the more visible as the geometry of fibres at contact is curved. In order to remove such artifacts we develop an accurate high-order detection scheme between two smooth curves, which relies on an efficient adaptive pruning strategy. We use this algorithm to detect contact between super-helices at high precision, allowing us to recover, in the range of wavy to highly curly fibres, much smoother force profiles during sliding motion than with a classical segment-based strategy. Furthermore, we show that our approach offers better scaling properties in terms of efficiency vs. precision compared to segment-based approaches, making it attractive for applications where accurate and reliable forces are desired. Finally, we demonstrate the robustness and accuracy of our fully high-order approach on a challenging hair combing scenario.

Arman Maesumi, Dylan Hu, Krishi Saripalli, Vladimir G. Kim, Matthew Fisher, Sören Pirk, Daniel Ritchie

Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters plus a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance. Open-sourced materials can be found at https://armanmaesumi.github.io/onenoise/

Dario Seyb, Eugene d'Eon, Benedikt Bitterli, Wojciech Jarosz

Stochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored to one specific application and are fundamentally distinct. Each type of stochastic geometry present in the scene is firmly encapsulated in its own appearance model, with its own statistics and light transport average, and no cross-talk between different models or deterministic and stochastic geometry is possible. In this paper, we derive a theory of light transport on stochastic implicit surfaces, a geometry model capable of expressing deterministic geometry, microfacet surfaces, participating media, and an exciting new continuum in between containing aggregate appearance, non-classical media, and more. Our model naturally supports spatial correlations, missing from most existing stochastic models. Our theory paves the way for tractable rendering of scenes in which all geometry is described by the same stochastic model, while leaving ample future work for developing efficient sampling and rendering algorithms.

Jingping Wang, Tingrui Zhang, Qixuan Zhang, Chuxiao Zeng, Jingyi Yu 0001, Chao Xu 0001, Lan Xu 0003, Fei Gao 0011

In the field of trajectory generation for objects, ensuring continuous collision-free motion remains a huge challenge, especially for non-convex geometries and complex environments. Previous methods either oversimplify object shapes, which results in a sacrifice of feasible space or rely on discrete sampling, which suffers from the "tunnel effect". To address these limitations, we propose a novel hierarchical trajectory generation pipeline, which utilizes the Swept Volume Signed Distance Field (SVSDF) to guide trajectory optimization for Continuous Collision Avoidance (CCA). Our interdisciplinary approach, blending techniques from graphics and robotics, exhibits outstanding effectiveness in solving this problem. We formulate the computation of the SVSDF as a Generalized Semi-Infinite Programming model, and we solve for the numerical solutions at query points implicitly, thereby eliminating the need for explicit reconstruction of the surface. Our algorithm has been validated in a variety of complex scenarios and applies to robots of various dynamics, including both rigid and deformable shapes. It demonstrates exceptional universality and superior CCA performance compared to typical algorithms. The code will be released at https://github.com/ZJU-FAST-Lab/Implicit-SVSDF-Planner for the benefit of the community.

Wei Li 0112, Kui Wu 0003, Mathieu Desbrun

Despite its visual appeal, the simulation of separated multiphase flows (i.e., streams of fluids separated by interfaces) faces numerous challenges in accurately reproducing complex behaviors such as guggling, wetting, or bubbling. These difficulties are especially pronounced for high Reynolds numbers and large density variations between fluids, most likely explaining why they have received comparatively little attention in Computer Graphics compared to single- or two-phase flows. In this paper, we present a full LBM solver for multifluid simulation. We derive a conservative phase field model with which the spatial presence of each fluid or phase is encoded to allow for the simulation of miscible, immiscible and even partially-miscible fluids, while the temporal evolution of the phases is performed using a D3Q7 lattice-Boltzmann discretization. The velocity field, handled through the recent high-order moment-encoded LBM (HOME-LBM) framework to minimize its memory footprint, is simulated via a velocity-based distribution stored on a D3Q27 or D3Q19 discretization to offer accuracy and stability to large density ratios even in turbulent scenarios, while coupling with the phases through pressure, viscosity, and interfacial forces is achieved by leveraging the diffuse encoding of interfaces. The resulting solver addresses a number of limitations of kinetic methods in both computational fluid dynamics and computer graphics: it offers a fast, accurate, and low-memory fluid solver enabling efficient turbulent multiphase simulations free of the typical oscillatory pressure behavior near boundaries. We present several numerical benchmarks, examples and comparisons of multiphase flows to demonstrate our solver's visual complexity, accuracy, and realism.

Michael Fischer 0011, Tobias Ritschel 0001

Gradient-based optimization is now ubiquitous across graphics, but unfortunately can not be applied to problems with undefined or zero gradients. To circumvent this issue, the loss function can be manually replaced by a "surrogate" that has similar minima but is differentiable. Our proposed framework, ZeroGrads, automates this process by learning a neural approximation of the objective function, which in turn can be used to differentiate through arbitrary black-box graphics pipelines. We train the surrogate on an actively smoothed version of the objective and encourage locality, focusing the surrogate's capacity on what matters at the current training episode. The fitting is performed online, alongside the parameter optimization, and self-supervised, without pre-computed data or pre-trained models. As sampling the objective is expensive (it requires a full rendering or simulator run), we devise an efficient sampling scheme that allows for tractable run-times and competitive performance at little overhead. We demonstrate optimizing diverse non-convex, non-differentiable black-box problems in graphics, such as visibility in rendering, discrete parameter spaces in procedural modelling or optimal control in physics-driven animation. In contrast to other derivative-free algorithms, our approach scales well to higher dimensions, which we demonstrate on problems with up to 35k interlinked variables.

Peiying Zhang 0002, Nanxuan Zhao, Jing Liao 0001

Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.

Xutong Jin, Chenxi Xu, Ruohan Gao, Jiajun Wu 0001, Guoping Wang, Sheng Li 0008

Accurately estimating and simulating the physical properties of objects from real-world sound recordings is of great practical importance in the fields of vision, graphics, and robotics. However, the progress in these directions has been limited—prior differentiable rigid or soft body simulation techniques cannot be directly applied to modal sound synthesis due to the high sampling rate of audio, while previous audio synthesizers often do not fully model the accurate physical properties of the sounding objects. We propose DiffSound, a differentiable sound rendering framework for physics-based modal sound synthesis, which is based on an implicit shape representation, a new high-order finite element analysis module, and a differentiable audio synthesizer. Our framework can solve a wide range of inverse problems thanks to the differentiability of the entire pipeline, including physical parameter estimation, geometric shape reasoning, and impact position prediction. Experimental results demonstrate the effectiveness of our approach, highlighting its ability to accurately reproduce the target sound in a physics-based manner. DiffSound serves as a valuable tool for various sound synthesis and analysis applications.

Philippe Weier, Alexander Rath, Élie Michel, Iliyan Georgiev, Philipp Slusallek, Tamy Boubekeur

Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene’s memory usage is due to polygons and textures, making them ideal candidates for neural compression. Here, the main challenge lies in finding good trade-offs between efficient compression and cheap inference while minimizing training time. In the context of rendering, we adopt a ray-centric approach to this problem and devise <Formula format="inline"><TexMath><?TeX $\mathcal {N}$?></TexMath><AltText>Math 1</AltText><File name="siggraphconferencepapers24-70-inline1" type="svg"/></Formula>-BVH, a neural compression architecture designed to answer arbitrary ray queries in 3D. Our compact model is learned from the input geometry and substituted for it whenever a ray intersection is queried by a path-tracing engine. While prior neural compression methods have focused on point queries, ours proposes neural ray queries that integrate seamlessly into standard ray-tracing pipelines. At the core of our method, we employ an adaptive BVH-driven probing scheme to optimize the parameters of a multi-resolution hash grid, focusing its neural capacity on the sparse 3D occupancy swept by the original surfaces. As a result, our <Formula format="inline"><TexMath><?TeX $\mathcal {N}$?></TexMath><AltText>Math 2</AltText><File name="siggraphconferencepapers24-70-inline2" type="svg"/></Formula>-BVH can serve accurate ray queries from a representation that is more than an order of magnitude more compact, providing faithful approximations of visibility, depth, and appearance attributes. The flexibility of our method allows us to combine and overlap neural and non-neural entities within the same 3D scene and extends to appearance level of detail.

Stephanie Wenxin Liu, Michael Fischer 0011, Paul D. Yoo, Tobias Ritschel 0001

Bounding volumes are an established concept in computer graphics and vision tasks but have seen little change since their early inception. In this work, we study the use of neural networks as bounding volumes. Our key observation is that bounding, which so far has primarily been considered a problem of computational geometry, can be redefined as a problem of learning to classify space into free or occupied. This learning-based approach is particularly advantageous in high-dimensional spaces, such as animated scenes with complex queries, where neural networks are known to excel. However, unlocking neural bounding requires a twist: allowing – but also limiting – false positives, while ensuring that the number of false negatives is strictly zero. We enable such tight and conservative results using a dynamically-weighted asymmetric loss function. Our results show that our neural bounding produces up to an order of magnitude fewer false positives than traditional methods. In addition, we propose an extension of our bounding method using early exits that accelerates query speeds by 25 %. We also demonstrate that our approach is applicable to non-deep learning models that train within seconds. Our project page is at https://wenxin-liu.github.io/neural_bounding/.

Zheng Zeng 0005, Valentin Deschaintre, Iliyan Georgiev, Yannick Hold-Geoffroy, Yiwei Hu, Fujun Luan, Ling-Qi Yan 0001, Milos Hasan

The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB → X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X → RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB → X, which also estimates lighting, as well as the first diffusion X → RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X → RGB model explores a middle ground between traditional rendering and generative models: We can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility allows using a mix of heterogeneous training datasets that differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.

Haonan Zhang, Jie Guo 0001, Jiawei Zhang, Haoyu Qin, Zesen Feng, Ming Yang, Yanwen Guo 0001

As a prevailing tool for effectively reducing rendering costs in many graphical applications, frame super-resolution has seen important progress in recent years. However, most of prior works designed for rendering contents face a common limitation: once a model is trained, it can only afford a single fixed scale. In this paper, we attempt to eliminate this limitation by supporting arbitrary-scale super-resolution for a trained neural model. The key is a Fourier-based implicit neural representation which maps arbitrary and naturally coordinates in the high-resolution spatial domain to valid pixel values. By observing that high-resolution G-buffers possess similar spectrum to high-resolution rendered frames, we design a High-Frequency Fourier Mapping (HFFM) module to recover fine details from low-resolution inputs, without introducing noticeable artifacts. A Low-Frequency Residual Learning (LFRL) strategy is adopted to preserve low-frequency structures and ensure low biasedness caused by network inference. Moreover, different rendering contents are well separated by our spatial-temporal masks derived from G-buffers and motion vectors. Several light-weight designs to the neural network guarantee the real-time performance on a wide range of scenes.

Gaurav Bhokare, Eisen Montalvo, Elie Diaz, Cem Yuksel

Hair meshes are known to be effective for modeling and animating hair in computer graphics. We present how the hair mesh structure can be used for efficiently rendering strand-based hair models on the GPU with on-the-fly geometry generation that provides orders of magnitude reduction in storage and memory bandwidth. We use mesh shaders to carefully distribute the computation and a custom texture layout for offloading a part of the computation to the hardware texture units. We also present a set of procedural styling operations to achieve hair strand variations for a wide range of hairstyles and a consistent coordinate-frame generation approach to attach these variations to an animating/deforming hair mesh. Finally, we describe level-of-detail techniques for improving the performance of rendering distant hair models. Our results show an unprecedented level of performance with strand-based hair rendering, achieving hundreds of full hair models animated and rendered at real-time frame rates on a consumer GPU.

Jean Jouve, Victor Romero, Rahul Narain, Laurence Boissieux, Theodore Kim, Florence Bertails-Descoubes

Feathers exhibit a highly anisotropic behaviour, governed by their complex hierarchical microstructure composed of individual hairs (barbs) clamped onto a spine (rachis) and attached to each other through tiny hooks (barbules). Previous methods in computer graphics have approximated feathers as strips of cloth, thus failing to capture the particular macroscopic nonlinear behaviour of the feather surface (vane). To investigate the anisotropic properties of a feather vane, we design precise measurement protocols on real feather samples. Our experimental results suggest a linear strain-stress relationship of the feather membrane with orientation-dependent coefficients, as well as an extreme ratio of stiffnesses in the barb and barbule direction, of the order of 104. From these findings we build a simple continuum model for the feather vane, where the vane is represented as a three-parameter anisotropic elastic shell. However, implementing the model numerically reveals severe locking and ill-conditioning issues, due to the extreme stiffness ratio between the barb and the barbule directions. To resolve these issues, we align the mesh along the barb directions and replace the stiffest modes with an inextensibility constraint. We extensively validate our membrane model against real-world laboratory measurements, by using an intermediary microscale model that allows us to limit the number of required lab experiments. Finally, we enrich our membrane model with anisotropic bending, and show its practicality in graphics-like scenarios like a full feather and a larger-scale bird. Code and data for this paper are available at https://gitlab.inria.fr/elan-public-code/feather-shell/.

Xingchang Huang, Corentin Salaün, Cristina Nader Vasconcelos, Christian Theobalt, A. Cengiz Öztireli, Gurprit Singh

Most of the existing diffusion models use Gaussian noise for training and sampling across all time steps, which may not optimally account for the frequency contents reconstructed by the denoising network. Despite the diverse applications of correlated noise in computer graphics, its potential for improving the training process has been underexplored. In this paper, we introduce a novel and general class of diffusion models taking correlated noise within and across images into account. More specifically, we propose a time-varying noise model to incorporate correlated noise into the training process, as well as a method for fast generation of correlated noise mask. Our model is built upon deterministic diffusion models and utilizes blue noise to help improve the generation quality compared to using Gaussian white (random) noise only. Further, our framework allows introducing correlation across images within a single mini-batch to improve gradient flow. We perform both qualitative and quantitative evaluations on a variety of datasets using our method, achieving improvements on different tasks over existing deterministic diffusion models in terms of FID metric. Code will be available at https://github.com/xchhuang/bndm.

Guangchi Fang, Bing Wang

In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through Gaussian binarization and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our proposed Mini-Splatting method integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works.