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.
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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.
We present the first algorithm to automatically compute sewing patterns for upcycling existing garments into new designs. Our algorithm takes as input two garment designs along with their corresponding sewing patterns and determines how to cut one of them to match the other by following garment reuse principles. Specifically, our algorithm favors the reuse of seams and hems present in the existing garment, thereby preserving the embedded value of these structural components and simplifying the fabrication of the new garment. Finding optimal reused pattern is computationally challenging because it involves both discrete and continuous quantities. Discrete decisions include the choice of existing panels to cut from and the choice of seams and hems to reuse. Continuous variables include the precise placement of the new panels along seams and hems, and potential deformations of these panels to maximize reuse. Our key idea for making this optimization tractable is quantizing the shape of garment panels. This allows us to frame the search for an optimal reused pattern as a discrete assignment problem, which we solve efficiently with an ILP solver. We showcase our proposed pipeline on several reuse examples, including comparisons with reused patterns crafted by a professional garment designer. Additionally, we manufacture a physical reused garment to demonstrate the practical effectiveness of our approach.
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.
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.
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.
In this paper, we tackle an important yet often overlooked question: What is the optimal mesh resolution for cloth simulation, without relying on preliminary simulations? The optimal resolution should be sufficient to capture fine details of all potential wrinkles, while avoiding an unnecessarily high resolution that wastes computational time and memory on excessive vertices. This challenge stems from the complex nature of wrinkle distribution, which varies spatially, temporally, and anisotropically across different orientations. To address this, we propose a method to estimate the optimal cloth mesh resolution, based on two key factors: material stiffness and boundary conditions. To determine the influence of material stiffness on wrinkle wavelength and amplitude, we apply the experimental theory presented by Cerda and Mahadevan [2003] to calculate the optimal mesh resolution for cloth fabrics. Similarly, for boundary conditions influencing local wrinkle formation, we use the same scaling law to determine the source resolution for stationary boundary conditions introduced by garment-making techniques such as shirring, folding, stitching, and down-filling, as well as predicted areas accounting for dynamic wrinkles introduced by collision compression caused by human motions. To ensure a smooth transition between different source resolutions, we apply another experimental theory from [Vandeparre et al. 2011] to compute the transition distance. A mesh sizing map is introduced to facilitate smooth transitions, ensuring precision in critical areas while maintaining efficiency in less important regions. Based on these sizing maps, triangular meshes with optimal resolution distribution are generated using Poisson sampling and Delaunay triangulation. The resulting method can not only enhance the realism and precision of cloth simulations but also support diverse application scenarios, making it a versatile solution for complex garment design.
Realistic Hand manipulation is a key component of immersive virtual reality (VR), yet existing methods often rely on a kinematic approach or motion-capture datasets that omit crucial physical attributes such as contact forces and finger torques. Consequently, these approaches prioritize tight, one-size-fits-all grips rather than reflecting users’ intended force levels. We present ForceGrip, a deep learning agent that synthesizes realistic hand manipulation motions, faithfully reflecting the user’s grip force intention. Instead of mimicking predefined motion datasets, ForceGrip uses generated training scenarios—randomizing object shapes, wrist movements, and trigger input flows—to challenge the agent with a broad spectrum of physical interactions. To effectively learn from these complex tasks, we employ a three-phase curriculum learning framework comprising Finger Positioning, Intention Adaptation, and Dynamic Stabilization. This progressive strategy ensures stable hand-object contact, adaptive force control based on user inputs, and robust handling under dynamic conditions. Additionally, a proximity reward function enhances natural finger motions and accelerates training convergence. Quantitative and qualitative evaluations reveal ForceGrip’s superior force controllability and plausibility compared to state-of-the-art methods. Demo videos are available as supplementary material and the code is provided at https://han-dongheun.github.io/ForceGrip.
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.
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.
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.
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.
Photorealistic 3D head avatars are vital for telepresence, gaming, and VR. However, most methods focus solely on facial regions, ignoring natural hand-face interactions, such as a hand resting on the chin or fingers gently touching the cheek, which convey cognitive states like pondering. In this work, we present a novel framework that jointly learns detailed head avatars and the non-rigid deformations induced by hand-face interactions.There are two principal challenges in this task. First, naively tracking hand and face separately fails to capture their relative poses. To overcome this, we propose to combine depth order loss with contact regularization during pose tracking, ensuring correct spatial relationships between the face and hand. Second, no publicly available priors exist for hand-induced deformations, making them non-trivial to learn from monocular videos. To address this, we learn a PCA basis specific to hand-induced facial deformations from a face-hand interaction dataset. This reduces the problem to estimating a compact set of PCA parameters rather than a full spatial deformation field. Furthermore, inspired by physics-based simulation, we incorporate a contact loss that provides additional supervision, significantly reducing interpenetration artifacts and enhancing the physical plausibility of the results.We evaluate our approach on RGB(D) videos captured by an iPhone. Additionally, to better evaluate the reconstructed geometry, we construct a synthetic dataset of avatars with various types of hand interactions. We show that our method can capture better appearance and more accurate deforming geometry of the face than SOTA surface reconstruction methods.
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
PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling
PDF ↗Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
Miniaturized endoscopy has advanced accurate visual perception within the human body. Prevailing research remains limited to conventional cameras employing convex lenses, where the physical constraints with millimetre-scale thickness impose serious impediments on the micro-level clinical. Recently, with the emergence of meta-optics, ultra-micro imaging based on metalenses (micron-scale) has garnered great attention, serving as a promising solution. However, due to the physical difference of metalens, there is a large gap in data acquisition and algorithm research. In light of this, we aim to bridge this unexplored gap, advancing the novel metalens endoscopy. First, we establish datasets for metalens endoscopy and conduct preliminary optical simulation, identifying two derived optical issues that physically adhere to strong optical priors. Second, we propose MetaScope, a novel optics-driven neural network tailored for metalens endoscopy driven by physical optics. MetaScope comprises two novel designs: Optics-informed Intensity Adjustment (OIA), rectifying intensity decay by learning optical embeddings, and Optics-informed Chromatic Correction (OCC), mitigating chromatic aberration by learning spatial deformations informed by learned Point Spread Function (PSF) distributions. To enhance joint learning, we further deploy a gradient-guided distillation to transfer knowledge from the foundational model adaptively. Extensive experiments demonstrate that MetaScope not only outperforms state-of-the-art methods in both metalens segmentation and restoration but also achieves impressive generalized ability in real biomedical scenes.
Interactive image editing allows users to modify images through visual interaction operations such as drawing, clicking, and dragging. Existing methods construct such supervision signals from videos, as they capture how objects change with various physical interactions. However, these models are usually built upon text-to-image diffusion models, so they either rely on slow optimization-based inference, or necessitate (i) massive training samples and (ii) an additional reference encoder to learn real-world dynamics and visual consistency. In this paper, we reformulate this task as an image-to-video generation problem, so that inherit powerful video diffusion priors to reduce training costs and ensure temporal consistency. Specifically, we introduce FramePainter as an efficient instantiation of this formulation. Initialized with Stable Video Diffusion, it only uses a lightweight sparse control encoder to inject editing signals. Considering the limitations of temporal attention in handling large motion between two frames, we further propose matching attention to enlarge the receptive field while encouraging dense correspondence between edited and source image tokens. We highlight the effectiveness and efficiency of FramePainter across various of editing signals: it domainantly outperforms previous state-of-the-art methods with far less training data, achieving highly seamless and coherent editing of images, e.g., automatically adjust the reflection of the cup. Moreover, FramePainter also exhibits exceptional generalization in scenarios not present in real-world videos, e.g., transform the clownfish into shark-like shape. Our code is available at https://github.com/YBYBZhang/FramePainter.
Human motion generation has been widely studied due to its crucial role in areas such as digital humans and humanoid robot control. However, many current motion generation approaches disregard physics constraints, frequently resulting in physically implausible motions with pronounced artifacts such as floating and foot sliding. Meanwhile, training an effective motion physics optimizer with noisy motion data remains largely unexplored.In this paper, we propose Morph, a Motion-Free physics optimization framework, consisting of a Motion Generator and a Motion Physics Refinement module, for enhancing physical plausibility without relying on expensive real-world motion data. Specifically, the motion generator is responsible for providing large-scale synthetic, noisy motion data, while the motion physics refinement module utilizes these synthetic data to learn a motion imitator within a physics simulator, enforcing physical constraints to project the noisy motions into a physically-plausible space. Additionally, we introduce a prior reward module to enhance the stability of the physics optimization process and generate smoother and more stable motions. These physically refined motions are then used to fine-tune the motion generator, further enhancing its capability. This collaborative training paradigm enables mutual enhancement between the motion generator and the motion physics refinement module, significantly improving practicality and robustness in real-world applications.Experiments on both text-to-motion and music-to-dance generation tasks demonstrate that our framework achieves state-of-the-art motion quality while improving physical plausibility drastically.
An immersive acoustic experience enabled by spatial audio is just as crucial as the visual aspect in creating realistic virtual environments. However, existing methods for room impulse response estimation rely either on data-demanding learning-based models or computationally expensive physics-based modeling. In this work, we introduce Audio-Visual Differentiable Room Acoustic Rendering (AV-DAR), a framework that leverages visual cues extracted from multi-view images and acoustic beam tracing for physics-based room acoustic rendering. Experiments across six real-world environments from two datasets demonstrate that our multimodal, physics-based approach is efficient, interpretable, and accurate, significantly outperforming a series of prior methods. Notably, on the Real Acoustic Field dataset, AV-DAR achieves comparable performance to models trained on 10 times more data while delivering relative gains ranging from 16.6% to 50.9% when trained at the same scale.
Human pose estimation aims to predict the location of body keypoints and enable various practical applications. However, existing research focuses solely on individuals with full physical bodies and overlooks those with limb deficiencies. As a result, current pose estimation methods cannot be generalized to individuals with limb deficiencies. In this paper, we introduce the Limb-Deficient Pose Estimation task, which not only predicts the locations of standard human body keypoints, but also estimates the endpoints of missing limbs. To support this task, we present Limb-Deficient Pose (LDPose), the first-ever human pose estimation dataset for individuals with limb deficiencies. LDPose comprises over 28k images for approximately 73k individuals across diverse limb deficiency types and ethnic backgrounds. The annotation process is guided by internationally accredited para-athletics classifiers to ensure high precision. In addition, we propose a Limb-Deficient Loss (LDLoss) to better distinguish residual limb keypoints by contrasting residual limb keypoints and intact limb keypoints. Furthermore, we design Limb-Deficient Metrics (LD Metrics) to quantitatively measure the keypoint predictions of both residual and intact limbs and benchmark our dataset using state-of-the-art human pose estimation methods. Experiment results indicate that LDPose is a challenging dataset, and we believe that it will foster further research and ultimately support individuals with limb deficiencies worldwide.