We present a new method for simplifying the topology of a 3D shape. Unlike existing methods that either remove all topological features or offer indirect control over the target topology, our method aims at exactly preserving the user-prescribed numbers of topological features of each type (e.g., components, handles, and voids), while making minimal geometric changes. Guided by persistent homology, our method removes features with low persistence by performing either cutting or filling. This is achieved by an algorithm for computing candidate cuts and fills that remove only low-persistence features, an efficient algorithm for selecting an optimal subset of candidates by computing a weighted independent set, and an iterative framework that alternates between candidate computation and selection. Our method is shown to be highly successful in achieving the prescribed topology on a large test suite involving many complex 3D shapes and target topologies.
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We introduce an implicit representation of continuous, bijective, orientation-preserving maps between genus zero surfaces with or without boundary. The distortion of these maps can easily be minimized by optimizing the Ginzburg-Landau functional—a ubiquitous model in physics and differential geometry—leading to a simple algorithm for computing bijective correspondences using only standard tools of the tangent vector field toolbox. The method avoids combinatorial mesh modifications and does not require barrier functions to enforce bijectivity making it more robust to noise and simpler to implement. Moreover, the algorithm does not assume a bijective initialization and can untangle non-bijective correspondences generated by computationally cheaper methods such as functional maps. It supports the use of both landmark points and landmark curves to guide the correspondence. The key idea is that a bijection between surfaces defines a two-dimensional mapping surface sitting inside the four-dimensional product space of the two inputs, and this mapping surface can be stored implicitly as the zero set of a complex section—essentially a complex function defined on the product space. Now the distortion of the map can be optimized by minimizing the area of this mapping surface, which amounts to minimizing the Ginzburg-Landau functional of the complex section. We demonstrate the practical benefits of our method by comparing to state-of-the-art correspondence algorithms and show that our implicit representation offers improved stability and naturally supports constraints that are difficult to enforce with explicit map representations.
Collaborative human-object interaction shows dynamic and complex movements that require mutual anticipation and continuous adjustment between participants and the shared object. Understanding and modeling such collaborative multi-human object interaction (MHOI) scenarios requires high-quality data acquisition as a foundational step, however, this is a challenging task due to the inherent complexity of MHOI scenarios where human-human and human-object interactions occur simultaneously. Such complexity leads to noisy MHOI captures characterized by several artifacts: contact misalignment between hands and objects, motion jitter and temporal inconsistencies in the captured sequences, and missing or incomplete finger-level articulation details. To address these challenges, we present MOCHI (MOtion Enhancement of Collaborative Human-object Interactions), a two-stage framework for enhancing noisy MHOI data. Our approach first generates physically plausible hand grasps through optimization from noisy body input, producing grasps that are both physically plausible and semantically consistent with the body pose, where these optimized grasps are extended into complete hand-object interaction sequences. Consequently, the full-body motion for all participants are refined through a diffusion-based noise optimization framework that uses single-person motion priors. During the optimization process, we introduce optimization objectives to encode human-object and human-human interaction information within these single-person priors. Experimental results demonstrate the effectiveness of our pipeline across diverse MHOI data, either acquired by existing capture methods or synthesized by generative models. We further show robustness of our system across varying numbers of participants and types of interactions, and demonstrate various applications including keyframe-based MHOI creation and data augmentation through varying object geometries.
We introduce Soft Anisotropic Diagrams (SAD), an explicit and differentiable image representation parameterized by a set of adaptive sites in the image plane. In SAD, each site specifies an anisotropic metric and an additively weighted distance score, and we compute pixel colors as a softmax blend over a small per-pixel top-K subset of sites. We induce a soft anisotropic additively weighted Voronoi partition (i.e., an Apollonius diagram) with learnable persite temperatures, preserving informative gradients while allowing clear, content-aligned boundaries and explicit ownership. Such a formulation enables efficient rendering by maintaining a per-query top-K map that approximates nearest neighbors under the same shading score, allowing GPU-friendly, fixed-size local computation. We update this list using our top-K propagation scheme inspired by jump flooding, augmented with stochastic injection to provide probabilistic global coverage. Training follows a GPU-first pipeline with gradient-weighted initialization, Adam optimization, and adaptive budget control through densification and pruning. Across standard benchmarks, SAD consistently outperforms Image-GS and Instant-NGP at matched bitrate. On Kodak, SAD reaches 46.0 dB PSNR with 2.2 s encoding time (vs. 28s for Image-GS), and delivers 4–19× end-to-end training speedups over state-of-the-art baselines. We demonstrate the effectiveness of SAD by showcasing the seamless integration with differentiable pipelines for forward and inverse problems, efficiency of fast random access, and compact storage. You can find the code here: https://luckyiyi.github.io/SAD.
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.
We introduce MPM Lite, a hybrid Lagrangian/Eulerian method that eliminates the need for particle-based quadrature at solve time. Standard Material Point Method (MPM) practices suffer from a performance bottleneck where expensive implicit solves are proportional to particle-per-cell (PPC) counts due to the the choices of particle-based quadrature and wide-stencil kernels. By contrast, MPM Lite treats particles primarily as carriers of kinematic state and material history. Conceptualizing the background Cartesian grid as a voxel hexahedral mesh, we resample particle states onto fixed-location quadrature points using efficient, compact linear kernels. This architectural shift allows force assembly and the entire time-integration process to proceed without accessing particles, thus making the solver's complexity independent of the particle count. At the core of our method is a novel stress transfer and stretch reconstruction strategy. To avoid non-physical averaging of deformation gradients, we resample the extensive Kirchhoff stress and derive a rotation-free deformation reference solution, which naturally supports an optimization-based incremental potential formulation. Consequently, MPM Lite can be implemented as modular resampling units coupled with an FEM-style integration module, enabling the direct use of off-the-shelf nonlinear solvers, preconditioners, and unambiguous boundary conditions. We demonstrate through extensive experiments that MPM Lite preserves the robustness and versatility of traditional MPM across diverse materials while delivering significant speedups in implicit settings while simultaneously improving explicit ones. Project page: https://mpmlite.github.io.
We present a family of mixed Material Point Methods well suited for the CFL-rate simulation of stiff elastoviscoplastic materials, up to the incompressible limit. Our work builds upon the mixed discretization from Daviet and Bertails-Descoubes [2016a] and extends it to handle finite-strain vis-coelasticity and more general flow rules, allowing the simulation of a much wider range of materials. Our implicit integration scheme leads to a well-posed, symmetric optimization problem with compact stencils for which we propose an efficient GPU solver. We demonstrate our method on a variety of examples ranging from granular materials and snow to elastic solids, including two-way coupling with rigid-body solvers.
Cages are fundamental structures in computer graphics, serving as versatile proxies for a wide range of applications. A high-quality cage must balance two competing objectives: minimizing the face count to ensure simplicity, and maximizing tightness to maintain high geometric fidelity to the input mesh. In this paper, we propose PR-Cage, a nested optimization framework for automated cage generation. For the outer control layer, we introduce a thickness parameter τ that defines a feasibility region; the evolving cage is guided by the τ-offset surface. We observe that an optimal balance between simplicity and tightness is achievable by progressively relaxing the parameter τ via a staircase schedule. For the inner iterations, we extend the traditional Quadric Error Metric (QEM) framework by incorporating rigorous linear inequality constraints to suppress triangle degeneration and prevent normal flips. Our algorithm relies exclusively on the atomic operations of edge collapses and edge flips, resulting in high computational efficiency and robustness. Comparative experiments on public datasets demonstrate that PR-Cage consistently outperforms existing methods, achieving extreme simplification while maintaining high adherence to the underlying geometry; see the teaser figure. Due to these favorable properties, we demonstrate the utility of our method in several downstream applications, such as contact simulation and deformation, where PR-Cage exhibits significant advantages in both quality and performance.
To enable the design and manufacturing of optimized composite structures using fabric plies, we propose a field-driven optimization framework that jointly optimizes structural topology and manufacturable layers. A central challenge in this setting is the modeling and optimization of partial fabric layers with near-uniform thickness, which we formulate as a semi-continuous periodic scalar field parameterized by a continuous implicit neural vector field. Within this concurrent structure-layer optimization framework, we further derive a formulation of inter-layer anisotropic mechanical behavior that enables effective modeling of mechanical property transitions induced by partial-layer boundaries, together with additional objectives for manufacturability and field regularization. We validate the effectiveness of our approach through both numerical simulations and physical experiments, demonstrating that the optimized fabric-reinforced laminated composites achieve up to 43.8% higher stiffness compared to counterparts fabricated using planar fabric plies.
We present an algorithm for global knit structure planning that leverages a generalization of power diagrams to triangulated surfaces. This generalization is based on modified geodesic heat kernels and is used to quantize the curl measure of a normalized knitting time function gradient. Knit singularity positions are optimized jointly in a global fashion via an iterative Lloyd-type algorithm, leading to faster and more optimal placement of singularities than prior work, allowing for practical creation of denser knit graphs. In this denser setting, we present singularity ordering constraints that more robustly achieve helix-free knit graphs. The speed and robustness of the method is demonstrated via a diverse array of knits, and a virtual gallery of helix-free knit graphs. We also provide further demonstration of user constraints for knit singularity masking, level set alignment constraints, and apparent seam placement via curl boosting.
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.
Differentiable volume rendering enables gradient-based optimization of volumetric scenes, but unbiased estimators suffer from high gradient variance. We observe that the extinction gradients split into two components on structurally different integration domains: a scattering term evaluated at a single path vertex, and a transmittance term integrated along the ray segment. Because the domains are mismatched, existing estimators sample the two components at different locations, leaving the negative correlation between their opposite-signed contributions unexploited. We expose this overlooked correlation and exploit it through a principle we call sample matching: evaluate both components at shared sample locations. To enable this, we derive the first reformulation of the differential path integral that couples the two contributions within a single integrand, yielding an unbiased Monte Carlo estimator that ties them together by construction. For efficiency, the estimator reuses partially sampled light paths and amortizes in-scattering cost by evaluating gradients at multiple probe points per segment. On voxel-grid reconstruction, our estimator reduces gradient variance by up to 80% over differential ratio tracking (DRT), yielding faster convergence and higher reconstruction quality.
Discrete X-ray tomography reconstructs the internal structure of an object from X-ray projections, assuming that the volume is composed of a discrete set of known materials (e.g., steel, aluminum, and air). This is generally straightforward when many projections are available but becomes increasingly ill-posed as their number decreases. Discrete tomography has been extensively studied over the past five decades, resulting in a range of mature reconstruction algorithms. In this work, we introduce a new reconstruction method that draws inspiration from both classical computed tomography and recent advances in inverse rendering, demonstrating that a remarkably simple gradient-based inversion can significantly surpass the reconstruction quality of standard methods such as SIRT, DART, and TVR-DART. Our method represents each 3D location as a probability distribution over the set of known materials and minimizes a volumetric loss that encourages consistency with the measured projections. It supports nonlinear effects such as volumetric scattering and is simple to optimize and parallelize on compute accelerators. We evaluate our method on challenging 2D and 3D benchmarks, demonstrating superior performance particularly in sparse and limited-angle scenarios, where traditional techniques struggle with ambiguity.
Providing haptic feedback in virtual reality (VR) remains challenging, with active haptic systems often being bulky and expensive, while passive haptics typically require pre-fabricated objects or extensive real-world setup. We present ProXeek, an LLM-based multi-agent system that opportunistically leverages real-world objects as haptic proxies for VR experiences. During VR development, the designers could annotate the virtual interactables with emphasized haptic characteristics using our node-based editing interface. On the user side, end users capture environmental snapshots via commodity VR headset, and the system employs LLM-based multimodal reasoning and multi-objective optimization to match virtual objects with viable physical proxies. Our technical evaluation demonstrates that ProXeek effectively identifies viable proxies, confirming the effectiveness of the algorithmic constraint design in our matching pipeline. Our user study further reveals that the ProXeek-selected physical objects could deliver significantly higher haptic fidelity and enhance presence compared to 3D-printed replicas and visual-only interaction.
We introduce a high-performance framework for solving nonconvex optimization problems arising in simulation and geometry processing applications. Our framework especially benefits high-dimensional problems whose unknowns are spatial coordinates in ℝd and whose objectives are expressed as a sum of element energies over small stencils. The Hessians of these problems have a block-sparse structure, where the nonzero entries are grouped into dense d × d blocks. Many works have exploited this structure to speed up the Hessian-vector products and nodal smoothers of iterative solvers. In contrast, accelerating direct sparse linear solvers, preferred for applications requiring high accuracy on unstructured grids, has been less explored. Our framework leverages block structure to accelerate all phases of a Newton-type minimization algorithm, from sparsity pattern construction to system assembly, matrix factorization, and solves. A fundamental piece of the framework is BlockCatamari, our highly tuned, block-accelerated multifrontal sparse Cholesky code that achieves significantly faster factorizations than existing direct solvers on shared-memory systems. We combine this solver with our fast parallel Hessian assembly routine, heuristics for conditionally enabling per-element Hessian projections, and strategies for minimizing symbolic factorization re-computations. We show that this leads to dramatic speedups on a large suite of benchmark problems involving injective surface parametrization and elasticity simulation with contact, and we further demonstrate the ease with which new energies can be defined at the different levels of abstraction offered by our framework.
We introduce a spatially discrete formulation of the Schrödinger bridge problem on meshes and grids that enables structure-preserving and scalable interpolation between probability distributions. Our approach builds on the duality between entropy-regularized optimal transport and the log-heat equation, deriving a discrete theory that is compatible with mesh-based finite element discretizations. The resulting Sinkhorn algorithm alternates application of the heat kernel with multiplicative updates to enforce marginal constraints. Compared to interpolation via Wasserstein barycenters, our formulation produces sharper interpolants for a given level of regularization and enforces exact endpoint marginals, in addition to enjoying faster computation. It also scales to high-resolution meshes and finer temporal discretizations, avoiding the prohibitive cost of directly discretizing dynamical transport. We demonstrate our approach across mesh- and grid-based applications, including displacement interpolation, shape interpolation, and color histogram manipulation, highlighting its ability to achieve geometric fidelity with computational efficiency.
College of Computing and Data Science, Nanyang Technological University, Singapore Multi-layer perceptrons (MLPs) are a standard tool for learning and function approximation, but they inherently produce globally smooth outputs. Consequently, they struggle to represent functions that are continuous yet intentionally non-differentiable (i.e., functions with prescribed C0 sharp features) without ad hoc post-processing. We present SharpNet, a modified MLP architecture that encodes user-specified sharp features by augmenting the network with an auxiliary feature function defined as the solution to Poisson's equation with jump Neumann boundary conditions. This feature function is evaluated via an efficient local integral and is fully differentiable with respect to the feature locations, allowing us to jointly optimize both the feature locations and the MLP parameters to recover the target function or geometry. This construction provides precise control over where non-differentiability occurs, enforcing the desired C0 behavior at feature locations while preserving smoothness elsewhere. We validate SharpNet on 2D problems and 3D CAD reconstruction, and compare it with several state-of-the-art baselines. In both settings, SharpNet accurately recovers sharp edges and corners while remaining smooth away from them, whereas existing methods tend to blur gradient discontinuities. Qualitative and quantitative results demonstrate the effectiveness of our approach. Our project page, code and models are publicly available at https://sharpnettech.github.io.
We propose a system for differentiating through solutions to geometry processing problems. Our system differentiates a broad class of geometric algorithms, exploiting existing fast problem-specific schemes common to geometry processing, including local-global and ADMM solvers. It is compatible with machine learning frameworks, opening doors to new classes of inverse geometry processing applications. We marry the scatter-gather approach to mesh processing with tensor-based workflows and rely on the adjoint method applied to user-specified imperative code to generate an efficient backward pass behind the scenes. We demonstrate our approach by differentiating through mean curvature flow, spectral conformal parameterization, geodesic distance computation, and as-rigid-as-possible deformation, examining usability and performance on these applications. Our system allows practitioners to differentiate through existing geometry processing algorithms without needing to reformulate them, resulting in low implementation effort, fast runtimes, and lower memory requirements than differentiable optimization tools not tailored to geometry processing.
Capturing cloth motion with high fidelity is challenging due to fine-scale wrinkles, large deformation, and frequent self-occlusion. We present a 4D (spatio-temporal) cloth capture system that achieves 1 mm spatial resolution using only 16 RGB cameras. Our approach uses a two-level marker pattern: sparse, colored L-shaped markers provide robust detection and orientation, while dense noise patterns within each marker enable both marker identification and precise keypoint localization. By unwarping detected markers to a canonical frame, we factor out perspective distortion and most of cloth deformation, allowing the localizer to achieve sub-pixel accuracy. The localized keypoints are triangulated across views to form an incomplete point cloud. A physics-based optimization then deforms a template mesh to match the captured geometry while maintaining penetration-free constraints and physical plausibility for occluded regions. Our method produces temporally coherent sequences that faithfully capture fine wrinkles and folds even during complex motions with self-contact.
Stochastic Monte Carlo solvers for partial differential equations (PDEs) recently gained popularity in computer graphics, finding applications in geometry processing, rendering, simulation, and visualization. At present, there exists no Monte Carlo solver for the rendering of biharmonic diffusion curves, an artist-friendly smooth vector graphics primitive. The fourth-order biharmonic equation of biharmonic diffusion curves can be split into two second-order PDEs, namely a Laplace and a Poisson equation. However, since biharmonic diffusion curves set Dirichlet and inhomogeneous Neumann conditions at the same time, these two second-order PDEs are tightly coupled and can hence not be solved directly. We propose to treat the rendering of biharmonic diffusion curves as an inverse problem, in which the Dirichlet data of the Laplace equation is unknown. We formulate a variational energy optimization, such that the user-defined boundary conditions are met. Thereby, the necessary gradients are estimated stochastically by solving two second-order problems with Dirichlet boundary conditions only.