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3,314篇论文匹配“Physical Models”
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Bosheng Li, Nikolas Alexander Schwarz, Wojtek Palubicki, Sören Pirk, Dominik L. Michels, Bedrich Benes

We propose a novel approach for the computational modeling of lignified tissues, such as those found in tree branches and timber. We leverage a state-of-the-art strand-based representation for tree form, which we extend to describe biophysical processes at short and long time scales. Simulations at short time scales enable us to model different breaking patterns due to branch bending, twisting, and breaking. On long timescales, our method enables the simulation of realistic branch shapes under the influence of plausible biophysical processes, such as the development of compression and tension wood. We specifically focus on computationally fast simulations of woody material, enabling the interactive exploration of branches and wood breaking. By leveraging Cosserat rod physics, our method enables the generation of a wide variety of breaking patterns. We showcase the capabilities of our method by performing and visualizing numerous experiments.

Michael Birsak, John Femiani 0001, Biao Zhang 0005, Peter Wonka

Assigning realistic materials to 3D models remains a significant challenge in computer graphics. We propose MatCLIP, a novel method that extracts shape- and lighting-insensitive descriptors of Physically Based Rendering (PBR) materials to assign plausible textures to 3D objects based on images, such as the output of Latent Diffusion Models (LDMs) or photographs. Matching PBR materials to static images is challenging because the PBR representation captures the dynamic appearance of materials under varying viewing angles, shapes, and lighting conditions. By extending an Alpha-CLIP-based model on material renderings across diverse shapes and lighting, and encoding multiple viewing conditions for PBR materials, our approach generates descriptors that bridge the domains of PBR representations with photographs or renderings, including LDM outputs. This enables consistent material assignments without requiring explicit knowledge of material relationships between different parts of an object. MatCLIP achieves a top-1 classification accuracy of 76.6%, outperforming state-of-the-art methods such as PhotoShape and MatAtlas by over 15 percentage points on publicly available datasets. Our method can be used to construct material assignments for 3D shape datasets such as ShapeNet, 3DCoMPaT++, and Objaverse. All code and data will be released at https://birsakm.github.io/matclip/.

Michael Xu, Yi Shi 0008, KangKang Yin, Xue Bin Peng

Humans excel in navigating diverse, complex environments with agile motor skills, exemplified by parkour practitioners performing dynamic maneuvers, such as climbing up walls and jumping across gaps. Reproducing these agile movements with simulated characters remains challenging, in part due to the scarcity of motion capture data for agile terrain traversal behaviors and the high cost of acquiring such data. In this work, we introduce PARC (Physics-based Augmentation with Reinforcement Learning for Character Controllers), a framework that leverages machine learning and physics-based simulation to iteratively augment motion datasets and expand the capabilities of terrain traversal controllers. PARC begins by training a motion generator on a small dataset consisting of core terrain traversal skills. The motion generator is then used to produce synthetic data for traversing new terrains. However, these generated motions often exhibit artifacts, such as incorrect contacts or discontinuities. To correct these artifacts, we train a physics-based tracking controller to imitate the motions in simulation. The corrected motions are then added to the dataset, which is used to continue training the motion generator in the next iteration. PARC’s iterative process jointly expands the capabilities of the motion generator and tracker, creating agile and versatile models for interacting with complex environments. PARC provides an effective approach to develop controllers for agile terrain traversal, which bridges the gap between the scarcity of motion data and the need for versatile character controllers.

Aviv Segall, Jing Ren 0004, Martin Schwarz, Olga Sorkine-Hornung

Gothic microarchitecture is a design phenomenon widely observed in late medieval European art, comprising sculptural works that emulate the forms and structural composition of monumental Gothic architecture. Despite its prevalence in preserved artifacts, the design and construction methods of Gothic microarchitecture used by artisans remain a mystery, as these processes were orally transmitted and rarely documented. The Basel goldsmith drawings (“Basler Goldschmiedrisse”), a collection of over 200 late 15th-century design drawings from the Upper Rhine region, provide a rare glimpse into the workshop practices of Gothic artisans. This collection consists of unpaired 2D drawings, including top-view and side-view projections of Gothic microarchitecture, featuring nested curve networks without annotations or explicitly articulated design principles. Understanding these 2D drawings and reconstructing the 3D objects they represent has long posed a significant challenge due to the lack of documentation and the complexity of the designs. In this work, we propose a framework of simple yet expressive geometric principles to model Gothic microarchitecture as 3D curve networks, using limited input such as historical 2D drawings. Our approach formalizes a historically informed design space, constrained to tools traditionally available to artisans–namely compass and straightedge–and enables faithful reproduction of Gothic microarchitecture that conforms to physical artifacts. Our framework is intuitive and efficient, allowing users to interactively create 3D Gothic microarchitecture with minimal effort. It bridges the gap between historical artistry and modern computational design, while also shedding light on a lost chapter of Gothic craftsmanship.

Tianyang Xue, Longdu Liu, Lin Lu 0001, Paul Henderson, Pengbin Tang, Haochen Li, Jikai Liu, Haisen Zhao, Hao Peng 0001, Bernd Bickel

The inverse design of microstructures plays a pivotal role in optimizing metamaterials with specific, targeted physical properties. While traditional forward design methods are constrained by their inability to explore the vast combinatorial design space, inverse design offers a compelling alternative by directly generating structures that fulfill predefined performance criteria. However, achieving precise control over both geometry and material properties remains a significant challenge due to their intricate interdependence. Existing approaches, which typically rely on voxel or parametric representations, often limit design flexibility and structural diversity. In this work, we present a novel generative model that integrates latent diffusion with Holoplane, an advanced hybrid neural representation that simultaneously encodes both geometric and physical properties. This combination ensures superior alignment between geometry and properties. Our approach generalizes across multiple microstructure classes, enabling the generation of diverse, tileable microstructures with significantly improved property accuracy and enhanced control over geometric validity, surpassing the performance of existing methods. We introduce a multi-class dataset encompassing a variety of geometric morphologies, including truss, shell, tube, and plate structures, to train and validate our model. Experimental results demonstrate the model’s ability to generate microstructures that meet target properties, maintain geometric validity, and integrate seamlessly into complex assemblies. Additionally, we explore the potential of our framework through the generation of new microstructures, cross-class interpolation, and the infilling of heterogeneous microstructures. Code and data for this paper are at https://github.com/TimHsue/MIND.

Zhaoyang Lv, Maurizio Monge, Ka Chen, Yufeng Zhu, Michael Goesele, Jakob J. Engel, Zhao Dong 0001, Richard A. Newcombe

In this paper, we investigate the challenges associated with using egocentric devices to photorealistic reconstruct the scene in high dynamic range. Existing methodologies typically assume using frame-rate 6DoF pose estimated from the device’s visual-inertial odometry system, which may neglect crucial details necessary for pixel-accurate reconstruction. This study presents two significant findings. Firstly, in contrast to mainstream work treating RGB camera as global shutter frame-rate camera, we emphasize the importance of employing visual-inertial bundle adjustment (VIBA) to calibrate the precise timestamps and movement of the rolling shutter RGB sensing camera in a high frequency trajectory format, which ensures an accurate calibration of the physical properties of the rolling-shutter camera. Secondly, we incorporate a physical image formation model based into Gaussian Splatting, which effectively addresses the sensor characteristics, including the rolling-shutter effect of RGB cameras and the dynamic ranges measured by sensors. Our proposed formulation is applicable to the widely-used variants of Gaussian Splats representation. We conduct a comprehensive evaluation of our pipeline using the open-source Project Aria device under diverse indoor and outdoor lighting conditions, and further validate it on a Meta Quest3 device. Across all experiments, we observe a consistent visual enhancement of +1 dB in PSNR by incorporating VIBA, with an additional +1 dB achieved through our proposed image formation model. Our complete implementation, evaluation datasets, and recording profile are available at https://www.projectaria.com/photoreal-reconstruction/

Yen-Chi Cheng, Krishna Kumar Singh, Jae Shin Yoon, Alexander G. Schwing, Liang-Yan Gui, Matheus Gadelha, Paul Guerrero 0001, Nanxuan Zhao

Despite significant advances in modeling image priors via diffusion models, 3D-aware image editing remains challenging, in part because the object is only specified via a single image. To tackle this challenge, we propose 3D-Fixup, a new framework for editing 2D images guided by learned 3D priors. The framework supports difficult editing situations such as object translation and 3D rotation. To achieve this, we leverage a training-based approach that harnesses the generative power of diffusion models. As video data naturally encodes real-world physical dynamics, we turn to video data for generating training data pairs, i.e., a source and a target frame. Rather than relying solely on a single trained model to infer transformations between source and target frames, we incorporate 3D guidance from an Image-to-3D model, which bridges this challenging task by explicitly projecting 2D information into 3D space. We design a data generation pipeline to ensure high-quality 3D guidance throughout training. Results show that by integrating these 3D priors, 3D-Fixup effectively supports complex, identity coherent 3D-aware edits, achieving high-quality results and advancing the application of diffusion models in realistic image manipulation. The code is provided at https://3dfixup.github.io/.

Sean Memery, Kevin Denamganaï, Jiaxin Zhang 0024, Zehai Tu, Yiwen Guo, Kartic Subr

We present an interactive and explainable automated coaching assistant called CueTip for a variant of pool/billiards. CueTip’s novelty lies in its combination of three features: a natural-language interface, an ability to perform contextual, physics-aware reasoning, and that its explanations are rooted in a set of predetermined guidelines developed by domain experts. We instrument a physics simulator so that it generates event traces in natural language alongside traditional state traces. Event traces lend themselves to interpretation by language models, which serve as the interface to our assistant. We design and train a neural adaptor that decouples tactical choices made by CueTip from its interactivity and explainability allowing it to be reconfigured to mimic any pool playing agent. Our experiments show that CueTip enables contextual query-based assistance and explanations while maintaining the strength of the agent in terms of win rate (improving it in some situations). The explanations generated by CueTip are physically-aware and grounded in the expert rules and are therefore more reliable.

Xiaochun Tong, Toshiya Hachisuka

The recent formulation of stylized rendering equation (SRE) models stylization by applying nonlinear functions to reflected radiance recursively at each bounce, allowing seamless blend between stylized and physically based light transport. A naive estimator has to branch at each stylized surface, resulting in exponential computation and storage cost. We propose a practical approach for rendering scenes with SRE at a tractable cost. We first propose nonlinear path filtering (NL-PF) that caches the radiance evaluations at intermediate bounces, reducing the exponential sampling cost of the branching estimator of SRE to polynomial. Despite the effectiveness of NL-PF, its high memory cost makes it less scalable. To further improve efficiency, we propose nonlinear radiance caching (NL-NRC) where we apply a compact neural network to store radiance fields. Our NL-NRC has the same linear time sampling cost as a non-branching path tracer and can solve SRE with a high number of bounces and recursive stylization. Our key insight is that, by allowing the network to learn outgoing radiance prior to applying any nonlinear function, the network converges to the correct solution, even when we only have access to biased gradients due to nonlinearity. Our NL-NRC enables rendering scenes with arbitrary, highly nonlinear stylization while achieving significant speedup over branching estimators.

Shaohua Mo, Chuankun Zheng, Zihao Lin 0007, Dianbing Xi, Qi Ye 0001, Rui Wang 0004, Hujun Bao, Yuchi Huo

In this paper, we present a novel neural global illumination approach that enables multi-frequency reflections in dynamic scenes. Our method utilizes object-centric, spatial feature grids as the core framework to model rendering effects implicitly. A lightweight scene query, based on single-bounce ray tracing, is then performed on these feature grids to extract principal and secondary features separately. The principal features can capture a wide range of relatively low-frequency global illumination effects, such as diffuse indirect lighting and reflections on rough surfaces. In contrast, the secondary features can provide sparse scene-specific reflection details, typically with much higher frequencies than the final observed radiance. Inspired by the physical processes of light propagation, we introduce a novel dual-band feature fusion module that seamlessly blends these two types of features, generating fused features capable of modeling multi-frequency rendering effects. Additionally, we propose a two-stage training strategy tailored to accommodate the distinct characteristics of each feature type, significantly enhancing the overall quality and reducing artifacts in the rendered results. Experimental results demonstrate that our method delivers high-quality, multi-frequency dynamic reflections, outperforming state-of-the-art baselines, including path tracing with screen-space neural denoising and other neural global illumination methods.

Chong Zeng 0001, Yue Dong 0001, Pieter Peers, Hongzhi Wu, Xin Tong 0001

We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.

Ren Li, Cong Cao, Corentin Dumery, Yingxuan You, Hao Li 0015, Pascal Fua

Reconstructing 3D clothed humans from images is fundamental to applications like virtual try-on, avatar creation, and mixed reality. While recent advances have enhanced human body recovery, accurate reconstruction of garment geometry—especially for loose-fitting clothing—remains an open challenge. We present a novel method for high-fidelity 3D garment reconstruction from single images that bridges 2D and 3D representations. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn rich garment shape priors in a 2D UV space. A key innovation is our mapping model that establishes correspondences between 2D image pixels, UV pattern coordinates, and 3D geometry, enabling joint optimization of both 3D garment meshes and the corresponding 2D patterns by aligning learned priors with image observations. Despite training exclusively on synthetically simulated cloth data, our method generalizes effectively to real-world images, outperforming existing approaches on both tight- and loose-fitting garments. The reconstructed garments maintain physical plausibility while capturing fine geometric details, enabling downstream applications including garment retargeting and texture manipulation.

Dewen Guo, Zhendong Wang 0001, Zegao Liu, Sheng Li 0008, Guoping Wang, Yin Yang 0002, Huamin Wang 0001

Knots and ties are captivating elements of digital garments and accessories, but they have been notoriously challenging and computationally expensive to model manually. In this paper, we propose a physics-based modeling system for knots and ties using templates. The primary challenge lies in transforming cloth pieces into desired knot and tie configurations in a controllable, penetration-free manner, particularly when interacting with surrounding meshes. To address this, we introduce a pipe-like parametric knot template representation, defined by a Bézier curve as its medial axis and an adaptively adjustable radius for enhanced flexibility and variation. This representation enables customizable knot sizes, shapes, and styles while ensuring intersection-free results through robust collision detection techniques. Using the defined knot template, we present a mapping and penetration-free initialization method to transform selected cloth regions from UV space into the initial 3D knot shape. We further enable quasistatic simulation of knots and their surrounding meshes through a fast and reliable collision handling and simulation scheme. Our experiments demonstrate the system’s effectiveness and efficiency in modeling a wide range of digital knots and ties with diverse styles and shapes, including configurations that were previously impractical to create manually.

Venkataram Edavamadathil Sivaram, Ravi Ramamoorthi, Tzu-Mao Li

Previous research in material models for surface and volume scattering has enabled highly realistic scenes in modern rendering systems. However, there has been comparatively little study of light sources in computer graphics despite their critical importance in illuminating and bringing life into these scenes. In the real world, photons are emitted through numerous physical processes including combustion, incandescence, and fluorescence. The qualities of light produced in each of these processes are unique to their physics, making them interesting to study individually. In this work, we propose a model for glow discharge, a form of light-emitting electrostatic discharge commonly found in Neon lights and gas discharge lamps. We take inspiration from works in computational physics and develop an efficient point-wise solver for the emission due to glow discharge suitable for traditional volume rendering systems. Our model distills the complex mechanics of this process into a set of flexible and interpretable parameters. We demonstrate that our model can replicate the visual qualities of glow discharge under varying gases.

Yue Chang, Mengfei Liu, Zhecheng Wang 0001, Peter Yichen Chen, Eitan Grinspun

Cutting thin-walled deformable structures is common in daily life, but poses significant challenges for simulation due to the introduced spatial discontinuities. Traditional methods rely on mesh-based domain representations, which require frequent remeshing and refinement to accurately capture evolving discontinuities. These challenges are further compounded in reduced-space simulations, where the basis functions are inherently geometry- and mesh-dependent, making it difficult or even impossible for the basis to represent the diverse family of discontinuities introduced by cuts. Recent advances in representing basis functions with neural fields offer a promising alternative, leveraging their discretization-agnostic nature to represent deformations across varying geometries. However, the inherent continuity of neural fields is an obstruction to generalization, particularly if discontinuities are encoded in neural network weights. We present Wind Lifter, a novel neural representation designed to accurately model complex cuts in thin-walled deformable structures. Our approach constructs neural fields that reproduce discontinuities precisely at specified locations, without “baking in” the position of the cut line. To achieve this, we augment the input coordinates of the neural field with the generalized winding number of any given cut line, effectively lifting the input from two to three dimensions. Lifting allows the network to focus on the easier problem of learning a 3D everywhere-continuous volumetric field, while a corresponding restriction operator enables the final output field to precisely resolve strict discontinuities. Crucially, our approach does not embed the discontinuity in the neural network’s weights, opening avenues to generalization of cut placement. Our method achieves real-time simulation speeds and supports dynamic updates to cut line geometry during the simulation. Moreover, the explicit representation of discontinuities makes our neural field intuitive to control and edit, offering a significant advantage over traditional neural fields, where discontinuities are embedded within the network’s weights, and enabling new applications that rely on general cut placement.

Rafael Wampfler, Chen Yang, Dillon Elste, Nikola Kovacevic, Philine Witzig, Markus Gross 0001

From movie characters to modern science fiction — bringing characters into interactive, story-driven conversations has captured imaginations across generations. Achieving this vision is highly challenging and requires much more than just language modeling. It involves numerous complex AI challenges, such as conversational AI, maintaining character integrity, managing personality and emotions, handling knowledge and memory, synthesizing voice, generating animations, enabling real-world interactions, and integration with physical environments. Recent advancements in the development of foundation models, prompt engineering, and fine-tuning for downstream tasks have enabled researchers to address these individual challenges. However, combining these technologies for interactive characters remains an open problem. We present a system and platform for conveniently designing believable digital characters, enabling a conversational and story-driven experience while providing solutions to all of the technical challenges. As a proof-of-concept, we introduce Digital Einstein, which allows users to engage in conversations with a digital representation of Albert Einstein about his life, research, and persona. While Digital Einstein exemplifies our methods for a specific character, our system is flexible and generalizes to any story-driven or conversational character. By unifying these diverse AI components into a single, easy-to-adapt platform, our work paves the way for immersive character experiences, turning the dream of lifelike, story-based interactions into a reality.

Ruijie Lu, Yixin Chen, Yu Liu, Jiaxiang Tang, Junfeng Ni, Diwen Wan, Gang Zeng, Siyuan Huang

Humans can infer complete shapes and appearances of objects from limited visual cues, relying on extensive prior knowledge of the physical world. However, completing partially observable objects while ensuring consistency across video frames remains challenging for existing models, especially for unstructured, in-the-wild videos. This paper tackles the task of Video Amodal Completion (VAC), which aims to generate the complete object consistently throughout the video given a visual prompt specifying the object of interest. Leveraging the rich, consistent manifolds learned by pre-trained video diffusion models, we propose a conditional diffusion model, TACO, that repurposes these manifolds for VAC. To enable its effective and robust generalization to challenging in-the-wild scenarios, we curate a large-scale synthetic dataset with multiple difficulty levels by systematically imposing occlusions onto un-occluded videos. Building on this, we devise a progressive fine-tuning paradigm that starts with simpler recovery tasks and gradually advances to more complex ones. We demonstrate TACO's versatility on a wide range of in-the-wild videos from Internet, as well as on diverse, unseen datasets commonly used in autonomous driving, robotic manipulation, and scene understanding. Moreover, we show that TACO can be effectively applied to various downstream tasks like object reconstruction and pose estimation, highlighting its potential to facilitate physical world understanding and reasoning.

Rui Liu, Sheng Fan, Wenguan Wang, Yi Yang

Underwater visual simultaneous localization and mapping (SLAM) faces critical challenges in light attenuation and degraded geometric consistency. Despite recent advances of visual SLAM in indoor and urban scenes, these approaches typically assume a clear medium and neglect medium-light interactions, leading to performance degradation in underwater environments. To overcome these limitations, we propose DUV-SLAM, a dense underwater visual SLAM framework that integrates uncertainty-aware geometry estimation with physics-inspired neural scattering modeling. Our method introduces two core innovations: i) depth uncertainty quantification derived from differentiable bundle adjustment, which propagates geometric confidence to guide mapping optimization; and ii) a neural-Gaussian hybrid representation that combines adaptive 3D Gaussians for underwater reconstruction with a neural field capturing wavelength-dependent medium properties, optimized using a combination of photometric, geometric, and distribution losses. Experiments on synthetic and real-world datasets demonstrate that DUV-SLAM achieves high-quality monocular reconstruction while maintaining real-time efficiency and robust tracking accuracy.

Yiming Huang, Zhiyang Dou, Lingjie Liu

Human motion is highly diverse and dynamic, posing challenges for imitation learning algorithms that aim to generalize motor skills for controlling simulated characters. Prior methods typically rely on a universal full-body controller for tracking reference motion (tracking-based model) or a unified full-body skill embedding space (skill embedding). However, these approaches often struggle to generalize and scale to larger motion datasets. In this work, we introduce a novel skill learning framework, ModSkill, that decouples complex full-body skills into compositional, modular skills for independent body parts, leveraging body structure-inspired inductive bias to enhance skill learning performance. Our framework features a skill modularization attention mechanism that processes policy observations into modular skill embeddings that guide low-level controllers for each body part. We further propose Generative Adaptive Sampling for Active Skill Learning, using large motion generation models to adaptively enhance policy learning in challenging tracking scenarios. Results show that this modularized skill learning framework, enhanced by generative sampling, outperforms existing methods in precise full-body motion tracking and enables reusable skill embeddings for diverse goal-driven tasks.

Chi-Jui Ho, Yash Belhe, Steve Rotenberg, Ravi Ramamoorthi, Tzu-Mao Li, Nicholas Antipa

End-to-end optimization, which integrates differentiable optics simulators with computational algorithms, enables the joint design of hardware and software for data-driven imaging systems. However, existing methods usually compromise physical accuracy by neglecting wave optics or off-axis effects due to the high computational cost of modeling both aberration and diffraction. This limitation raises concerns about the robustness of optimized designs. In this paper, we propose a differentiable optics simulator that accurately and efficiently models aberration and diffraction in compound optics and allows us to analyze the role and impact of diffraction in end-to-end optimization. Experimental results demonstrate that compared with ray-optics-based optimization, diffraction-aware optimization improves system robustness to diffraction blur. Through accurate wave optics modeling, we also apply the simulator to optimize the Fizeau interferometer and freeform optics elements. These findings underscore the importance of accurate wave optics modeling in robust end-to-end optimization. Our code is publicly available at: https://github.com/JerryHoTaiwan/DeepWaveOptics