We present a tool for enhancing the detail of physically based materials using an off-the-shelf diffusion model and inverse rendering. Our goal is to increase the visual fidelity of existing materials by adding, for instance, signs of wear, aging, and weathering that are tedious to author. To obtain realistic appearance with minimal user effort, we leverage a generative image model trained on a large dataset of natural images. Given the geometry, UV mapping, and basic appearance of an object, we proceed as follows: We render multiple views of the object and use them, together with an appearance-defining text prompt, to condition a diffusion model. The generated details are then backpropagated from the enhanced images to the material parameters via inverse rendering. For inverse rendering to be successful, the generated appearance has to be consistent across all the images. We propose two priors to address the multi-view consistency of the diffusion model. First, we ensure that the noise that seeds the diffusion process is itself consistent across views by integrating it from a view-independent UV space. Second, we enforce spatial consistency by biasing the attention mechanism via a projective constraint so that pixels attend strongly to their corresponding pixel locations in other views. Our approach does not require any training or finetuning of the diffusion model, is agnostic to the used material model, and the enhanced material properties, i.e., 2D PBR textures, can be further edited by artists. We demonstrate prompt-based material edits exhibiting high levels of realism and detail. This project is available at https://generative-detail.github.io.
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Neural bidirectional reflectance distribution functions (BRDFs) have emerged as popular material representations for enhancing realism in physically-based rendering. Yet their importance sampling remains a significant challenge. In this paper, we introduce a reparameterization-based formulation of neural BRDF importance sampling that seamlessly integrates into the standard rendering pipeline with precise generation of BRDF samples. The reparameterization-based formulation transfers the distribution learning task to a problem of identifying BRDF integral substitutions. In contrast to previous methods that rely on invertible networks and multi-step inference to reconstruct BRDF distributions, our model removes these constraints, which offers greater flexibility and efficiency. Our variance and performance analysis demonstrates that our reparameterization method achieves the best variance reduction in neural BRDF renderings while maintaining high inference speeds compared to existing baselines.
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.
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/.
Physically simulated characters can learn highly natural full-body motion guided by motion capture datasets. However, the range of motion is limited to the existing high-quality datasets, and cannot effectively adapt to challenging scenarios. We propose a novel policy architecture that learns part-wise motion skills, where individual parts can be separately extended and combined for unobserved settings. Our method employs a set of part-specific codebooks, which robustly capture motion dynamics without catastrophic collapse or forgetting. This structured decomposition allows intuitive control over the character’s behavior and dynamic exploration for a novel combination of part-wise motion. We further incorporate a refinement network compensating for subtle discrepancies in the disjoint discrete tokens, thus improving motion quality and stability. Our extensive evaluations show that our part-wise latent token achieves superior performance in imitating motions, even those from unseen distribution. We also validate our method in challenging tasks, including body tracking, navigation on complex terrains, and point-goal navigation with damaged body parts. Finally, we introduce a part-wise expansion of motion priors, where the physically simulated character incrementally adapts partial motion and produces unique combinations of whole-body motion, significantly diversifying motions.
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.
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.
We present a computational approach for designing Discrete Interlocking Materials (DIMs) with desired mechanical properties. Unlike conventional elastic materials, DIMs are kinematic materials governed by internal contacts among elements. These contacts induce anisotropic deformation limits that depend on the shape and topology of the elements. To enable gradient-based design optimization of DIMs with desired deformation limits, we introduce an implicit representation of interlocking elements based on unions of tori. Using this low-dimensional representation, we simulate DIMs with smoothly evolving contacts, allowing us to predict changes in deformation limits as a function of shape parameters. With this toolset in hand, we optimize for element shape parameters to design heterogeneous DIMs that best approximate prescribed limits. We demonstrate the effectiveness of our method by designing discrete interlocking materials with diverse limit profiles for in- and out-of-plane deformation and validate our method on fabricated physical prototypes.
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.
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/
We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.
We introduce a novel Unsmoothed Aggregation (UA) Algebraic Multigrid (AMG) method combined with Preconditioned Conjugate Gradient (PCG) to overcome the limitations of Extended Position-Based Dynamics (XPBD) in high-resolution and high-stiffness simulations. While XPBD excels in simulating deformable objects due to its speed and simplicity, its nonlinear Gauss-Seidel (GS) solver often struggles with low-frequency errors, leading to instability and stalling issues, especially in high-resolution, high-stiffness simulations. Our multigrid approach addresses these issues efficiently by leveraging AMG. To reduce the computational overhead of traditional AMG, where prolongator construction can consume up to two-thirds of the runtime, we propose a lazy setup strategy that reuses prolongators across iterations based on matrix structure and physical significance. Furthermore, we introduce a simplified method for constructing near-kernel components by applying a few sweeps of iterative methods to the homogeneous equation, achieving convergence rates comparable to adaptive smoothed aggregation (adaptive-SA) at a lower computational cost. Experimental results demonstrate that our method significantly improves convergence rates and numerical stability, enabling efficient and stable high-resolution simulations of deformable objects.
We present a self-supervised approach to in-the-wild image relighting that enables fully controllable, physically based illumination editing. We achieve this by combining the physical accuracy of traditional rendering with the photorealistic appearance made possible by neural rendering. Our pipeline works by inferring a colored mesh representation of a given scene using monocular estimates of geometry and intrinsic components. This representation allows users to define their desired illumination configuration in 3D. The scene under the new lighting can then be rendered using a path-tracing engine. We send this approximate rendering of the scene through a feed-forward neural renderer to predict the final photorealistic relighting result. We develop a differentiable rendering process to reconstruct in-the-wild scene illumination, enabling self-supervised training of our neural renderer on raw image collections. Our method represents a significant step in bringing the explicit physical control over lights available in typical 3D computer graphics tools, such as Blender, to in-the-wild relighting.
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/.
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.
Reinforcement learning (RL) has significantly advanced the control of physics-based and robotic characters that track kinematic reference motion. However, methods typically rely on a weighted sum of conflicting reward functions, requiring extensive tuning to achieve a desired behavior. Due to the computational cost of RL, this iterative process is a tedious, time-intensive task. Furthermore, for robotics applications, the weights need to be chosen such that the policy performs well in the real world, despite inevitable sim-to-real gaps. To address these challenges, we propose a multi-objective reinforcement learning framework that trains a single policy conditioned on a set of weights, spanning the Pareto front of reward trade-offs. Within this framework, weights can be selected and tuned after training, significantly speeding up iteration time. We demonstrate how this improved workflow can be used to perform highly dynamic motions with a robot character. Moreover, we explore how weight-conditioned policies can be leveraged in hierarchical settings, using a high-level policy to dynamically select weights according to the current task. We show that the multi-objective policy encodes a diverse spectrum of behaviors, facilitating efficient adaptation to novel tasks.
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.
Numerical schemes for time integration are the cornerstone of dynamical simulations for deformable solids. The most popular time integrators for isotropic distortion energies rely on nonlinear root-finding solvers, most prominently, Newton’s method. These solvers are computationally expensive and sensitive to ill-conditioned Hessians and poor initial guesses; these difficulties can particularly hamper the effectiveness of variational integrators, whose momentum conservation properties require reliable root-finding. To tackle these difficulties, this paper shows how to express variational time integration for a large class of elastic energies as an optimization problem with a “hidden” convex substructure. This hidden convexity suggests uses of optimization techniques with rigorous convergence analysis, guaranteed inversion-free elements, and conservation of physical invariants up to tolerance/numerical precision. In particular, we propose an Alternating Direction Method of Multipliers (ADMM) algorithm combined with a proximal operator step to solve our formulation. Empirically, our integrator improves the performance of elastic simulation tasks, as we demonstrate in a number of examples.
Inferring scene parameters such as BSDFs and volume densities from user-provided target images has been achieved using a gradient-based optimization framework, which iteratively updates the parameters using the gradient of a loss function defined by the differences between rendered and target images. The gradient can be unbiasedly estimated via a physics-based rendering, i.e., differentiable Monte Carlo rendering. However, the estimated gradient can become noisy unless a large number of samples are used for gradient estimation, and relying on this noisy gradient often slows optimization convergence. An alternative is to exploit a biased version of the gradient, e.g., a filtered gradient, to achieve faster optimization convergence. Unfortunately, this can result in less noisy but overly blurred scene parameters compared to those obtained using unbiased gradients. This paper proposes a gradient combiner that blends unbiased and biased gradients in parameter space instead of relying solely on one gradient type (i.e., unbiased or biased). We demonstrate that optimization with our combined gradient enables more accurate inference of scene parameters than using unbiased or biased gradients alone.
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.