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740篇论文匹配“Graphical Models”
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Liangyu Chen, Yichen Xu, Jianzhe Ma, Yuqi Liu, Donglu Yang, Liang Zhang, Zihao Yue, Wenxuan Wang, Qin Jin

Chart editing reduces manual effort in visualization design. Typical benchmarks assume access to complete chart code, which is unrealistic for real-world applications. In this paper, we present ChartEditVista, a comprehensive benchmark consisting of 7,964 samples spanning 31 chart categories. It encompasses diverse editing instruction types and covers nearly all editable chart elements. The inputs in ChartEditVista include only the original chart image and natural language editing instructions, without the original chart codes. ChartEditVista is generated through a fully automated pipeline that produces, edits, and verifies charts, ensuring high-quality data. Besides, we introduce two novel fine-grained, rule-based evaluation metrics: the layout metric, which evaluates the position, size; and color of graphical components, and the text metric, which jointly assesses textual content and font styling. Building on top of ChartEditVista, we present ChartEditor, a model trained using a reinforcement learning framework that incorporates a novel rendering reward to simultaneously enforce code executability and visual fidelity. Through extensive experiments and human evaluations, we demonstrate that ChartEditVista provides a robust evaluation, while ChartEditor consistently outperforms models with similar-scale and larger-scale on chart editing tasks.

Zhengxi Lu, Yuxiang Chai, Yaxuan Guo, Xi Yin, Liang Liu, Hao Wang, Han Xiao, Shuai Ren, Pengxiang Zhao, Guangyi Liu 等

The recent DeepSeek-R1 has showcased the emergence of reasoning capabilities in large language models (LLMs) through reinforcement learning (RL) with rule-based rewards. Despite its success in language tasks, its application in multimodal domains, particularly in graphic user interface (GUI) agent tasks, remains under-explored. To address this gap, we propose UI-R1, the first framework to investigate how rule-based RL can enhance the reasoning capabilities of multimodal large language models (MLLMs) for GUI action prediction tasks. UI-R1 introduces a novel rule-based action reward scheme, enabling model optimization via policy-based algorithms such as Group Relative Policy Optimization (GRPO). To further improve efficiency at inference time, we present UI-R1-Efficient, a two-stage training paradigm that reduces reasoning length while boosting overall performance. In addition, we construct a compact yet high-quality dataset containing 2K challenging tasks across five prevalent mobile device action types. Experiments show that our proposed models (e.g., UI-R1-3B) achieve substantial improvements over the base model (Qwen2.5-VL-3B) on both in-domain (ID) and out-of-domain (OOD) tasks, with average accuracy gains of 18.3% on ScreenSpot, 6.0% on ScreenSpot-Pro, and 10.9% on ANDROIDCONTROL. Moreover, our efficient versions deliver competitive performance compared to considerably larger state-of-the-art models, underscoring the potential of reinforcement learning to advance GUI control and paving the way for future research in Human-Computer Interaction (HCI).

Le Liu, Yuhao Wang, Bohan Shen, Wei Zeng, Shizhou Zhang, Di Xu, Peng Wang

Uncertainty visualizations, such as hurricane cones and ensemble tracks, are essential for risk communication but are often misinterpreted, leading to harmful decisions. As AI assistants like large language models (LLMs) increasingly support understanding of graphics and decision-making, they offer a promising pathway to enhance the interpretation of complex visualizations and a new opportunity to examine and improve the interpretation of uncertainty. We introduce UnReason, the first benchmark that systematically compares how humans and LLMs reason about hurricane forecast uncertainty visualizations. UnReason spans two escalating phases, seven representative visualization formats, six real hurricane cases, and three agent types (humans, LLMs with context, and LLMs without context), including 880 visualizations and 117,600 structured question–answer pairs under matched evaluation conditions. Phase 1 evaluates reasoning across implicit and explicit uncertainty encodings; Phase 2 examines reasoning under single- versus multi-dimensional uncertainty representations. We thoroughly assess damage estimation, reasoning strategies, and comprehension patterns, revealing that LLMs have a stronger semantic and conceptual understanding of uncertainty, and are less misled by visual variability, but still replicate key human biases during decision-making. Our findings offer insights into aligning LLM behavior with human cognition in uncertainty-rich visual reasoning tasks.

George Christodoulou, Symeon Mastrakoulis

We study the problem of (approximate) maximin share (MMS) allocation of indivisible items among a set of agents. We focus on the graphical valuation model, in which the input is given by a graph where edges correspond to items, and vertices correspond to agents. An edge may have non-zero marginal value only for its incident vertices. We study additive, XOS and subadditive valuations and we present positive and negative results for (approximate) MMS fairness, and also for (approximate) pair-wise maximin share (PMMS) fairness.

Bofei Zhang, Zirui Shang, Zhi Gao, Wang Zhang, Rui Xie, Xiaojian Ma, Tao Yuan, Xinxiao Wu, Song-Chun Zhu, Qing Li

Building Graphical User Interface (GUI) agents is a promising research direction, which simulates human interaction with computers or mobile phones to perform diverse GUI tasks. However, a major challenge in developing generalized GUI agents is the lack of sufficient trajectory data across various operating systems and applications, mainly due to the high cost of manual annotations. In this paper, we propose the TongUI framework that transforms millions of multimodal web tutorials into GUI trajectories for generalized GUI agents. Concretely, we crawl GUI videos and articles from the Internet and process them into GUI agent trajectory data. Based on this, we construct the GUI-Net-1M dataset, which contains 1 million trajectories across five operating systems and over 280 applications. To the best of our knowledge, this is the largest open-source GUI trajectory dataset. We develop the TongUI agent by fine-tuning Qwen2.5-VL-3B/7B/32B models on GUI-Net-1M, which shows consistent performance improvements on commonly used grounding and navigation benchmarks, outperforming baseline agents by 10\% on multiple benchmarks, showing the effectiveness of the GUI-Net-1M dataset and underscoring the significance of our TongUI framework.

Wei Yao, Yunlian Sun, Hongwen Zhang, Yebin Liu, Jinhui Tang

Generating high-fidelity full-body human interactions with dynamic objects and static scenes remains a critical challenge in computer graphics and animation. Existing methods for human-object interaction often neglect scene context, leading to implausible penetrations, while human-scene interaction approaches struggle to coordinate fine-grained manipulations with long-range navigation. To address these limitations, we propose HOSIG, a novel framework for synthesizing full-body interactions through hierarchical scene perception. Our method decouples the task into three key components: 1) a scene-aware grasp pose generator that ensures collision-free whole-body postures with precise hand-object contact by integrating local geometry constraints, 2) a heuristic navigation algorithm that autonomously plans obstacle-avoiding paths in complex indoor environments via compressed 2D floor maps and dual-component spatial reasoning, and 3) a scene-guided motion diffusion model that generates trajectory-controlled, full-body motions with finger-level accuracy by incorporating spatial anchors and dual-space gradient-based guidance. Extensive experiments on the TRUMANS dataset demonstrate superior performance over state-of-the-art methods. Notably, our framework supports unlimited motion length through autoregressive generation and requires minimal manual intervention. This work bridges the critical gap between scene-aware navigation and dexterous object manipulation, advancing the frontier of embodied interaction synthesis.

Shijie Xu, Qiulei Dong

Recently, 3D Gaussian Splatting for scene rendering has attracted much attention in computer vision and graphics, but generally suffers from large burdens of both computation and storage when handling large-scale scenes. Some existing works in literature employ a divide-and-conquer strategy for alleviating this issue, where an input large scene is divided into lots of local blocks, and each block is handled separately. However, such a strategy generally leads to limited performance due to the inevitable inconsistency among the 3D Gaussians from different blocks. To address this problem, we propose a Consistent Anchor Guided Gaussian Splatting for large-scale scene rendering under the divide-and-conquer strategy, called CAG-GS. In CAG-GS, a set of learnable anchors for each local block is injected with the corresponding semantic features from a pre-trained semantic segmentation model SAM2 through an explored semantic mapping module, and then these anchors are used to predict the attributes of 3D Gaussians. Moreover, we explore a coarse-to-fine training strategy for CAG-GS, where each local block is optimized independently while being guided by globally consistent semantics. Extensive experimental results on five large-scale scenes demonstrate the superiority of the proposed method over five state-of-the-art methods in most cases.

Junle Liu, Peirong Zhang, Yuyi Zhang, Pengyu Yan, Hui Zhou, Xinyue Zhou, Fengjun Guo, Lianwen Jin

Commercial-grade poster design demands the seamless integration of aesthetic appeal with precise, informative content delivery. Current automated poster generation systems face significant limitations, including incomplete design workflows, poor text rendering accuracy, and insufficient flexibility for commercial applications. To address these challenges, we propose PosterVerse, a full-workflow, commercial-grade poster generation method that seamlessly automates the entire design process while delivering high-density and scalable text rendering. PosterVerse replicates professional design through three key stages: (1) blueprint creation using fine-tuned LLMs to extract key design elements from user requirements, (2) graphical background generation via customized diffusion models to create visually appealing imagery, and (3) unified layout-text rendering with an MLLM-powered HTML engine to guarantee high text accuracy and flexible customization. In addition, we introduce PosterDNA, a commercial-grade, HTML-based dataset tailored for training and validating poster design models. To the best of our knowledge, PosterDNA is the first Chinese poster generation dataset to introduce HTML typography files, enabling scalable text rendering and fundamentally solving the challenges of rendering small and high-density text. Experimental results demonstrate that PosterVerse consistently produces commercial-grade posters with appealing visuals, accurate text alignment, and customizable layouts, making it a promising solution for automating commercial poster design.

Aoran Liu, Kun Hu, Clinton Ansun Mo, Qiuxia Wu, Wenxiong Kang, Zhiyong Wang

Garment simulation is fundamental to various applications in computer vision and graphics, from virtual try-on to digital human modelling. However, conventional physics-based methods remain computationally expensive, hindering their application in time-sensitive scenarios. While graph neural networks (GNNs) offer promising acceleration, existing approaches exhibit poor cross-resolution generalisation, demonstrating significant performance degradation on higher-resolution meshes beyond the training distribution. This stems from two key factors: (1) existing GNNs employ fixed message-passing depth that fails to adapt information aggregation to mesh density variation, and (2) vertex-wise displacement magnitudes are inherently resolution-dependent in garment simulation. To address these issues, we introduce Propagation-before-Update Graph Network (Pb4U-GNet), a resolution-adaptive framework that decouples message propagation from feature updates. Pb4U-GNet incorporates two key mechanisms: (1) dynamic propagation depth control, adjusting message-passing iterations based on mesh resolution, and (2) geometry-aware update scaling, which scales predictions according to local mesh characteristics. Extensive experiments show that even trained solely on low-resolution meshes, Pb4U-GNet exhibits strong generalisability across diverse mesh resolutions, addressing a fundamental challenge in neural garment simulation.

Adam Hazimeh, Ke Wang, Mark Collier, Gilles Baechler, Efi Kokiopoulou, Pascal Frossard

Multimedia documents such as slide presentations and posters are designed to be interactive and easy to modify. Yet, they are often distributed in a static raster format, which limits editing and customization. Restoring their editability requires converting these raster images back into structured vector formats. However, existing geometric raster vectorization methods, which rely on low-level primitives like curves and polygons, fall short at this task. Specifically, when applied to complex documents like slides, they fail to preserve the high-level structure, resulting in a flat collection of shapes where the semantic distinction between image and text elements is lost. To overcome this limitation, we address the problem of semantic document derendering by introducing SliDer, a novel framework that uses Vision-Language Models (VLMs) to derender slide images as compact and editable Scalable Vector Graphic (SVG) representations. SliDer detects and extracts the attributes from individual image and text elements in a raster input and organizes them into a coherent SVG format. Crucially, the model iteratively refines its predictions during inference in a process analogous to human design, generating SVG code that more faithfully reconstructs the original raster upon rendering. Furthermore, we introduce Slide2SVG, a novel dataset comprising raster-SVG pairs of slide documents curated from real-world scientific presentations, to facilitate future research in this domain. Our results demonstrate that SliDer achieves a reconstruction LPIPS of 0.069, and is favored by human evaluators in 82.9% of cases compared to the strongest zero-shot VLM baseline.

Zheng Gu, Min Lu, Zhida Sun, Dani Lischinski, Daniel Cohen-Or, Hui Huang

Disentangling visual layers in real-world images is a persistent challenge in vision and graphics, as such layers often involve non-linear and globally coupled interactions, including shading, reflection, and perspective distortion. In this work, we present an in-context image decomposition framework that leverages large diffusion foundation models for layered separation. We focus on the challenging case of logo-object decomposition, where the goal is to disentangle a logo from the surface on which it appears while faithfully preserving both layers. Our method fine-tunes a pretrained diffusion model via lightweight LoRA adaptation and introduces a cycle-consistent tuning strategy that jointly trains decomposition and composition models, enforcing reconstruction consistency between decomposed and recomposed images. This bidirectional supervision substantially enhances robustness in cases where the layers exhibit complex interactions. Furthermore, we introduce a progressive self-improving process, which iteratively augments the training set with high-quality model-generated examples to refine performance. Extensive experiments demonstrate that our approach achieves accurate and coherent decompositions and also generalizes effectively across other decomposition types, suggesting its potential as a unified framework for layered image decomposition.

Hong Li, Chongjie Ye, Houyuan Chen, Weiqing Xiao, Ziyang Yan, Lixing Xiao, Zhaoxi Chen, Jianfeng Xiang, Shaocong Xu, Xuhui Liu 等

Neural asset authoring and neural rendering have traditionally evolved as disjoint paradigms: one generates digital assets for fixed graphics pipelines, while the other maps conventional assets to images. However, treating them as independent entities limits the potential for end-to-end optimization in fidelity and consistency. In this paper, we bridge this gap with NeAR, a Coupled Neural Asset--Renderer Stack. We argue that co-designing the asset representation and the renderer creates a robust "contract" for superior generation. On the asset side, we introduce the Lighting-Homogenized SLAT (LH-SLAT). Leveraging a rectified-flow model, NeAR lifts casually lit single images into a canonical, illumination-invariant latent space, effectively suppressing baked-in shadows and highlights. On the renderer side, we design a lighting-aware neural decoder tailored to interpret these homogenized latents. Conditioned on HDR environment maps and camera views, it synthesizes relightable 3D Gaussian splats in real-time without per-object optimization. We validate NeAR on four tasks: (1) G-buffer-based forward rendering, (2) random-lit reconstruction, (3) unknown-lit relighting, and (4) novel-view relighting. Extensive experiments demonstrate that our coupled stack outperforms state-of-the-art baselines in both quantitative metrics and perceptual quality. We hope this coupled asset-renderer perspective inspires future graphics stacks that view neural assets and renderers as co-designed components instead of independent entities.

Kenji Tojo, Bernd Bickel, Nobuyuki Umetani

Radiance field reconstruction aims to recover high-quality 3D representations from multi-view RGB images. Recent advances, such as 3D Gaussian splatting, enable real-time rendering with high visual fidelity on sufficiently powerful graphics hardware. However, efficient online transmission and rendering across diverse platforms requires drastic model simplification, reducing the number of primitives by several orders of magnitude. We introduce DiffSoup, a radiance field representation that employs a soup (i.e., a highly unstructured set) of a small number of triangles with neural textures and binary opacity. We show that this binary opacity representation is directly differentiable via stochastic opacity masking, enabling stable training without a mollifier (i.e., smooth rasterization). DiffSoup can be rasterized using standard depth testing, enabling seamless integration into traditional graphics pipelines and interactive rendering on consumer-grade laptops and mobile devices.

Jiaju Ma, R. Kenny Jones, Jiajun Wu, Maneesh Agrawala

Self-consistency has proven to be an effective technique for improving LLM performance on natural language reasoning tasks in a lightweight, unsupervised manner. In this work, we study how to adapt self-consistency to visual domains. Specifically, we consider the generation and verification of LLM-produced motion graphics trajectories. Given a prompt (e.g., "Move the circle in a spiral path"), we first sample diverse motion trajectories from an LLM, and then identify groups of consistent trajectories via clustering. Our key insight is to model the family of shapes associated with a prompt as a prototype trajectory paired with a group of geometric transformations (e.g., rigid, similarity, and affine). Two trajectories can then be considered consistent if one can be transformed into the other under the warps allowable by the transformation group. We propose an algorithm that automatically recovers a shape family, using hierarchical relationships between a set of candidate transformation groups. Our approach improves the accuracy of LLM-based trajectory generation by 4-6%. We further extend our method to support verification, observing 11% precision gains over VLM baselines. Our code and dataset are available at https://majiaju.io/trajectory-self-consistency

Minzhang Li, Kuixiang Shao, Xuebing Li, Yuyang Jiao, Yinuo Bai, Hengan Zhou, Sixian Shen, Jiayuan Gu, Jingyi Yu

Automated 3D scene generation is pivotal for applications spanning virtual reality, digital content creation, and Embodied AI. While computer graphics prioritizes aesthetic layouts, vision and robotics demand scenes that mirror real-world complexity which current data-driven methods struggle to achieve due to limited unstructured training data and insufficient spatial and physical modeling. We propose SPREAD, a diffusion-based framework that jointly learns spatial and physical relationships through a graph transformer, explicitly conditioning on posed scene point clouds for geometric awareness. Moreover, our model integrates differentiable guidance for collision avoidance, relational constraint, and gravity, ensuring physically coherent scenes without sacrificing relational context. Our experiments on 3D-FRONT and ProcTHOR datasets demonstrate state-of-the-art performance in spatial-relational reasoning and physical metrics. Moreover, our method significantly outperforms baselines in scene consistency and stability during pre- and post-physics simulation, proving its capability to generate simulation-ready environments for embodied AI agents.

Itai Lang, Dongwei Lyu, Dale Decatur, Rana Hanocka

Finding correspondences is a fundamental and extensively researched problem in computer vision and graphics. In this work, we examine the underexplored task of estimating segmentation-to-segmentation correspondence between images in the wild and untextured 3D shapes. This task is highly challenging due to substantial differences in appearance, geometry, and viewpoint. Our approach bridges the cross-modality gap by linking pixels in the image segment to vertices in the corresponding semantic part of the 3D shape. To achieve this, we first distill deep visual features from a 2D vision model onto the 3D shape surface, allowing for the computation of feature similarity between image pixels and shape vertices. Then, we identify Best Segmentation Buddies, vertices whose most similar image pixel lies within the image segmentation region, enabling the reliable discovery of vertices in semantically corresponding shape parts. Finally, we leverage distilled 3D features from the 2D image segmentation model to segment the shape directly in 3D, bootstrapping the correspondence process. We demonstrate the generality and robustness of our approach across a wide range of image-shape pairs, showcasing accurate and semantically meaningful correspondences. Our project page is at https://threedle.github.io/bsb/.

Qinfeng Xiao, Guofeng Mei, Bo Yang, Liying Zhang, Jian Zhang, Kit-lun Yick

Establishing dense correspondences between shapes is a crucial task in computer vision and graphics, while prior approaches depend on near-isometric assumptions and homogeneous subject types (i.e., only operate for human shapes). However, building semantic correspondences for cross-category objects remains challenging and has received relatively little attention. To achieve this, we propose UniMatch, a semantic-aware, coarse-to-fine framework for constructing dense semantic correspondences between strongly non-isometric shapes without restricting object categories. The key insight is to lift "coarse" semantic cues into "fine" correspondence, which is achieved through two stages. In the "coarse" stage, we perform class-agnostic 3D segmentation to obtain non-overlapping semantic parts and prompt multimodal large language models (MLLMs) to identify part names. Then, we employ pretrained vision language models (VLMs) to extract text embeddings, enabling the construction of matched semantic parts. In the "fine" stage, we leverage these coarse correspondences to guide the learning of dense correspondences through a dedicated rank-based contrastive scheme. Thanks to class-agnostic segmentation, language guiding, and rank-based contrastive learning, our method is versatile for universal object categories and requires no predefined part proposals, enabling universal matching for inter-class and non-isometric shapes. Extensive experiments demonstrate UniMatch consistently outperforms competing methods in various challenging scenarios.

Junsheng Zhou, Zhifan Yang, Liang Han, Wenyuan Zhang, Kanle Shi, Shenkun Xu, Yu-Shen Liu

This paper tackles the challenge of recovering 4D dynamic scenes from videos captured by as few as four portable cameras. Learning to model scene dynamics for temporally consistent novel-view rendering is a foundational task in computer graphics, where previous works often require dense multi-view captures using camera arrays of dozens or even hundreds of views. We propose 4C4D, a novel framework that enables high-fidelity 4D Gaussian Splatting from video captures of extremely sparse cameras. Our key insight lies that the geometric learning under sparse settings is substantially more difficult than modeling appearance. Driven by this observation, we introduce a Neural Decaying Function on Gaussian opacities for enhancing the geometric modeling capability of 4D Gaussians. This design mitigates the inherent imbalance between geometry and appearance modeling in 4DGS by encouraging the 4DGS gradients to focus more on geometric learning. Extensive experiments across sparse-view datasets with varying camera overlaps show that 4C4D achieves superior performance over prior art.

Sarthak Mehrotra, Sairam VC Rebbapragada, Mani Bonthu, Vineeth N. Balasubramanian

Multimodal Large Language Models (MLLMs) show strong potential for interpreting and interacting with complex, pixel-rich Graphical User Interface (GUI) environments. However, building agents that are both efficient for high-level tasks and precise for fine-grained interactions remains challenging. GUI agents must perform routine actions efficiently while also handling tasks that demand exact visual grounding, yet existing approaches struggle when accuracy depends on identifying specific interface elements. These MLLMs also remain large and cannot adapt their reasoning depth to the task at hand. In this work, we introduce iSHIFT: Implicit Slow-fast Hybrid Inference with Flexible Tokens, a lightweight agent that integrates latent thinking (implicit chain-of-thought) with a perception control module. iSHIFT enables an MLLM to switch between a slow mode, which leverages detailed visual grounding for high precision and a fast mode that uses global cues for efficiency. Special perception tokens guide attention to relevant screen regions, allowing the model to decide both how to reason and where to focus. Despite its compact 2.5B size, iSHIFT matches state-of-the-art performance on multiple benchmark datasets.

Jooyeol Yun, Jaegul Choo

Scalable Vector Graphics (SVG) are central to modern web design, and the demand to animate them continues to grow as web environments become increasingly dynamic.Yet automating the animation of vector graphics remains challenging for vision-language models (VLMs) despite recent progress in code generation and motion planning.VLMs routinely mis-handle SVGs, since visually coherent parts are often fragmented into low-level shapes that offer little guidance of which elements should move together. In this paper, we introduce a framework that recovers the semantic structure required for reliable SVG animation and reveals the missing layer that current VLM systems overlook. This is achieved through a statistical aggregation of multiple weak part predictions, allowing the system to stably infer semantics from noisy predictions.By reorganizing SVGs into semantic groups, our approach enables VLMs to produce animations with far greater coherence. Our experiments demonstrate substantial gains over existing approaches, suggesting that semantic recovery is the key step that unlocks robust SVG animation and supports more interpretable interactions between VLMs and vector graphics.