We present a low-rank Koopman operator formulation for accelerating deformable subspace simulation. Using a Dynamic Mode Decomposition (DMD) parameterization of the Koopman operator, our method learns the temporal evolution of deformable dynamics and predicts future states through efficient matrix evaluations instead of sequential time integration. This yields log-linear scaling in the number of time steps and allows large portions of the trajectory to be skipped while retaining accuracy. The resulting temporal efficiency is especially advantageous for optimization tasks such as control and initial-state estimation, where the objective often depends largely on the final configuration. To broaden the scope of Koopman-based reduced-order models in graphics, we introduce a discretization-agnostic extension that learns shared dynamic behavior across multiple shapes and mesh resolutions. Prior DMD-based approaches have been restricted to a single shape and discretization, which limits their usefulness for tasks involving geometry variation. Our formulation generalizes across both shape and discretization, which enables fast shape optimization that was previously impractical for DMD models. This expanded capability highlights the potential of Koopman operator learning as a practical tool for efficient deformable simulation and design.
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Traditional statistical graphics are precise but often lack the visual appeal, memorability, and engagement of pictorial charts. We present a generative framework for the automated synthesis of pictorial charts that bridges the gap between semantic expression and structural faithfulness. Rather than treating charts merely as images to be stylized, we frame the problem as a dual-conditioned generation task guided by two parallel external control signals: a text prompt capturing the semantic context of the editing intent, and a context image providing the abstract statistical chart's global structure. To reinforce these controls within a Multi-Modal Diffusion Transformer, we introduce two complementary feature-level mechanisms: structural alignment to anchor spatial layouts to the input chart, and semantic alignment to transfer expressive textures from reference images. Generalizing across major visual channels (i.e., length, area, angle, and position) and diverse semantic domains, our method produces pictorial charts that are both artistically compelling and structurally consistent. Extensive quantitative evaluations and perceptual user studies demonstrate that our framework outperforms traditional controllable generation and image editing baselines, providing a foundation for high-fidelity, data-driven generative modeling in expressive visual storytelling. Project page: https://ssalign.github.io/.
While thin shells have ubiquitous applications and have been studied inside and outside computer graphics for decades, there is little consensus on how to best discretize them. We systematically study models for simulating bending of Kirchhoff-Love shells, with the goal of making practical recommendations, backed by careful numerical experiments, of when and how these models should be used. We analyze ten of the most popular discrete bending models in computer graphics for thin-shell simulation, along with new variants that we propose ourselves. We first verify all models on an analytic test benchmark to probe convergence under refinement and mesh-dependence, and then stress-test with a second benchmark that considers behavior at sharp bends. Finally, we test benchmark leaders on a practical suite of challenging large-scale equilibrium and dynamic shell modeling problems, analyzing both full solution behavior and comparative compute costs. We identify leading existing models and their tradeoffs in terms of accuracy and performance. During this analysis we also identify some issues and modeling gaps in the best-performing discrete bending models. We construct new energy model variants to address some of these gaps, as well as formulas and algorithmic tools for their practical simulation, and finally recommend best practices for modeling thin-shell bending.
Neutron transport simulation plays a central role in nuclear engineering, yet its inverse problems—such as shielding design and sensitivity analysis—remain extremely challenging. The governing transport equation shares a common mathematical foundation with the volume rendering equation used for participating media in computer graphics. Recent advances in differentiable rendering have demonstrated that inverse problems—such as recovering scene properties from observations—can be efficiently solved through gradient-based optimization, where the gradients are estimated through Monte Carlo methods. Inspired by these developments, we extend differentiable rendering techniques to neutron transport problems, enabling inverse design and sensitivity analysis in nuclear systems. To adapt these methods to the neutron transport problem, we generalize the automatic differentiation of Monte Carlo light transport simulation to multi-energy neutron transport; propose a new simplified way to handle moving geometric discontinuities; and propose new estimators for derivatives of volume integrals. We demonstrate the effectiveness of the proposed framework on several model inverse problems, including gradient-based optimization of multi-group neutron moderation, sensitivity analysis of material properties, and diagnostic sensor shape optimization. These results show that differentiable Monte Carlo neutron transport can support optimization and analysis tasks, opening new opportunities for inverse design in nuclear shielding and related applications.
We propose a system to optimize parametric designs subject to radiation pressure, i.e., the effect of light on the motion of objects. This is most relevant in the design of spacecraft, where radiation pressure presents the dominant non-conservative forcing mechanism, which is the case beyond approximately 800 km altitude. Despite its importance, the high computational cost of high-fidelity radiation pressure modeling has limited its use in large-scale spacecraft design, optimization, and space situational awareness applications. We enable this by offering three innovations in the simulation, in representation and in optimization: First, a practical computer graphics-inspired Monte-Carlo (MC) simulation of radiation pressure. The simulation is highly parallel, uses importance sampling and next-event estimation to reduce variance and allows simulating an entire family of designs instead of a single spacecraft as in previous work. Second, we introduce neural networks as a representation of forces from design parameters. This neural proxy model, learned from simulations, is inherently differentiable and can query forces orders of magnitude faster than a full MC simulation. Third, and finally, we demonstrate optimizing inverse radiation pressure designs, such as finding geometry, material or operation parameters that minimizes travel time, maximizes proximity given a desired end-point, minimize thruster fuel, trains mission control policies or allocated compute budget in extraterrestrial compute.
Simulating the dynamic, multiscale interactions between granular materials and multiphase fluids remains a significant computational challenge in computer graphics, as the visual complexity of such mixtures arises from strongly coupled small-scale structures. We present a novel, physically-based simulation framework for sand-water-air mixtures that couples a Lattice Boltzmann Method (LBM) for weakly-compressible two-phase fluids with a Material Point Method (MPM) for granular sand. Our approach is built upon a unified continuum formulation that expresses the governing equations for both fluid phases (air and water) and the granular medium within a consistent framework. To accurately capture the transition of sand from a dry, friction-dominated state to a soaked, sticky medium, we introduce a water retention model that describes how liquid infiltrates and is retained within the granular structure. Furthermore, we enforce volume conservation of the fluids within the mixture, ensuring numerical stability and physical realism. Our robust coupling mechanism enables the simulation of complex phenomena such as sand mobilization, transport, settling, and erosion across a wide range of density ratios. We demonstrate the efficiency of our method through several challenging scenarios, including the breaching of sand-walled basins, sediment-laden flows, and the erosive collapse of sand structures.
Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen, a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage: https://yihua7.github.io/AniGen_web/
Recent progress has shown that video diffusion models (VDMs) can be repurposed to solve various multimodal graphics tasks. However, existing approaches predominantly train separate models for each specific problem setting. This practice locks models into fixed input-output mappings, and typically ignores the joint correlations across modalities. In this paper, we present UniVidX, a unified multimodal framework designed to leverage VDM priors to enable versatile video generation. Our goal is to (i) master diverse pixel-aligned tasks by formulating them as conditional generation problems within multimodal space, (ii) adapt to modality-specific distributions without compromising the backbone's native priors, and (iii) ensure cross-modal consistency during synthesis. Concretely, we propose three key designs: 1) Stochastic Condition Masking (SCM): by randomly partitioning modalities into clean conditions and noisy targets during training, we enable the model to learn omni-directional conditional generation rather than fixed mappings. 2) Decoupled Gated LoRA (DGL): we attach per-modality LoRAs and activate them when a modality serves as a generation target, thereby preserving the VDM's strong priors. 3) Cross-Modal Self-Attention (CMSA): we explicitly share keys/values across modalities while maintaining modality-specific queries, facilitating information exchange and inter-modal alignment. We validate our framework by instantiating it in two domains: 1) UniVid-Intrinsic for RGB videos and their intrinsic maps (albedo, irradiance, normal), and 2) UniVid-Alpha for blended RGB videos and their constituent RGBA layers. Experimental results demonstrate that both models achieve performance competitive with state-of-the-art methods across distinct tasks. Notably, they exhibit robust generalization capabilities in in-the-wild scenarios, even when trained on limited datasets of fewer than 1k videos.
We propose a new framework to systematically incorporate data uncertainty in Gaussian Splatting. Being the new paradigm of neural rendering, Gaussian Splatting has been investigated in many applications, with the main effort in extending its representation, improving its optimization process, and accelerating its speed. However, one orthogonal, much needed, but under-explored area is data uncertainty. In standard 4D Gaussian Splatting, data uncertainty can manifest as view sparsity, missing frames, camera asynchronization, etc. So far, there has been little research to holistically incorporating various types of data uncertainty under a single framework. To this end, we propose Graphical X Splatting, or GraphiXS, a new probabilistic framework that considers multiple types of data uncertainty, aiming for a fundamental augmentation of the current 4D Gaussian Splatting paradigm into a probabilistic setting. GraphiXS is general and can be instantiated with a range of primitives, e.g. Gaussians, Student’s-t. Furthermore, GraphiXS can be used to ‘upgrade’ existing methods to accommodate data uncertainty. Through exhaustive evaluation and comparison, we demonstrate that GraphiXS can systematically model various uncertainties in data, outperform existing methods in many settings where data are missing or polluted in space and time, and therefore is a major generalization of the current 4D Gaussian Splatting research.
Transfinite interpolation is a fundamental theme in geometric modeling. The most well-known transfinite interpolation volume is the Coons volume. However, the topology of Coons volumes is restricted to hexahedra, which significantly limits their applications. In this paper, we generalize the Coons volume from hexahedral topology to arbitrary polyhedral topologies via generalized barycentric coordinates. We prove that the proposed generalized Coons volume possesses several desirable geometric properties and demonstrate its applications in computer graphics.
The low-poly style is a popular genre of vector graphics that depicts objects and scenes as flat-shaded meshes of low polygon count, often with a limited palette. In this paper, we propose a method to generate 2D low-poly meshes to abstract images. While it has been possible to achieve this look with general-purpose image generators and vector-based diffusion models, the resulting images are not guaranteed to be valid polygonal meshes. A key problem is that polygons overlap or intersect and, in the case of pixel-based image generators, the shapes are often not polygons. Moreover, the colors are not guaranteed to be constrained to a fixed palette. Aside from aesthetic considerations, this has practical consequences: it complicates editing and fabricating the results. We solve this problem by representing an image as a 2D polygonal mesh and optimizing the topology, geometry and coloring of the mesh using score distillation sampling, while enforcing geometric constraints, such as manifoldness and bijectivity. This presents unique challenges due to the discrete nature of the topology, which we handle using a fine-to-coarse strategy based on mesh simplification. By also constraining the colors to a fixed palette, we are able to produce various fabrications such as mosaics, embroidery, crocheting, patchwork and stencils from the resulting vector images. Code is at https://github.com/rubenwiersma/alps.
Vectorization of line art and sketches is an important problem in computer graphics and remains an active area of research. In this paper, we leverage several recent advances in the field to introduce a new state-of-the-art method for line art vectorization. First, we show that it is possible to go beyond heuristics to extract a meaningful set of strokes from a raster image. We leverage both depth prediction and semantic feature extraction models to propose a more principled approach to split the skeleton graph of the sketch into subgraphs to initialize a set of strokes, producing results that better align with artistic intent. Second, we model strokes as Bézier curves with both geometric and appearance components, and employ 2D Gaussian splatting for fast, differentiable rendering. This formulation enables efficient fitting of strokes to the input while jointly optimizing control points and brush texture. We further demonstrate promising results on video by incorporating temporal tracking and adaptive keyframe introduction. Our evaluation shows that we achieve state-of-the-art results for image reconstruction, while being fast and producing strokes of high quality. More importantly, the fitting is highly compatible with user input, through the correction of the splines and the selection of optimization parameters.
Trying different fabrics on existing garments is a widely applicable problem in digital fashion and computer graphics. A comprehensive transformation involves both material reflectance and geometric deformation from fabric drape. In this work, we focus on the visual aspects of this challenge and simplify fabric try-on to a re-texturing task that replaces garment materials while preserving the original geometry and illumination. Prior approaches perform garment re-texturing via 3D or UV-space reconstruction and rendering, making them sensitive to reconstruction accuracy and rendering fidelity. Recent diffusion-based material transfer methods either lack fine-grained geometric and material control or suffer from domain gaps due to training on synthetic rendered data. We propose a fabric try-on framework that leverages the generative priors of modern image editing models. Motivated by the in-context generation capability of Multimodal Diffusion Transformers, we reformulate garment re-texturing as a two-stage process consisting of fabric removal and fabric application via an intermediate material-normalized image. We further introduce a real-image data curation pipeline and a context-aware tile augmentation strategy, enabling coherent and photorealistic fabric try-on from a single image. Extensive experiments show that our method achieves high-quality, controllable fabric transfer while preserving garment geometry and illumination, without requiring costly reconstruction or rendering pipelines. Our project is available at: https://style3d.github.io/fabric_tryon.
This study investigates the problem of keeping information up-to-date when crawling data sources that change over time (e.g., websites or location data). Traditional crawling methods often treat data sources independently, making it difficult to capture relationships and propagate updates efficiently. We propose using graph structures to model these relationships and show that, unfortunately, finding the theoretically optimal solution can be intractable. To address this, we introduce a specific graphical model (the latent Bernoulli process model) and demonstrate the complexity of even simple tasks within this framework. We tackle the crawling problem using a reinforcement learning-based algorithm and demonstrate its superiority over traditional baselines on both real and synthetic data. This work highlights the power of graph-structured crawling in helping users stay informed within a dynamic information landscape.
With the rapid development of web services, large amounts of time series data are generated and accumulated across various domains such as finance, healthcare, and online platforms. As such data often co-evolves with multiple variables interacting with each other, estimating the time-varying dependencies between variables (i.e., the dynamic network structure) has become crucial for accurate modeling. However, real-world data is often represented as tensor time series with multiple modes, resulting in large, entangled networks that are hard to interpret and computationally intensive to estimate. In this paper, we propose Kronecker Time-Varying Graphical Lasso (KTVGL), a method designed for modeling tensor time series. Our approach estimates mode-specific dynamic networks in a Kronecker product form, thereby avoiding overly complex entangled structures and producing interpretable modeling results. Moreover, the partitioned network structure prevents the exponential growth of computational time with data dimension. In addition, our method can be extended to stream algorithms, making the computational time independent of the sequence length. Experiments on synthetic data show that the proposed method achieves higher edge estimation accuracy than existing methods while requiring less computation time. To further demonstrate its practical value, we also present a case study using real-world data. Our source code and datasets are available at https://github.com/Higashiguchi-Shingo/KTVGL.
The rapid advancement of multimodal large language models has enabled agents to operate mobile devices by directly interacting with graphical user interfaces, opening new possibilities for mobile automation. However, real-world mobile tasks are often complex and allow for multiple valid solutions. This contradicts current mobile agent evaluation standards: offline static benchmarks can only validate a single predefined ''golden path'', while online dynamic testing is constrained by the complexity and non-reproducibility of real devices, making both approaches inadequate for comprehensively assessing agent capabilities. To bridge the gap between offline and online evaluation and enhance testing stability, this paper introduces a novel graph-structured benchmarking framework. By modeling the finite states observed during real-device interactions, it achieves static simulation of dynamic behaviors. Building on this, we develop ColorBench, a benchmark focused on complex long-horizon tasks. It supports evaluation of multiple valid solutions, subtask completion rate statistics, and atomic-level capability analysis. ColorBench contains 175 tasks (74 single-app, 101 cross-app) with an average length of over 13 steps. Each task includes at least two correct paths and several typical error paths, enabling quasi-dynamic interaction.
The dominant paradigm for interacting with the Web has long relied on menu-driven navigation and complex graphical structures that can impose a high cognitive load on users. Recent advances in Large Language Models (LLMs) enable flexible NL understanding, yet purely conversational systems lack the stability and visual affordances required for complex tasks. This paper introduces Mirage, a framework that bridges these paradigms by making graphical user interface (GUI) components interpretable and orchestrable by LLMs, enabling on-the-fly construction of simplified UIs tailored to user requests. Developers declare application functions as reusable components with semantic descriptions and typed schemas; Mirage maps user goals, expressed in natural language, to the most relevant components and renders them as interactive interfaces. We implemented Mirage as a Next.js framework and validated it in a user study comparing the new paradigm to the navigation of a traditional website. Results show that Mirage significantly reduces task completion time, lowers cognitive workload, and achieves higher usability without compromising accuracy. Our approach also highlights new design directions toward supporting on-the-fly building of goal-driven interfaces.
Quantitative (or numerical) possibility theory offers a simple but yet very expressive setting for handling higher-order uncertainty and in particular imprecise probabilities. The paper surveys the basic ideas and notions underlying numerical possibility theory, its relation to the other uncertainty settings and its use in AI-related issues. Numerical possibility theory looks of interest for coping with imperfect statistical information, especially non-Bayesian statistics relying on likelihood functions and confidence intervals. Quantitative possibility theory can be used in inference, machine learning, tracking and information fusion, and finally preference modeling.
Probabilities of causation (PoCs) are fundamental quantities for counterfactual analysis and personalized decision making. However, existing analytical results are largely confined to binary settings. This paper extends PoCs to multi-valued treatments and outcomes by deriving closed form bounds for a representative family of discrete PoCs within Structural Causal Models, using standard experimental and observational distributions. We introduce the notion of equivalence classes of PoCs, which reduces arbitrary discrete PoCs to this family, and establish a replaceability principle that transfers bounds across value permutations. For the resulting bounds, we prove soundness in all dimensions and empirically verify tightness in low dimensional cases via Balke's linear programming method; we further conjecture that this tightness extends to all dimensions. Simulations indicate that our closed form bounds consistently tighten recent recursive bounds while remaining simpler to compute. Finally, we illustrate the practical relevance of our results through toy examples.
Accurate spatio-temporal forecasting requires modeling interactions across multiple spatial and temporal scales. Existing Graph Neural Network (GNN) forecasters primarily operate at a single local scale, limiting their ability to capture global processes that govern system dynamics. Hierarchical GNNs (HGNNs) aim to address this limitation by learning multiscale representations, but in practice, they often fail to preserve global information during coarse-to-fine propagation. We identify this limitation as downward memory loss, where global trends learned at coarse resolutions diminish before influencing fine-grained predictions, leading to misaligned local dynamics. We propose HiGFlow, an HGNN forecaster that explicitly preserves multiscale trends through a self-updating memory buffer that integrates into the coarse-to-fine information flow. This design maintains global contextual signals as an inductive bias throughout hierarchical decoding. We provide a theoretical analysis indicating that when decoding, HiGFlow preserves multiscale trends where residual-based architectures may fail to do so. Empirically, HiGFlow achieves substantially lower MAE and RMSE than state-of-the-art forecasting models across multiple benchmark datasets, demonstrating the importance of explicit global memory in multiscale spatio-temporal forecasting. Our implementation is available at https://github.com/TB862/HiGFlow.