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.
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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 present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. High-level control is formulated as a decentralized multiagent reinforcement learning problem combined with adversarial learning for motion imitation. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control, while generalizing to sheet music that is not presented in the reference dataset. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings when subjects perform multiple tasks.
To enable large-scale reuse of real-world 3D assets-where garments and characters rarely share skeletons, templates, or dense correspondences-we present a fully automated virtual try-on system that dresses complex, multi-layer garments onto diverse, arbitrarily posed humanoids. Our key idea is to use SMPL as an intermediate proxy and decompose clothing-to-body transfer into two correspondence tasks with distinct challenges: (1) clothing-to-SMPL (partial-to-complete alignment) and (2) body-to-SMPL (large pose/shape variation and stylization). We address clothing-to-SMPL using a geometry-driven correspondence model, and introduce a diffusion-based body-to-SMPL correspondence approach that leverages multi-view consistent appearance features together with a pretrained 2D foundation model. Using these correspondences, we register SMPL/SMPL+D (Displacement) to the garment and target body and then perform simulator-driven fitting by transferring the garment along a smooth SMPL→SMPL+D transition, producing physically plausible draping on the target. Our system handles complex garment topology (including non-manifold meshes) and generalizes to a wide range of humanoid characters (e.g., humans, robots, cartoons, and creatures) while remaining computationally practical. Upon draping, our system also supports fast customization of clothing size. We show that our system can produce high-quality 3D clothing fittings without any human labor, even when 2D clothing sewing patterns are not available. Our project page is: https://cao-cong0.github.io/LUIVITON-Learned-Universal-Interoperable-VIrtual-Try-ON/.
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.
Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into their real or virtual surroundings. Achieving this vision requires a method capable of capturing a user's motion, estimating their appearance under novel lighting, and understanding the surrounding environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on complex studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure accurate motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as robust geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to the live egocentric camera observations. We demonstrate the efficiency of our system through a social telepresence application, where remote users are coherently relit according to their local physical environment. Extensive experiments show that our individual components and the integrated system significantly outperform the best combinations of state-of-the-art baselines in both geometric accuracy and rendering as well as relighting fidelity. Further details can be found on our project page1.
We present Orbit-Space Geometric Probability Paths (OGPP), a particle-native flow-matching framework for generative modeling of particle systems. OGPP is motivated by two insights: (i) particles are defined up to permutation symmetries, so anonymous indexing inflates per-index target variance and yields curved, hard-to-learn flows; (ii) particles live in physical space, so the flow's terminal velocity has physical meaning and can encode geometric attributes (e.g., surface normals). OGPP instantiates three key components: (1) orbit-space canonicalization of the probability-path terminal endpoint, (2) particle index embeddings for role specialization, and (3) geometric probability paths with arc-length-aware terminal velocities that generate normals as a byproduct of the flow. We evaluate OGPP on minimal-surface benchmarks, where it reduces metric error by up to two orders of magnitude in a single inference step; on ShapeNet, where it matches the state-of-the-art with 5× fewer steps and reaches airplane EMD comparable to DiT-3D with 26× fewer parameters and 5× fewer steps; and on single-shape encoding, where it produces normals and reconstructions competitive with 6D generators while operating entirely in 3D.
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.
While yarn-level garments offer rich dynamic details and compelling visual realism compared to triangle-based models, their wide adoption is hindered by the immense computational cost due to the presence of a large number of degrees of freedom (DOFs). This paper proposes a novel simulation framework designed to enhance the performance and stability for numerical simulation of nonlinear, non-convex, and high-resolution knitwear. Our method generalizes the Douglas-Rachford Splitting (DRS) scheme to resolve the non-convex coupling between stretching, shearing, bending, twisting, and contacting at each yarn thread. A key contribution is a nested decomposition strategy that decouples the non-convex variational energy into independent and convex sub-problems. Such convexification improves solver robustness and removes the necessity for frequent line searches. We provide a theoretically grounded strategy for metric selection for each sub-problem, derived from an analysis of the convergence guarantee of DRS. Consequently, our method achieves close-to-optimal convergence along the nonlinear iterations rather than relying on ad-hoc parameter tuning. The paper also clarifies a formal connection between our generalized DRS and the ADMM (Alternating Direction Method of Multipliers) framework, extending the applicability of our analysis to a broader set of constrained dynamics problems. Experimental results demonstrate that our method robustly handles complex knitwear simulation scenes with superior efficiency, stability, and physical fidelity compared to existing methods. With a matrix-free GPU parallelization, our method allows an interactive simulation rate of knitwear of multi-million DOFs.
Data-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at youtu.be/jBA2tWk6vzU.
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.
We present Mixwell, a family of sharp 2D fluid brushes and GPU-accelerated analytical methods for progressive, resolution-independent physics-based mixing. Derived from idealized potential flow around a cylindrical tine, Mixwell includes a cusped, Kelvinlet-style regularized velocity brush that parsimoniously captures cylinder-fluid interactions. Building on Maxwell's 1869 drift formulation, we develop GPU-friendly evaluation strategies for particle drift in both infinite and finite strokes. For image-based workflows, we introduce cylindrical Reverse-Drift Functions (RDFs), displacement fields that encode tine insertion, motion, and removal. Like signed distance fields in geometric modeling, RDFs compose naturally and can be chained in shaders to model complex operations while avoiding intermediate texture blur. We also propose a periodicity-exploiting composition scheme for complex RDF patterns. All Mixwell operations are evaluated independently per sample, enabling truly progressive mixing and rendering without global solves, grids, or intermediate texture resampling. We demonstrate real-time GLSL and HLSL implementations and production integrations in Houdini (OpenCL, OSL), enabling progressive, arbitrary-resolution mixing and rendering with negligible numerical dissipation.
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.
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.
This paper presents a highly efficient and robust differentiable flu::id framework, centered on a novel surrogate gradient method that utilizes the flow map structural advantages. Our key insight reveals a significant misalignment between computational intensity and gradient importance during the backward pass. Specifically, we identify a physical duality within the adjoint process, revealing that the cross-step connections inherent in the flow map act as dominant gradient "highways" that propagate sensitivities over long horizons with high fidelity. Leveraging these insights, we develop a surrogate gradient model that retains these critical connections while pruning redundant adjoint computations in a physics-informed manner. Integrated with tailored acceleration techniques, our framework is successfully applied to diverse, challenging optimization tasks characterized by long time horizons and rich vorticity. Results demonstrate significant speedups and memory reductions while maintaining nearly-identical gradients compared to the full-gradient baseline.
High-quality facial appearance capture has traditionally required costly studio recording. Recent works consider an in-the-wild smartphone-based setup; however, their model-based inverse rendering paradigm struggles with the complex disentanglement of reflectance from unknown illumination. To bridge this gap, we propose to shift the paradigm into training a powerful delighting network as a prior to constrain the optimization. We leverage the OLAT dataset and the rendered Light Stage scans for training, and propose Dataset Latent Modulation (DLM) to seamlessly integrate these heterogeneous data sources. Specifically, by conditioning the core network on learnable source-aware tokens, we decouple dataset-specific styles from physical delighting principles, enabling the emergence of a delighting prior that outperforms existing proprietary models. This powerful delighting prior enables a simple and automatic appearance capture pipeline that achieves high-quality reflectance estimation from casual video inputs, outperforming prior arts by a large margin. Furthermore, we leverage our appearance capture method to transform the multi-view NeRSemble dataset into NeRSemble-Scan, a large-scale collection of 4K-resolution relightable scans. By open-sourcing our model and the NeRSemble-Scan dataset, we democratize high-end facial capture and provide a new foundation for the research community to build photorealistic digital humans.
The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that TopoCapoutperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse
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.
Coordinate-motion assemblies can only be disassembled by the simultaneous motion of multiple parts along distinct paths, providing high structural stability and enabling efficient robotic assembly. Existing examples are largely limited to architectural structures using joint-based connections, or puzzles created through trial-and-error, as the relationship between part geometry and coordinate motion remains poorly understood. Computationally designing such assemblies is challenging because it requires jointly achieving distributed contacts across the entire assembly and a unique coordinate motion for disassembly that rules out other feasible motions. We address this challenge by establishing a theoretical connection between part geometry and unique coordinate motion, enabling us to rigorously verify whether a given assembly admits a unique coordinate motion. Building on this theory, we introduce a two-stage algorithm that optimizes contact interfaces for a target motion and constructs physically feasible part geometries that conform to a user-specified global shape. We demonstrate our approach on models with complex geometries and topologies, including assemblies with large part counts, and validate it through physical fabrication and experiments.
Developing controllers capable of completing a wide range of tasks in a natural and life-like manner is a key challenge in enabling practical applications of physics-based character animation. In this work, we introduce Generative Pretrained Controllers (GPC), which leverage tokenization and next-token modeling to create general-purpose, reusable generative controllers from large-scale motion datasets. Our framework utilizes end-to-end reinforcement learning to jointly optimize a "motion vocabulary", modeled via Finite Scalar Quantization (FSQ), along with a corresponding control policy that can map the discrete codes to physics-based controls. After the "codebook" has been learned, the underlying structure of this large vocabulary is modeled by training a GPT-style autoregressive transformer, leading to a powerful generative controller that generates controls for a physically simulated character by performing next-token prediction. Once the generative controller has been trained, we propose a suite of adaptation techniques for finetuning the controller for new downstream tasks. Our proposed framework greatly simplifies the training process compared to previous tokenized methods, and achieves a 99.98% success rate in reproducing a vast corpus of motion clips. The generative controller exhibits a variety of natural emergent behaviors, such as responsive behaviors to perturbations and recovery behaviors after falling. This results in highly robust general purpose controllers for a variety of downstream applications.