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740篇论文匹配“Graphical Models”
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Rui Shao, Ruize Gao, Bin Xie, Yixing Li, Kaiwen Zhou, Shuai Wang, Weili Guan, Gongwei Chen

Graphical user interface (GUI) agents powered by large vision-language models (VLMs) have shown remarkable potential in automating digital tasks, highlighting the need for high-quality trajectory data to support effective agent training. Yet existing trajectory synthesis pipelines often yield agents that fail to generalize beyond simple interactions. We identify this limitation as stemming from the neglect of semantic-ambiguous actions--interactions whose meanings are context-dependent, sequentially dependent, or visually ambiguous. Such actions are crucial for real-world robustness but are under-represented and poorly processed in current datasets, leading to semantic misalignment between task instructions and execution. To address these issues, we propose HATS, a Hardness-Aware Trajectory Synthesis framework designed to mitigate the impact of semantic ambiguity. We define hardness as the degree of semantic ambiguity associated with an action and develop two complementary modules: (1) a hardness-driven exploration that guides data collection toward ambiguous yet informative interactions, and (2) an alignment-guided refinement that iteratively validates and repairs instruction-execution consistency. The two modules operate in a closed-loop manner--exploration supplies refinement with challenging trajectories, while refinement feedback updates the hardness signal to guide future exploration. Extensive experiments show that agents trained with HATS consistently outperform state-of-the-art baselines across benchmark GUI environments.

Wanhee Lee, Klemen Kotar, Rahul Mysore Venkatesh, Jared Watrous, Daniel LK Yamins

Predicting how a scene will evolve after a desired 3D transformation from images is a central goal in vision, graphics, and robotics. Yet unlike ideal simulators with full access to 3D geometry and dynamics, real world systems must rely on perceptual inputs and local actions that are inherently partial and incomplete. In this work, we present P3Sim, a physical world modeling system that simulates future scene states under both partial observations and incomplete 3D transformation signals. P3Sim is composed of three interacting components: a learned physical world model, a geometric conditioning module, and a persistent scene memory. The world model interprets perception as probabilistic inference over multimodal scene variables, providing predictions of the distributions of any scene variable conditioned on any combination of others. The geometric conditioning module provides a partial 3D transform signal for conditioning the world model at inference time. The persistent scene memory integrates predictions over time, enabling online updates and consistency under uncertainty. By combining learned inference with explicit geometric structure, P3Sim balances data-driven flexibility with built-in inductive bias. This design yields a flexible perceptual simulator that generalizes across diverse 3D transformation tasks, such as novel view synthesis, object manipulation, and dynamic scene prediction, advancing toward general purpose 3D scene understanding and transformation.

Amr Sharafeldin, Aryan Mikaeili, Thomas Walker, Shrisudhan Govindarajan, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi

Modern scene reconstruction methods, such as 3D Gaussian Splatting, deliver photo-realistic novel view synthesis at real-time speeds, yet their adoption in interactive graphics applications has been limited. A major bottleneck is the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While previous research has attempted to impose semantic decomposition on these models, significant challenges remain regarding segmentation quality and consistency. To address this, we introduce Semantic Foam, extending the recently proposed Radiant Foam representations to semantic decomposition tasks.Our approach integrates the natural spatial volumetric decomposition of Radiant Foam's Voronoi mesh with an explicit semantic feature field parameterized at the cell level. This explicit structure enables direct spatial regularization, which prevents artifacts caused by occlusion or inconsistent supervision across views - common pitfalls for other point-based representations. Experimental results show that our method achieves superior object-level segmentation performance compared to state-of-the-art methods like Gaussian Grouping and SAGA.

Xincheng Shuai, Song Tang, Yutong Huang, Henghui Ding, Dacheng Tao

Graphic design is a creative and innovative process that plays a crucial role in applications such as e-commerce and advertising. However, developing an automated design system that can faithfully translate user intentions into editable design files remains an open challenge. Although recent studies have leveraged powerful text-to-image models and MLLMs to assist graphic design, they typically simplify professional workflows, resulting in limited flexibility and intuitiveness. To address these limitations, we propose ***PSDesigner***, an automated graphic design system that emulates the creative workflow of human designers. Building upon multiple specialized components, ***PSDesigner*** collects theme-related assets based on user instructions, and autonomously infers and executes tool calls to manipulate design files, such as integrating new assets or refining inferior elements. To endow the system with strong tool-use capabilities, we construct a design dataset, ***CreativePSD***, which contains a large amount of high-quality PSD design files annotated with operation traces across a wide range of design scenarios and artistic styles, enabling models to learn expert design procedures. Extensive experiments demonstrate that ***PSDesigner*** outperforms existing methods across diverse graphic design tasks, empowering non-specialists to conveniently create production-quality designs.

Jiaxing Yu, Dongyang Ren, Hangyu Xu, Zhouyuxiao Yang, Yuanqi Li, Jie Guo, Zhengkang Zhou, Yanwen Guo

The boundary representation (B-Rep) models a 3D solid as its explicit boundaries: trimmed corners, edges, and faces. Recovering B-Rep representation from unstructured data is a challenging and valuable task of computer vision and graphics. Recent advances in deep learning have greatly improved the recovery of 3D shape geometry, but still depend on dense and clean point clouds and struggle to generalize to novel shapes. We propose B-Rep Gaussian Splatting (BrepGaussian), a novel framework that learns 3D parametric representations from 2D images. We employ a Gaussian Splatting renderer with learnable features, followed by a specific fitting strategy. To disentangle geometry reconstruction and feature learning, we introduce a two-stage learning framework that first captures geometry and edges and then refines patch features to achieve clean geometry and coherent instance representations. Extensive experiments demonstrate the superior performance of our approach to state-of-the-art methods.

Di Luo, Shuhui Yang, Mingxin Yang, Jiawei Lu, Yixuan Tang, Xintong Han, Zhuo Chen, Beibei Wang, Chunchao Guo

Physically-based rendering (PBR) materials are fundamental to photorealistic graphics, yet their creation remains labor-intensive and requires specialized expertise. While generative models have advanced material synthesis, existing methods lack a unified representation bridging natural image appearance and PBR properties, leading to fragmented task-specific pipelines and inability to leverage large-scale RGB image data. We present MatPedia, a foundation model built upon a novel joint RGB-PBR representation that compactly encodes materials into two interdependent latents: one for RGB appearance and one for the four PBR maps encoding complementary physical properties. By formulating them as a 5-channel sequence and employing video diffusion architectures, MatPedia naturally captures their correlations while transferring visual priors from RGB generation models. This joint representation enables a unified framework handling multiple material tasks--text-to-material generation, image-to-material generation, and intrinsic decomposition--within a single architecture. Trained on MatHybrid-410K, a mixed corpus combining PBR datasets with large-scale RGB images, MatPedia achieves native 1024x1024 synthesis that substantially surpasses existing approaches in both quality and diversity.

Giuseppe Vecchio

We introduce StableMaterials, a novel approach for generating photorealistic physically-based rendering (PBR) materials that integrate semi-supervised learning with Latent Diffusion Models (LDMs). Our method employs adversarial training to distill knowledge from existing large-scale image generation models, minimizing the reliance on annotated data and enhancing the diversity in generation. This distillation approach aligns the distribution of the generated materials with that of image textures from an SDXL model, enabling the generation of novel materials that are not present in the initial training dataset. Furthermore, we employ a diffusion-based refiner model to improve the visual quality of the samples and achieve high-resolution generation. Finally, we distill a latent consistency model for fast generation in just four steps and propose a new tileability technique that removes visual artifacts typically associated with fewer diffusion steps. We detail the architecture and training process of StableMaterials, the integration of semi-supervised training within existing LDM frameworks. Comparative evaluations with state-of-the-art methods show the effectiveness of StableMaterials, highlighting its potential applications in computer graphics and beyond. StableMaterials is publicly available at https://gvecchio.com/stablematerials.

Mijeong Kim, Jungtaek Kim, Bohyung Han

We present GP-4DGS, a novel framework that integrates Gaussian Processes (GPs) into 4D Gaussian Splatting (4DGS) for principled probabilistic modeling of dynamic scenes. While existing 4DGS methods focus on deterministic reconstruction, they are inherently limited in capturing motion ambiguity and lack mechanisms to assess prediction reliability. By leveraging the kernel-based probabilistic nature of GPs, our approach introduces three key capabilities: (i) uncertainty quantification for motion predictions, (ii) motion estimation for unobserved or sparsely sampled regions, and (iii) temporal extrapolation beyond observed training frames. To scale GPs to the large number of Gaussian primitives in 4DGS, we design spatio-temporal kernels that capture the correlation structure of deformation fields and adopt variational Gaussian Processes with inducing points for tractable inference. Our experiments show that GP-4DGS enhances reconstruction quality while providing reliable uncertainty estimates that effectively identify regions of high motion ambiguity. By addressing these challenges, our work takes a meaningful step toward bridging probabilistic modeling and neural graphics.

Shrinidhi Kumbhar, Haofu Liao, Srikar Appalaraju, Kunwar Yashraj Singh

Autoregressive (AR) vision-language models (VLMs) have long dominated multimodal understanding, reasoning, and graphical user interface (GUI) grounding. Recently, discrete diffusion vision-language models (DVLMs) have shown strong performance in multimodal reasoning, offering bidirectional attention, parallel token generation, and iterative refinement. However, their potential for GUI grounding remains unexplored. In this work, we evaluate whether discrete DVLMs can serve as a viable alternative to AR models for GUI grounding. We adapt LLaDA-V for single-turn action and bounding-box prediction, framing the task as text generation from multimodal input. To better capture the hierarchical structure of bounding-box geometry, we propose a hybrid masking schedule that combines linear and deterministic masking, improving grounding accuracy by up to 6.1 points in Step Success Rate (SSR) over the GUI-adapted LLaDA-V trained with linear masking. Evaluations on four datasets spanning web, desktop, and mobile interfaces show that the adapted diffusion model with hybrid masking consistently outperforms the linear-masked variant and performs competitively with autoregressive counterparts despite limited pretraining. Systematic ablations reveal that increasing diffusion steps, generation length, and block length improves accuracy but also increases latency, with accuracy plateauing beyond a certain number of diffusion steps. Expanding the training data with diverse GUI domains further reduces latency by about 1.3 seconds and improves grounding accuracy by an average of 20 points across benchmarks. These results demonstrate that discrete DVLMs are a promising modeling framework for GUI grounding and represent an important step toward diffusion-based GUI agents.

Wonjoon Jin, Jiyun Won, Janghyeok Han, Qi Dai, Chong Luo, Seung-Hwan Baek, Sunghyun Cho

Despite recent progress, video diffusion models still struggle to synthesize realistic videos involving highly dynamic motions or requiring fine-grained motion controllability. A central limitation lies in the scarcity of such examples in commonly used training datasets. To address this, we introduce DynaVid, a video synthesis framework that leverages synthetic motion data in training, which is represented as optical flow and rendered using computer graphics pipelines. This approach offers two key advantages. First, synthetic motion offers diverse motion patterns and precise control signals that are difficult to obtain from real data. Second, unlike rendered videos with artificial appearances, rendered optical flow encodes only motion and is decoupled from appearance, thereby preventing models from reproducing the unnatural look of synthetic videos. Building on this idea, DynaVid adopts a two-stage generation framework: a motion generator first synthesizes motion, and then a motion-guided video generator produces video frames conditioned on that motion. This decoupled formulation enables the model to learn dynamic motion patterns from synthetic data while preserving visual realism from real-world videos. We validate our framework on two challenging scenarios, vigorous human motion generation and extreme camera motion control, where existing datasets are particularly limited. Extensive experiments demonstrate that DynaVid improves the realism and controllability in dynamic motion generation and camera motion control.

Zihe Yan, Zhuosheng Zhang, Jiaping Gui, Gongshen Liu

Graphical user interface (GUI) agents built on multimodal large language models (MLLMs) have recently demonstrated strong decision-making abilities in screen-based interaction tasks. However, they remain highly vulnerable to pop-up-based environmental injection attacks, where malicious visual elements divert model attention and lead to unsafe or incorrect actions. Existing defense methods either require costly retraining or perform poorly under inductive interference. In this work, we systematically study how such attacks alter the attention behavior of GUI agents and uncover a layer-wise attention divergence pattern between correct and incorrect outputs. Based on this insight, we propose LaSM, a Layer-wise Scaling Mechanism that selectively amplifies attention and MLP modules in critical layers. LaSM improves the alignment between model saliency and task-relevant regions without additional training. Extensive experiments across multiple datasets demonstrate that our method significantly improves the defense success rate and exhibits strong robustness, while having negligible impact on the model's general capabilities. Our findings reveal that attention misalignment is a core vulnerability in MLLM agents and can be effectively addressed through selective layer-wise modulation.

Zhuangzi Li, Jian Jin, Shilv Cai, Weisi Lin

Immersive Computer Graphics (CGs) rendering has become ubiquitous in modern daily life. However, comprehensively evaluating CG quality remains challenging for two reasons: (1) existing CG datasets lack systematic descriptions of rendering quality; and (2) existing CG quality assessment methods cannot provide reasonable text-based explanations. To address these issues, we first identify six key perceptual dimensions of CG quality from the user perspective and construct a dataset of 3.5\mathrm K CG images with corresponding quality descriptions. Each description covers CG style, content, and perceived quality along the selected dimensions. Furthermore, we use a subset of the dataset to build several question-answer benchmarks based on the descriptions in order to evaluate the responses of existing Vision Language Models (VLMs). We find that current VLMs are not sufficiently accurate in judging fine-grained CG quality, but that descriptions of visually similar images can significantly improve a VLM's understanding of a given CG image. Motivated by this observation, we adopt retrieval-augmented generation and propose a two-stream retrieval framework that effectively enhances the CG quality assessment capabilities of VLMs. Experiments on several representative VLMs demonstrate that our method substantially improves their performance on CG quality assessment. The public dataset and code are at: https://github.com/lizhuangzi/R4-CGQA

Zichen Liu, Yue Yu, Hao Ouyang, Qiuyu Wang, Shuailei Ma, Ka Leong Cheng, Wen Wang, Qingyan Bai, Yuxuan Zhang, Yanhong Zeng 等

We propose MagicQuill V2, a novel framework that introduces a layered composition paradigm to generative image editing, bridging the gap between the semantic power of modern diffusion models and the granular control of traditional graphics software. While state-of-the-art diffusion transformers excel at holistic generation, their use of singular, monolithic prompts fails to disentangle distinct user intentions for content, position, and style. To overcome this limitation, our method deconstructs creative intent into a stack of independently controllable visual cues: a content layer for what to create, a spatial layer for where to place it, a structural layer for how it is shaped, and a color layer for its palette. Our technical contributions include a specialized data generation pipeline for context-aware content integration, a unified control module to process all visual cues, and a fine-tuned spatial branch for precise local editing, including object removal. Extensive experiments validate that this layered approach effectively resolves the user intention gap, granting creators direct, intuitive, and powerful control over the generative process.

Hengrui Kang, Zhuangcheng Gu, Zhiyuan Zhao, Zichen Wen, Bin Wang, Weijia Li, Conghui He

Document AI has advanced rapidly and is attracting increasing attention. Yet, while most efforts have focused on document layout analysis (DLA), its generative counterpart, layout generation, remains underexplored. Distinct from traditional graphic layout design and room layout planning, document layout generation typically involves a larger number of elements per page and exhibits greater structural diversity and complexity. Currently, a major obstacle lies in the scarcity of diverse document layouts: academic papers with Manhattan-style structures dominate existing studies, while open-world genres such as newspapers and magazines remain severely underrepresented. To address this gap, we curate OmniDocLayout-1M, the first million-scale dataset of diverse document layouts, covering six common document types and comprising contemporary layouts collected from multiple sources. Moreover, since existing methods struggle in complex domains and often fail to arrange long sequences coherently, we introduce OmniDocLayout-LLM, a 0.5B model with designed two-stage Coarse-to-Fine learning paradigm: 1) learning universal layout principles from our dataset with coarse category definitions, and 2) transferring the knowledge to a specific domain with few fine-grained annotated samples. Extensive experiments demonstrate that our approach achieves strong performance on multiple domains in M^6Doc dataset, substantially surpassing both existing layout generation experts and several latest general-purpose LLMs. More information can be found at https://github.com/opendatalab/OmniDocLayout.

Yuntao Du, Yiming Wang, Renshuo Yuan, Jincheng Yue, Yijing Chen, Yue Fan, Bo Zhang, Qian Li, Lizhen Cui

Understanding and reasoning over structured knowledge is a fundamental capability for intelligent systems. While Large Language Models (LLMs) have leveraged textual knowledge graphs for relational reasoning, linearizing graph structures into text often leads to token inefficiency and loss of higher-order relational cues. Inspired by the advances of Large Multimodal Model to capture higher-order relational structures explicitly novel paradigm of visualized knowledge representation, where knowledge graphs are transformed into graphical visualizations that LMMs can directly perceive and reason over. To systematically evaluate this capability, we introduce VKG-QA, a benchmark for Visual Knowledge Graph-based Question Answering, covering three major categories and fourteen subtasks. VKG-QA is constructed via a semi-automatic pipeline ensuring high-quality, semantically aligned, and visually clear data. We evaluate 19 representative LMMs on VKG-QA and perform extensive quantitative and qualitative analyses. Results reveal that current models struggle with visualized relational understanding, graph-specific comprehension remains challenging, and closed-source models significantly outperform open-source counterparts. VKG-QA thus highlights critical limitations in current LMMs and provides a scalable platform for advancing graph-aware visual reasoning.

Junrong Guo, Shancheng Fang, Yadong Qu, Hongtao Xie

Recent advances in Multimodal Large Language Models (MLLMs) have enabled automated generation of structured layouts from natural language descriptions. Existing methods typically follow a code-only paradigm that generates code to represent layouts, which are then rendered by graphic engines to produce final images. However, they are blind to the rendered visual outcome, making it difficult to guarantee readability and aesthetics. In this paper, we identify visual feedback as a critical factor in layout generation and propose Visual Feedback Layout Model (VFLM), a self-improving framework that leverages visual feedback iterative refinement. VFLM is capable of performing adaptive reflective generation, which leverages visual information to reflect on previous issues and iteratively generates outputs until satisfactory quality is achieved. It is achieved through reinforcement learning with a visually grounded reward model that incorporates OCR accuracy. By rewarding only the final generated outcome, we can effectively stimulate the model's iterative and reflective generative capabilities. Experiments across multiple benchmarks show that VFLM consistently outperforms advanced MLLMs, existing layout models, and code-only baselines, establishing visual feedback as critical for design-oriented MLLMs. Our code and data are available at https://github.com/FolSpark/VFLM.

Hankyeol Lee, Wooyeol Baek, Seongdo Kim, Jongyoo Kim

Recent generative models have shown strong performance in generating diverse 3D assets from 2D images, a fundamental research topic in computer vision and graphics. However, these models still struggle to generate voluminous 3D assets when the input is a flat image that provides limited 3D cues. We introduce REVIVE 3D, a two-stage, plugand-play pipeline for generating voluminous 3D assets from flat images. In Stage 1, we construct an Inflated Prior by inflating the foreground silhouette to recover global volume and superimposing part-aware details to capture local structure. In Stage 2, 3D Latent Refinement injects Gaussian noise into the Inflated Prior's latent and then denoises it, using the prior's geometric cues to leverage the backbone's pretrained 3D knowledge. Furthermore, our framework supports image-conditioned 3D editing. To quantify volume and surface flatness, we propose Compactness and Normal Anisotropy. We validate Compactness and Normal Anisotropy through a user study, showing that these metrics align with human perception of volume and quality. We show that REVIVE 3D achieves state-of-the-art performance on a challenging flat image dataset, based on extensive qualitative and quantitative evaluations.

Kaede Shiohara, Toshihiko Yamasaki

Automatic residential floorplan generation has long been a central challenge bridging architecture and computer graphics, aiming to make spatial design more efficient and accessible. While early methods based on constraint satisfaction or combinatorial optimization ensure feasibility, they lack diversity and flexibility. Recent generative models achieve promising results but struggle to generalize across heterogeneous conditional tasks, such as generation from site boundaries, room adjacency graphs, or partial layouts, due to their suboptimal representations. To address this gap, we introduce Floorplan Markup Language (FML), a general representation that encodes floorplan information within a single structured grammar, which casts the entire floorplan generation problem into a next token prediction task. Leveraging FML, we develop a transformer-based generative model, Floorplan Markup Language Model (FMLM), capable of producing high-fidelity and functional floorplans under diverse conditions. Comprehensive experiments on the RPLAN dataset demonstrate that FMLM, despite being a single model, surpasses the previous task-specific state-of-the-art methods.

Saelyne Yang, Jaesang Yu, Yi-Hao Peng, Kevin Qinghong Lin, Jae Won Cho, Yale Song, Juho Kim

Graphical User Interface (GUI) agents have the potential to assist users in interacting with complex software (e.g., PowerPoint, Photoshop). While prior research has primarily focused on automating user actions through clicks and keystrokes, this paradigm overlooks human intention, where users value the ability to explore, iterate, and refine their ideas while maintaining agency. To move beyond automation and toward collaboration, GUI agents must understand what users are doing and why. We introduce GUIDE (GUI User Intent Detection Evaluation), a benchmark that evaluates AI models on their ability to perceive user behavior, infer intent, and provide assistance in open-ended GUI tasks. GUIDE consists of 67.5 hours of screen recordings from 120 novice user demonstrations with think-aloud narrations, across 10 software. GUIDE defines three tasks--(i) Behavior State Detection, (ii) Intent Prediction, and (iii) Help Prediction that test a model's ability to recognize behavior state, reason about goals, and decide when and how to help. Evaluations across eight state-of-the-art multimodal models reveal that all models struggled, achieving only 44.6% and 55.0% accuracy on behavior state and help prediction. However, providing user context significantly improved the performance, raising help prediction by up to 50.2pp, highlighting the critical role of structured user understanding in effective assistance. Our dataset is available at https://guide-bench.github.io.

Xurui Zhou, Gongwei Chen, Yuquan Xie, Zaijing Li, Kaiwen Zhou, Shuai Wang, Shuo Yang, Zhuotao Tian, Rui Shao

Graphical User Interface (GUI) agents require effective utilization of historical context to perform sequential navigation tasks. While incorporating past actions and observations can significantly improve decision-making, naively using full history leads to excessive computational overhead and potential distraction from irrelevant information. In this work, we introduce ****HiconAgent****, a GUI agent trained with ****History Context-aware Policy Optimization (HCPO)**** for effective and efficient utilization of historical information. HCPO explicitly optimizes history usage in both sampling and policy updates by integrating two complementary components: ****(1) Dynamic Context Sampling (DCS)**** presents the agent with variable-length histories during sampling, enabling adaptive use of the most relevant historical context to improve sequential decision quality; ****(2) Anchor-guided History Compression (AHC)**** refines the policy update phase via a dual-branch optimization strategy, where the compressed branch drops history observations while keeping history actions as information flow anchors. The compressed and uncompressed branches are coupled through a history-enhanced alignment loss to enforce consistent history usage, achieving efficiency with minimal performance degradation. Extensive experiments on mainstream GUI navigation benchmarks demonstrate the strong performance of our model. Despite its smaller size, HiconAgent-3B outperforms GUI-R1-7B by ****+8.46****% grounding and ****+11.32****% step successful rate on GUI-Odyssey, while achieving comparable results on AndroidControl and AITW, with up to ****2.47x computational speedup**** and ****60% FLOPs reduction****.