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/.
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Fine-tuning-based adaptation is widely used to customize diffusion-based image generation, leading to large collections of community-created adapters that capture diverse subjects and styles. Adapters derived from the same base model can be merged linearly, enabling the synthesis of new visual results within a vast and continuous design space. To explore this space, current workflows rely on manual slider-based tuning, an approach that scales poorly and makes merging coefficient selection difficult, even when the candidate set is limited to 20–30 adapters. We propose GimmBO to support interactive exploration of adapter merging for image generation through Preferential Bayesian Optimization (PBO). Motivated by observations from real-world usage, including sparsity and constrained coefficient ranges, we introduce a two-stage BO backend that improves sampling efficiency and convergence in high-dimensional spaces. We evaluate our approach with simulated users and a user study, demonstrating improved convergence, high success rates, and consistent gains over BO and line-search baselines, and further show the flexibility of the framework through several extensions.
We present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency. Our project page: https://yufanzhang82.github.io/PixelCube/.
We propose a unified, few-step generative modeling framework based on cumulative flow maps for long-range transport in probability space, inspired by flow-map techniques for physical transport and dynamics. At its core is a cumulative-flow abstraction that connects local, instantaneous updates with finite-time transport, enabling generative models to reason about global state transitions. This perspective yields a unified few-step framework built on cumulative transport and cumulative parameterization that applies broadly to existing diffusion- and flow-based models without being tied to a specific prediction instantiation. Our formulation supports few-step and even one-step generation while preserving synthesis quality, requiring only minimal changes to time embeddings and training objectives, and no increase in model capacity. We demonstrate its effectiveness across diverse tasks, including image generation, geometric distribution modeling, joint prediction, and SDF generation, with reduced inference cost.
A common process in authoring digital scenes for games, films, and virtual environments is for artists to construct 3D geometry that matches a 2D perspective reference image. In the case of the bare-earth terrain, this is typically a manual process since, unlike for trees and buildings, few inverse reconstruction methods currently exist. To address this, we introduce a method for automatically inferring a detailed, consistent, and complete terrain heightmap from a single photographic image. Our initial phase involves extracting camera parameters and a 3D pointmap from the input image, which is then transformed into a heightmap. However, this only recovers the unoccluded portions of the terrain visible from the perspective of the image. The next phase thus entails the generation of plausible occluded regions using a diffusion model trained on terrain elevation data. The entire process is guided by three consistency principles: geomorphological consistency (the features of the occluded terrain resemble the visible portions), hydrological consistency (the river network is uninterrupted and flows reliably), and view consistency (the shape of the rendered terrain accurately matches the input image). We demonstrate that our method obeys these principles, reliably generates terrains across various scales, and integrates with scene authoring workflows.
In this paper, we study an under-explored but important factor of diffusion generative models, i.e., the combinatorial complexity. Data samples are generally high-dimensional, and for various structured generation tasks, additional attributes are combined to associate with data samples. We show that the space spanned by the combination of dimensions and attributes can be insufficiently covered by existing training schemes of diffusion generative models, potentially limiting test time performance. We present a simple fix to this problem by constructing stochastic processes that fully exploit the combinatorial structures, hence the name ComboStoc. Using this simple strategy, we show that network training is significantly accelerated across diverse data modalities, including images and 3D structured shapes. Moreover, ComboStoc enables a new way of test time generation which uses asynchronous time steps for different dimensions and attributes, thus allowing for varying degrees of control over them. Our code is available at: https://github.com/Xrvitd/ComboStoc.
Capturing the full plenoptic light transport across spatial, angular, and temporal dimensions has long been a pursuit in computational imaging, yet it remains fundamentally constrained by the high dimensionality of the sampling space and the physical inaccessibility of scene regions due to self-occlusions. While time-resolved imaging records the temporal axis, existing methods are bottlenecked by the combinatorial complexity of the plenoptic function. This high dimensionality makes dense omni-dimensional sampling physically prohibitive. Simultaneously, tight coupling between illumination and viewpoint in current systems also precludes the full acquisition of plenoptic light transport. In this work, we present GenPIE, a Generative Plenoptic Imager designed to bridge the gap between sparse physical observations and high-dimensional light transport. We introduce a decoupled laser-detector hardware setup that enables independent control over illumination and detection, allowing for active probing of indirect light paths. To overcome the ill-posedness of sparse sampling and physical blind spots, we propose a generative inverse transient rendering framework. Our approach leverages 3D foundation models to provide strong semantic and 3D geometric priors for initialization, which are subsequently refined through a differentiable transient path tracer to ensure physically grounded adherence to the Transient Rendering Equation. We demonstrate that GenPIE supports a range of applications that are challenging for steady-state or purely neural methods, including disentangling multi-bounce light transport directly from captured transient videos, time unwarping, and time-resolved relighting. The project page is at https://wangzh1.github.io/GenPIE.
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/
This paper tackles the task of learning to generate signals over triangle meshes in a triangulation-agnostic manner, meaning the trained model can be applied to different meshes and triangulations effectively. Practically, the paper adapts the flow matching (FM) paradigm to a mesh-based, triangulation-agnostic setting. Theoretically, it proposes a specific noise distribution which is triangulation agnostic, to be used inside the FM model's denoising process. While noise distributions are usually trivial to devise for, e.g., images, devising a triangulation-agnostic distribution proves to be a much more difficult task. We formulate a mathematical definition of triangulation agnosticism of distributions, via their spectrum. We then show that a discretization of a specific Gaussian random field called a Matérn process holds these desired properties, and provides a simple and efficient sampling algorithm. We use it as our noise model, and adapt FM to the triangulation-agnostic setting by using a state-of-the-art approach for learning signals on meshes in the gradient domain—PoissonNet—as the denoiser. We conduct experiments on elaborate tasks such as sampling elastic rest states, and generating poses of humanoids. Our method is shown to be capable of producing highly realistic results for meshes of over one million triangles, significantly exceeding the state-of-the-art in quality and diversity.
Generating high-quality triangle meshes is essential for film, gaming, and interactive 3D applications. Mainstream methods rely on mesh serialization and autoregressive processes, which stuggles in effective inference and is sensitive to error accumulation. In this paper, we present Nexus, a diffusion method that achieves holistic mesh generation via decoupled vertex and topology generation. First, we view mesh vertices as sparse voxels organized as an octree and adopt a diffusion model to generate the vertices in a coarse-to-fine manner. Second, for topology modeling, we propose Space-time Interval, as an extension of Spacetime Distance to encode arbitrary edge and face topology into continuous per-vertex embeddings. It allows for a global and efficient recovery of complex topology. We then employ a diffusion model to generate the continuous embeddings on the generated vertices. Extensive experiments on the Objaverse and Toys4K datasets and in-the-wild images demonstrate that our method outperforms state-of-the-art autoregressive and two-stage baselines, effectively circumventing the inherent limitations of sequential mesh modeling. A blind user study from 3D practitioners confirms strong perceptual preference for our results.
Synthesizing realistic 3D indoor scenes remains challenging due to data scarcity and the difficulty of simultaneously enforcing global architectural constraints and local semantic consistency. Existing approaches often overlook structural boundaries or rely on fully connected relation graphs that introduce redundant generation errors. Inspired by human design cognition, we present CasLayout, a cascaded diffusion framework that decomposes the joint scene generation task into four conditional sub-stages with explicit physical and semantic roles: (1) predicting furniture quantity and categories, (2) refining object sizes and feature embeddings, (3) modeling spatial relationships in a latent space, and (4) generating Oriented Bounding Boxes (OBBs). This decoupled architecture reduces data requirements and enables flexible integration of Large Language Models (LLMs) and Vision Language Models (VLMs) for zero-shot tasks such as image-to-scene generation. To maintain physical validity within complex floor plans, we explicitly model building elements (e.g., walls, doors, and windows) as conditional constraints. Furthermore, to address the high entropy of dense relation graphs, we introduce a sparse relation graph formulation aligned with human spatial descriptions. By encoding these sparse graphs into a compact latent space using a bidirectional Variational Autoencoder (VAE), the proposed framework provides enhanced relational controllability, allowing generated layouts to better respect functional organization. Experiments demonstrate that CasLayout achieves state-of-the-art performance in fidelity and diversity while enabling improved controllability in practical applications.
Generating high-quality stereo videos requires consistent depth perception and temporal coherence across frames. Despite advances in image and video synthesis using diffusion models, producing high-quality stereo videos remains a challenging task due to the difficulty of maintaining consistent temporal and spatial coherence between left and right views. We introduce DissolveStereo, a novel framework for zero-shot stereo video generation that leverages video diffusion priors without requiring paired training data. Our key innovations include a noisy restart strategy to initialize stereo-aware latent representations and an iterative refinement process that progressively harmonizes the latent space, addressing issues like temporal flickering and view inconsistencies. Importantly, we propose the use of dissolved depth maps to streamline latent space operations by reducing high-frequency depth information. Our comprehensive evaluations, including quantitative metrics and user studies, demonstrate that DissolveStereo produces high-quality stereo videos with enhanced depth consistency and temporal smoothness. In terms of epipolar consistency, our method achieves an 11.7% improvement in MEt3R score over the current state-of-the-art. Furthermore, user studies indicate strong perceptual gains over the previous arts, with an 8.0% higher perceived frame quality and 10.9% higher perceived temporal coherence. Our code is in https://github.com/shijianjian/DissolveStereo.
Shape-changing displays typically lose pixel density as surface area expands, limiting their usability. We introduce MorphSkein, a shape-changing after-image display that preserves initial density (1.44 px/cm2) across naturally occurring axisymmetric shapes generated by spinning cables (troposkeins). The system uses a telescopic pole and four LED-strip rewinders on a rotating base. As the strips spin, centrifugal force forms troposkeins, and persistence of vision creates 360°-visible displays, while adjusting pole height and strip lengths changes their shape. As surface area grows, pixel density is preserved vertically by releasing new rows from the rewinders and horizontally by rendering extra columns per revolution with the strips. This keeps comparable density along the central horizontal line of the display, with naturally higher density toward the top and bottom where the troposkein curves inward. Because the technique relies on a mathematical model assuming ideal troposkein geometry, angular velocity becomes critical: incorrect speeds degrade pixel density accuracy, axisymmetric shape fidelity, or both. Interpolation of experimental data shows that 69.44% of reachable troposkein configurations achieve ⩾90% density accuracy and shape fidelity for at least one operating speed. Remaining cases degrade due to insufficient motor speed or limited MCU speed and LED refresh rate. Limitations and improvements are discussed.
Optically recorded analog holograms can reconstruct photorealistic three-dimensional (3D) images without the need for specialized eyewear. Computer-generated holograms (CGHs) are created by simulating the holographic recording process digitally rather than capturing them optically. Large-scale 3D still-image reconstruction with wide-viewing-zone can be achieved by mapping the amplitude or phase profiles of CGHs onto diffractive optical elements (DOEs), which modulate in-plane wavefront distribution using wavelength-scale surface structures. However, DOEs exhibit limited wavelength selectivity, interacting with a broad spectral range beyond their design wavelength. This results in reduced overall transmittance and typically requires three separate CGHs for full-color reconstruction. In this work, we present an "invisible holographic window," a transparent, surface-relief CGH patterned directly on glass via laser grayscale lithography. By encoding the real component of the interference pattern and reducing the phase-modulation range, the surface-relief structure transitions from deeply wrapped, jagged phase profiles to shallower and smoother sinusoidal phase profiles, which is associated with improved optical transmittance. Furthermore, a spatial-frequency-domain band-division multiplexing strategy is applied to support crosstalk-free, full-color 3D image reconstruction from a single transparent CGH, albeit with a viewing angle reduction. This platform generates photorealistic full-color 3D still-images in real space, offering new possibilities for transparent augmented-reality display interfaces such as those integrated into storefront windows, office glass partitions, and museum display cases. Our findings pave the way for advanced holographic display technologies and promise to accelerate research in the field.
We present HumanFlow, a unified flow-matching-based framework that enables high-fidelity and controllable full-body human image generation under diverse human-centric control conditions. Despite recent progress, controllable human image generation poses a fundamental challenge in balancing high visual fidelity with strict adherence to human-centric control conditions. HumanFlow formulates human image generation as a conditional flow-matching process with deterministic generation dynamics. To incorporate such human-centric control conditions into the pretrained model, we introduce a unified control framework with Control Encoder and Token-ControlNet. A Control Encoder maps diverse conditions into a unified latent representation that is spatially aligned with the image latent space. Token-ControlNet is a lightweight control network architecturally aligned with the FLUX double-stream design. To address accurate structural control over human bodies, we further propose the Human Topology Consistency Loss (HTCL). HTCL regularizes conditional flow matching by constraining generated human configurations to a union of statistically grounded topology manifolds defined by normalized bone ratios and joint angles. To support large-scale training and systematic evaluation, we construct MiCoGen, a multi-condition human image dataset comprising over one million full-body human images with aligned text descriptions and rich human-centric control conditions. Extensive quantitative and qualitative evaluations on the MiCoGen dataset show that HumanFlow consistently achieves improved structural consistency than the existing diffusion-based and flow-matching-based methods, while maintaining high visual fidelity.
Photography is the art of painting with light, yet nighttime scenes are shaped by competing degradations: intense flares obscure scene structure, while photon-limited regions collapse into noise. Conventional approaches address these factors in isolation, overlooking the fact that these degradations are fundamentally entangled. To bridge this gap, we introduce LUCID, a unified framework that reframes nighttime restoration as a continuous and controllable process rather than a fixed correction. We decompose nighttime restoration into two cooperative components: a flare disentanglement module that lifts the ’curtain’ of optical artifacts to provide reliable structural guidance, and a diffusion-driven module that leverages generative priors to reconstruct clean and well-exposed imagery. Crucially, LUCID introduces explicit controllability through a novel four-mode training strategy, enabling users to steer the restoration process via classifier-free guidance (CFG) and allowing selective control over light sources and their associated flare and ghosting artifacts, while also supporting high dynamic range (HDR) reconstruction through continuous exposure control. Extensive experiments demonstrate that LUCID consistently outperforms state-of-the-art methods across diverse real-world nighttime scenarios.
Reconstructing realistic, physically plausible garments from a single image remains a fundamental challenge. Template-free methods capture surface geometry but lack explicit sewing structure for simulation; while programmatic systems are simulation-ready but constrained by predefined templates. This reveals a fundamental representation gap between geometric reconstruction and structured garment construction. We present PatternGSL, a structured garment representation in the form of a template-free and learnable specification language that encodes complete sewing patterns, including panel boundaries, parameterized seams, and explicit stitch topology, in a compact and standardized form. PatternGSL preserves the physical rigor of pattern-based models while removing template dependence, elevating sewing structure as a first-class target for generative modeling. We further propose a vision-language framework that predicts PatternGSL specifications directly from a single image and decodes them into garments using lightweight deterministic validity handling, without optimization-based refinement or manual cleanup. In addition, we introduce PatternGSLData, the first large-scale image-to-GSL paired dataset comprising 300K samples with complete sewing pattern annotations, enabling supervised VLM training for structured garment reconstruction. Experiments demonstrate improved pattern accuracy over prior baselines, explicit sewing-structure recovery, reliable cloth simulation, and pattern-level editing through the same deterministic decoding pipeline. Code and data-processing scripts will be released at https://github.com/PatternGSL/PatternGSL.
Selection is a core operation in interactive image editing, enabling tasks such as composition or manipulation. To be practically useful, a user should be able to specify and disambiguate the desired selection region through either text- or click-based interactions, and the system should support selecting not only objects but also other criteria, such as materials. Material-based selection can be particularly valuable for tasks like re-texturing surfaces or consistently editing all instances of a specific material in a scene. However, existing vision–language-model (VLM) based selection methods are largely object-centric and typically support only a single interaction modality, limiting their applicability in real editing workflows. In this work, we thus present Mask Any Object And Material (MAOAM), a unified selection framework that enables precise object- and material-level selection across both text- and click-based interactions. MAOAM leverages a VLM with a segmentation head to produce pixel-accurate masks from user prompts: the VLM interprets the user’s selection intent — object- or material-level — and encodes visual entities, attributes, and spatial relations, while the segmentation head decodes the VLM’s output token into a mask. A key challenge is that material selection datasets with text annotations are unavailable. We therefore propose a scalable data generation pipeline: we collect real and synthetic images with material masks, then leverage VLMs to generate material descriptions with rich visual-semantic information. Using the generated data, we train MAOAM with a multi-task objective over click- and text-based selection, along with an auxiliary VQA task derived from the material descriptions to facilitate deeper material understanding. Despite being trained with uni-modal prompts, our model exhibits an emergent improvement in selection quality when combining text and clicks at inference time, enabling more flexible image editing workflows. Experiments demonstrate accurate and coherent selections across diverse objects, materials, and interaction scenarios, highlighting robustness in practice.
Image customization is a fundamental image editing task that synthesizes an instruction-following image of a specific subject conditioned on reference images. However, most existing methods rely on a single reference image, which makes it difficult to preserve the subject’s underlying 3D structure and maintain multi-view consistency. We therefore study 3D-aware image customization: given an arbitrary multi-view reference set, the model generates an instruction-following image from a user-specified target camera viewpoint, while preserving both subject identity and 3D geometry. This formulation enables a practical “capture-then-customize” workflow and reduces the viewpoint drift commonly observed in 2D-conditioned editors. We propose ViewWeaver, a geometry-grounded generative rendering framework that anchors synthesis with explicit target-view rendering cues aligned with camera geometry, and aggregates multi-view evidence through a lightweight Mixture-of-Views module inside a rectified-flow DiT generator. To facilitate scalable training and systematic evaluation, we build a large-scale data engine and introduce GSO12, a comprehensive benchmark assessing visual fidelity, instruction adherence, and 3D consistency across different reference-view budgets and diverse scene contexts. Extensive experiments show that ViewWeaver significantly improves 3D consistency and viewpoint controllability while maintaining strong identity preservation, enabling accurate and flexible view-controllable customization.
We present Diceplay, a modular physical display for abstract visual composition built from a grid of identical dice. Each die has six faces with distinct geometric primitives, and images emerge through the placement and orientation of the dice. While this medium enables reusable and reconfigurable physical imagery, it poses a challenging design problem: images must be expressed through discrete, extremely low-resolution abstractions, making manual authoring difficult. To address this challenge, we introduce a computational design system that automatically generates Diceplay configurations from text prompts. Our key technical contribution is a grammar-based formulation that relaxes this discrete design space into a smooth optimization landscape, enabling gradient-based optimization using score distillation sampling. We show that our approach consistently produces meaningful abstractions for this medium, whereas state-of-the-art smoothing techniques fail in this extremely challenging regime. We demonstrate our method across a range of prompts and fabricated examples, showing how computationally generated abstractions can be realized as physical visual artifacts.