Papers for

computer graphics developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Determinant maximization improves diversity in text to image diffusion sampling

Beyond Pairwise Repulsion: Collective Diversity via Determinant Maximization in Diffusion Sampling

Abstract: Strong guidance in text-to-image (T2I) diffusion models concentrates sampling toward high-density modes of the conditional distribution, collapsing independently sampled noise vectors onto nearly identical visual prototypes. This limits utility for tasks that demand distributional breadth, most critically synthetic data augmentation. Diversity, however, is a collective property of the whole batch: a set can preserve every pairwise distance yet still collapse onto a low-dimensional subspace. Existing sum-of-pairwise noise-optimization and repulsion objectives respond only weakly to this higher-order failure. We propose DetNO (Determinant Noise Optimization), which formulates diverse generation as RKHS volume maximization on the initial noise, maximizing the log-determinant of an RBF Gram matrix over one-step Tweedie predictions. This set-level functional equals the squared batch volume; its repulsion is strongest when the batch is most collapsed and self-attenuates as diversity is achieved. An anchor-based fidelity term keeps the optimized noises near plausible regions, and Lagrangian relaxation gives a two-term objective with a single hyperparameter $λ$ governing the diversity-quality trade-off, without training or sampler modification. Across three backbones (SD1.5, SDXL, SD3), DetNO achieves leading intra-batch diversity in VendiScore and Mean Self-Similarity, and a downstream few-shot classification experiment confirms that broader mode coverage brings statistically significant accuracy gains for synthetic data augmentation in the low-shot regime. Fixing the pipeline and varying only the batch objective, both RBF-based aggregators outperform InfoNCE, and the log-determinant attains the best downstream accuracy on both benchmarks. Its diversity advantage over InfoNCE widens as the batch grows. Code is available at https://github.com/mobled37/DetNO.

Thu 15 OctComputer Vision and Pattern Recognition
The gist
Text-to-image models often generate very similar images when guided strongly, which limits their usefulness for tasks needing a wide variety of outputs, like data augmentation. The authors found that just maximizing differences between pairs of images isn't enough to ensure true diversity across the whole batch. They propose a new method called DetNO that encourages the batch of images to cover a larger range by maximizing a mathematical measure of volume in the noise space used to generate images. DetNO improves diversity without losing image quality and leads to better performance when using generated images for training other models.
Open → 2610.22267v1

Efficient compression method reduces memory for 3D rotation data

Compression of Uniformly Distributed Unit Quaternions

Abstract: Unit quaternions are widely used in computer graphics making their efficient compression critical for reducing memory consumption and bandwidth requirements. In this paper, we present a novel method for encoding uniformly distributed unit quaternions. Our thorough analysis of several quaternion parameterizations compares their theoretical error properties, quantization behavior, computational cost, and memory efficiency and provides both an analytical and empirical characterization. We show that an infinity-norm parameterization with our optimized warp function consistently offers the smallest maximum error and the best storage efficiency, at a decompression cost equal to or lower than that of parameterization methods found in practice. We demonstrate the practical benefits of the proposed approach in several graphics applications, including tangent-space normal mapping, skeletal animation with blend weights, and Gaussian splatting.

Thu 15 OctGraphics
The gist
3D rotations in graphics are often stored using unit quaternions, but these can take up a lot of memory and bandwidth. The authors studied different ways to represent and compress these quaternions when they are evenly spread out. They found a new compression approach using a special infinity-norm method combined with a warp function that minimizes errors and uses less storage. This method decompresses quickly and works well in practical graphics tasks like animation and texture mapping.
Open → 2610.22052v1

Robot-captured cloth images improve neural material models accuracy

RoboCloth: A Large-Scale Real Cloth Material Dataset for Neural Reflectance Reconstruction

Abstract: We present RoboCloth, a dataset of 500 real cloth materials captured under flexible, calibrated camera and lighting configurations, where both are robotically controlled during acquisition. Each material is imaged in approximately 580 high-dynamic range frames spanning a wide view-light hemisphere; camera poses are refined via structure-from-motion and aligned to the robot frame, yielding per-material sparse surface geometry and structured per-point reflectance observations ready for neural material training. We demonstrate the value of this data through a two-stage neural reconstruction pipeline: Stage 1 trains a shared MLP decoder on our corpus to learn cloth material priors; Stage 2 then freezes the decoder and fits a dense 2048x2048 latent texture to each target material. Evaluating on held-out materials from our own dataset and on the independent UBO2014 benchmark, we show that a decoder trained on our captures outperforms decoders trained on existing measured reflectance datasets and analytic PBR fitting, transferring to unseen acquisition systems without modification. The dataset, calibration files, observation tensors, and train/test splits are released under CC BY 4.0 on the Hugging Face Hub.

Thu 15 OctComputer Vision and Pattern RecognitionGraphics
The gist
Capturing how cloth looks under different lights and angles is tricky but important for making realistic digital clothes. The authors created RoboCloth, a large set of photos of real cloth materials taken by a robot that carefully controls the camera and lights. They used this special data to train a neural network that better understands cloth appearance than models trained on older datasets. This means better digital rendering of fabrics is possible, even on new cameras and lights. They share the dataset and code openly so others can build on their work.
Open → 2610.21090v1

Defining and generating hierarchical compositional structures from data

Defining and Generating Compositional Structure

Abstract: Compositional structure is pervasive in nature and across scales: atoms combine into molecules, molecules into cells, and cells into organisms, while further compositional hierarchies appear within each level. More broadly, compositionality, the reuse and recombination of parts into novel structures, is a fundamental source of interesting complexity in both natural and artificial systems. Yet despite its importance, and despite our apparent ease in recognizing it, mathematical accounts capturing what we intuitively mean by compositional structure remain limited. Here, we fill this gap by formalizing a simple idea: compositional structure emerges when parts, considered together, reveal shared structure that is not captured when those parts are modeled separately. We express this idea using algorithmic information theory, the mathematics of information and compression, which provides a natural way to identify structure in arbitrary data without specifying in advance what that structure must look like. Applied across scales, our definition informs where and how compositional structure emerges within an object. Using tractable approximations, we then invert the framework to generate compositional objects: we specify the desired form of their compositional structure without prescribing their particular content, and optimize directly over strings and images. The resulting objects exhibit readily recognizable hierarchical reuse and part-whole organization, suggesting that the definition captures compositional structure rather than merely complexity, regularity, or shared information. Finally, we discuss implications for machine learning, including a new perspective on depth in neural architectures and principles for constructing compositional data curricula capable of supporting open-ended learning.

Wed 14 OctArtificial IntelligenceInformation TheoryMachine Learning
The gist
Many natural and artificial things are made by combining smaller parts into bigger parts in layers, like atoms forming molecules and molecules forming cells. The paper offers a clear way to define what it means for something to have this layered, reusable structure using ideas from information theory. The authors show how to spot these structures in data without guessing what they look like beforehand, and also how to create new objects with these layered parts. This helps us better understand complexity in nature and could improve how machines learn by showing them how to build from parts in a flexible way.
Open → 2610.20922v1

Efficient methods for testing if zero lies in a spherical convex shape

Spherical Convex Hull Membership: Complexity and Performance of Geometric and Accelerated Methods

Abstract: We study the problem of testing membership of the origin in the convex hull of $n$ unit vectors in $\mathbb{R}^m$, seeking a convex combination of norm at most $\varepsilon$ or a strict separating hyperplane. The Spherical Triangle Algorithm (STA) uses nearest-point updates on pivot segments. We first establish a conditional $O(1/\varepsilon)$ iteration bound from accumulated geometric progress, allowing deeper pivots to compensate for shallow ones. A three-point example shows that ordinary STA can require $Θ(\varepsilon^{-2})$ iterations. We show that the same conditional bound holds for STA with Wolfe minimum-norm correction (STA--WMC), provided the averaged geometric progress condition holds for the STA steps taken within this corrected method. We then combine STA, WMC, and the Nemirovski weighted-pivot method (NWP) in a hybrid with unconditional bounds of $O(\sqrt{\log n}/\varepsilon)$ matrix--vector products with the input matrix or its transpose and $O(mn\sqrt{\log n}/\varepsilon)$ arithmetic operations, including corrections. We also give a self-contained derivation of the $O(\sqrt{\log n}/\varepsilon)$ membership iteration bound for entropic Nesterov acceleration. Computationally, we compare five methods---ordinary STA, STA--WMC, the hybrid, standalone NWP, and entropic Nesterov acceleration---on convex-hull queries derived from 14 public benchmark datasets and on 204 controlled synthetic inputs. STA--WMC completes all cases in both comparisons, and the hybrid completes all public-data cases. STA performs well on favorable interior and separation instances; Nesterov acceleration is faster than the STA-based methods on the highest-dimensional random membership tests. The experiments show complementary strengths and distinguish practical performance from worst-case guarantees.

Wed 14 OctComputational Geometry
The gist
Checking if the center point (origin) is inside a shape formed by many points on a sphere is a tricky problem. The authors study different mathematical methods to solve this problem faster and with fewer steps. They improve existing algorithms by combining ideas and prove how many steps each method might take. They also test these methods on real and synthetic data to see which works best in practice. This helps clarify when certain algorithms are faster or more reliable for these geometric questions.
Open → 2610.20757v1

Camera scale mismatch corrected for stable multi-person 3d human tracking

A Diagnostic Study of World-Space Human Recovery Under High Camera Dynamics

Abstract: Monocular world-space human recovery methods excel on current benchmarks, but these rarely include fast camera motion. We introduce the K-Pop stress test, broadcast dance videos that combine fast, large camera motion with dense multi-person choreography. Leading methods produce plausible per-frame meshes on these videos, yet their world-space trajectories drift far from the performers' stage positions. Through a systematic diagnosis, we show that the camera and human estimates each remain self-consistent, and that the drift appears when they are combined at mismatched scales. Each is recovered at its own scale, so a mismatch between the two can turn camera motion into human drift that grows with camera displacement and becomes severe in broadcast dance videos. We derive a closed-form correction that estimates this mismatch and applies one scale to all performers, removing the drift while keeping their relative positions in one shared world frame. It requires no retraining and works with existing backends. Combined with physical constraints, the correction yields stable world-space reconstruction for choreography modeling, scene editing, data generation, and virtual reshooting.

Wed 14 OctComputer Vision and Pattern Recognition
The gist
Videos with quick, large camera movements often confuse systems trying to find people’s exact locations and poses in the 3D space of a scene. The authors studied why these errors happen in detailed dance videos with many performers and fast camera moves. They found the problem is that the camera and human positions are estimated independently and then combined at different scales, causing the performers’ positions to drift wrongly over time. The authors created a formula that fixes this scale mismatch after the fact, making the recovered positions stable and accurate without needing to retrain the system.
Open → 2610.19729v1

3D anchored space improves scene generation and reconstruction quality

SceneAE: Scene Generation and Reconstruction in Queryable 3D-Anchored Latent Space

Abstract: Recent video world models have increasingly adopted 3D memory mechanisms to integrate historical observations into a lightweight and persistent scene representation. This naturally raises a complementary question: if 3D representations can serve as an effective mechanism for memorizing observed scenes, can they also be directly used as the latent space for reconstructing and generating scenes? Motivated by this idea, we represent a scene as a compact and unstructured 3D-anchored latent space (\textbf{SceneAE}). Each latent combines an explicit 3D position with an implicit content feature and is spatially grounded to describe its local scene region, forming a sparse latent point cloud. Unlike conventional video-VAE latents that describe how a scene appears from particular viewpoints, our representation directly describes the scene itself, making it naturally applicable to both reconstruction and generation. For reconstruction, once the scene has been generated, our persistent 3D representation can be projected and decoded into RGB-D observations by different target cameras, without the need to regenerate a video for each new camera trajectory. For generation, we leverage the geometry-content separation to first generate camera-controlled 3D geometry and then synthesize content conditioned on it, reducing camera-appearance entanglement and improving camera controllability. Experiments show that this 3D latent achieves superior generation quality, computational cost, and camera controllability.

Wed 14 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
It can be hard for computers to remember what a 3D scene looks like from different angles and then recreate it. The authors propose using a special kind of memory that stores tiny pieces of the scene at exact 3D spots. This makes it easier to rebuild the scene from new viewpoints without starting over. They also separate the scene’s shape from its appearance to make generating new scenes more accurate and easier to control. Their approach creates better looking scenes that can be viewed smoothly from different directions.
Open → 2610.19708v1

Curved sight lines improve visibility in art gallery polygons

Arithmetic Visibility in Polygons: Curved Sight in the Art Gallery

Abstract: In the classical art gallery problem, a guard sees a target when the segment joining them lies entirely within the polygon. We explore what changes when sight may bend along regular arcs on absolutely irreducible curves, but only those defined by primitive integer polynomials of total degree at most \(d\) and coefficient height at most \(H\). We call such curves admissible sight carriers. Arcs can dramatically improve sight. In a one-sided comb, no straight-line guard sees selected targets in two different teeth, yet a single central guard sees a chosen target in every tooth along parabolic carriers. Sight can also fail in two different ways. Geometrically, the polygon may block every sight arc of the allowed degree between two points. For instance, in an alternating comb, the number of guards needed for a row of targets spanning the comb grows linearly with the number of sides at each fixed degree, even for carriers with arbitrary real coefficients. Arithmetically, no admissible carrier may pass through the points at all. Even in the unit square, at fixed \(d\) and \(H\), the proportion of rational targets that must guard themselves tends to one as the height bound grows. An algebraic target may lie on no rational curve of degree at most \(d\), however large \(H\) is. Both failures can be overcome for finite target sets by allowing the degree and coefficient height to grow. We show that every finite set of algebraic targets in a rational polygon becomes visible from any rational interior guard, with explicit bounds. We also construct, for every \(d\), arbitrarily large Galois orbits in the unit square, all of projective height \(4^{d+1}\), whose points must each guard themselves at degree \(d\) for every \(H\). Yet at degree \(d+1\) and coefficient height one, a single guard sees the whole orbit along \(Z(Y-X^{d+1})\).

Wed 14 OctComputational Geometry
The gist
The classical art gallery problem asks how to place guards so they can see every point inside a polygon using straight lines. This paper studies what happens if guards can see along certain carefully defined curved paths instead. The authors find that curved sight can let a single guard see places that straight sight cannot, but there are geometric and arithmetic limits on when this works. They prove that by allowing more complex curves, any finite set of targets inside a polygon can be seen from any guard position. They also identify special sets of points that need very specific curve shapes to be seen.
Open → 2610.19506v1

Gpu method speeds up physics-based shape and motion optimization

DiffGIPC: Differentiable Mixed-Coordinate Contact Dynamics on GPU

Abstract: Contact-rich inverse problems require efficient gradients and reliable enforcement of non-penetration. Existing differentiable methods provide fast simulation and rigid-deformable coupling, but contact treatments based on penalties or velocity-level constraints can permit penetration or positional drift. Incremental Potential Contact (IPC) maintains non-penetration through geometric barriers and {continuous collision detection (CCD)}. However, repeated forward and backward evaluations remain costly in full-space finite-element (FEM) implementations, particularly when nearly rigid components retain many vertex {degrees of freedom (DoFs)}. We present DiffGIPC, a GPU-accelerated differentiable IPC framework for optimizing interacting deformable and nearly rigid bodies. Our affine-body derivatives enable {rest-shape} design, initial-state optimization, and articulated control while retaining only twelve motion DoFs per affine body. These gradients account for how changes in geometry, placement, and actuation affect other objects through collision and friction. We preserve these interactions in one coupled FEM-affine adjoint system per frame, reducing the backward-system size without discarding the dependencies that drive the inverse problem. GPU-optimized backward computation further reduces the cost of repeated gradient evaluations. A reusable PyTorch interface connects supported physical parameters to user-defined parameter maps and losses across design, identification, motion, placement, and articulated control. Experiments demonstrate peak speedups over DiffIPC of approximately 150.0x with full-space FEM and 4133.3x with affine bodies for combined forward simulation and backward differentiation.

Tue 13 OctGraphicsRobotics
The gist
Simulating objects touching and moving without crashing into each other, especially when they bend or almost don’t move, is tricky and slow. The authors built a method called DiffGIPC that runs on graphics cards to simulate these interactions faster and more accurately without objects sinking into each other. It also calculates exactly how changing shapes or movements affects other objects, which helps in designing shapes, controlling motions, or figuring out starting conditions. Their method is much faster than earlier ones, making complex simulations and optimizations more practical.
Open → 2610.19091v1

Solving surface equations by improving geometric projections and embeddings

Walk-on-Ambient-Patch: Solver-Adapted Isometric Embeddings for Projected Walk on Spheres

Abstract: Projected Walk on Spheres (PWoS) solves surface PDEs through ambient sampling and closest-point projection, but tightly folded embeddings can force short steps or ambiguous projections despite simple intrinsic geometry. We introduce Walk-on-Ambient-Patch (WoAP), which treats the embedding as a solver variable. Edge-isometry constraints and tangent-point repulsion separate intrinsically distant regions, optionally in higher codimension; patch states track residual projection branches without introducing PDE boundaries. We analyze the resulting geometry--sampling tradeoff: additional dimensions provide separation freedom but reduce uniform tangent progress, while strong tangent-biased proposals incur large importance-weight moments. Folded-surface experiments demonstrate reduced projection conflicts, a separate hard-constraint pilot verifies metric preservation, and an internal fixed-RMSE comparison favors higher dimensions at stricter accuracy targets. Together, these results motivate choosing the embedding and projection state jointly with the stochastic solver.

Sun 11 OctGraphics
The gist
Solving equations on curved surfaces can be tricky when surfaces fold or overlap in complex ways, making it hard to move smoothly along them. The authors propose a new method that changes how the surface is represented and sampled, helping avoid confusing overlaps and making calculations more accurate. Their approach keeps the surface's true shape while allowing some extra mathematical dimensions to separate tricky parts. Tests show this method lessens problems with projection conflicts and maintains accurate shapes better, helping solve surface problems more reliably.
Open → 2610.15573v1

Efficient formula reconstructs smooth functions from exact data

A Computationally-Efficient Closed-Form $C^{s,1}$-Extension Formula

Abstract: We identify explicit closed-form and variational formulae for interpolating the exact values and derivatives through order $s$ of a $C^{s,1}$ function $f:\mathbb{R}^d\to\mathbb{R}$ at $N$ distinct points in $[0,1]^d$. The reconstruction satisfies bounds on its global $C^{s,1}$ seminorm and its Lipschitz constant on $[0,1]^d$ that are independent of the sample size $N$, the latter being the sharp Whitney condition. For $s\ge2$, the reconstruction is real analytic away from the data points and definable in the o-minimal structure $\mathbb{R}_{\exp}$. Our nonlinear extension formula coincides with the formula of McShane (1934) for $s=0$ and with the formulae of Le Gruyer and Phan (2015) and Azagra, Le Gruyer, and Mudarra (2018) for $s=1$, and is new for $s\ge2$. For fixed $d$ and $s\ge2$, our closed-form formula is computable away from the data points by a circuit using only elementary unary and binary real operations, with $\mathcal{O}(N)$ gates and $\mathcal{O}(\log N)$ depth. This yields $\mathcal{O}(N)$ storage and $\mathcal{O}(\log N)$ parallel evaluation time. From the supplied coefficients and weights, the circuit can be compiled with $\mathcal{O}(N)$ one-time work in the exact-real word-RAM model. Thus, in this supplied-data setting, our nonlinear construction improves by a logarithmic factor on the $\mathcal{O}(N\log N)$ initialization bound of Fefferman and Klartag (2009), while retaining linear storage and attaining logarithmic query time through parallel evaluation.

Thu 8 OctData Structures and Algorithms
The gist
This paper presents a new efficient method to reconstruct smooth functions from exact values and derivatives at specific points. The authors provide a formula that can recreate the function and its smoothness properties with guaranteed bounds regardless of how many data points are used. For smoothness levels two and higher, their method produces functions that are very well behaved analytically except at the data points. Their approach improves on existing formulas for the simplest cases and is computationally efficient for larger problems, allowing storing and evaluating the function quickly in parallel.
Open → 2610.12239v1

Optimal random quantisers improve data compression for spherical data

Optimal random quantisers for spherically symmetric distributions

Abstract: Zador's celebrated theorem is a cornerstone of optimal quantisation: it establishes both the weak limit of the empirical distribution of an optimal $n$-point quantiser in $R^d$ and the decay rate of the associated $L_s$-mean quantisation error. In large dimension, however, observing this asymptotic behaviour requires an astronomically large sample size. We prove that, for spherically symmetric target distributions, optimisation over all spherically symmetric distributions is a convex problem and derive an equivalence theorem that both characterises global optimality and yields a constructive algorithm. We show that, for moderate $n$, random quantisers uniformly distributed on a sphere of suitably chosen radius $R$ perform exceptionally well and, over a broad range of values of $n$, are numerically certified to be optimal among all random quantisers. Their expected distortion has an explicit integral representation that can be evaluated to arbitrary precision, and we prove concentration across random quantisers: the distortion variance tends to zero as $n\to\infty$ for fixed $d$. For $s=2$, both the optimal radius and the associated minimum expected distortion admit exact expressions. For general $s$, the optimal radius can be determined efficiently, and extreme-value theory provides useful approximations when $n$ grows with $d$. Depending on this growth rate, $R$ either converges to zero or approaches a positive limit that is independent of $s$.

Thu 8 OctMachine Learning
The gist
This paper addresses how to best simplify complex, multi-dimensional data that looks the same in all directions, like points on a sphere. The authors show that picking random points evenly spread on a sphere can make these simplifications very effective, especially when you only have a moderate number of points to work with. They also provide a clear way to find the best size of this sphere to minimise errors and explain how the error behaves as you use more points. Their work supports better data compression methods for this kind of symmetrical data.
Open → 2610.11772v1

Flow matching technique generates realistic polycrystalline microstructures

$C_4$-Equivariant Flow Matching on Anisotropic Power-Diagram Graphs for Microstructure Generation

Abstract: Acquiring realistic microstructure data through Electron Backscatter Diffraction (EBSD) is costly and time consuming, often relying on specialised equipment. As microstructures strongly influence material properties, generating realistic samples is essential for modelling the behaviour of polycrystalline materials. We introduce a generative model for synthesising realistic polycrystalline microstructures using flow matching and graph neural networks. By representing microstructures as anisotropic power diagrams, our model learns a compact geometric parametrisation and can render generated samples at arbitrary pixel resolution. A $C_4$-equivariant architecture incorporates rotational symmetry directly into the model, ensuring that rotations of the input noise produce corresponding rotations of the generated microstructure. We also demonstrate how training-free guidance can be used to generate complex microstructures, based on user defined objective function. In particular, we generate microstructures resembling a copper weld, cast metal slab, 3D-printed stainless steel and heterogeneous lamella titanium.

Thu 8 OctMachine Learning
The gist
Getting real microstructure data, which shows how tiny crystals are arranged in metals, usually needs expensive and special machines. The authors present a way to create realistic images of these microstructures using a type of artificial intelligence that treats the structures like graphs with directional properties. Their method understands rotations, so turning the input noise rotates the generated pattern too. They can also guide the AI without retraining it to produce specific metal types, like welds or 3D-printed alloys.
Open → 2610.11549v1

Improved multidimensional signal modeling with dual neural networks and wavelet fusion

Spatial-Frequency-Aware Implicit Neural Representation of Multidimensional Signals via MLP-KAN Fusion

Abstract: Implicit Neural Representations (INRs) have emerged as a compelling paradigm for modeling multidimensional signals by mapping continuous coordinates to signal values. However, Multi-Layer Perceptrons (MLP)-based INRs inherently suffer from spectral bias, which favors low-frequency components and suppresses the reconstruction of essential high-frequency details. While existing techniques, such as Fourier feature mappings, mitigate this issue, they often rely on sensitive manual tuning and are prone to spectral artifacts. In this paper, we propose a spatial-frequency-aware INR framework that combines an MLP branch with a Kolmogorov-Arnold network (KAN) branch for complementary frequency-oriented modeling. The MLP branch provides a low-frequency-oriented representation of smooth structures, whereas the KAN branch complements localized variations and fine details. To coordinate the two branches, we integrate the discrete wavelet transform (DWT) and inverse discrete wavelet transform (IDWT) into the output fusion stage. The outputs of the two branches are decomposed into wavelet coefficients, and the corresponding coefficients are additively fused before inverse wavelet reconstruction. A wavelet-domain band-separation regularization further penalizes high-frequency responses in the MLP branch and low-frequency responses in the KAN branch, thereby encouraging complementary frequency-oriented behavior. Experiments on 1D signals, 2D images, 3D volumes and signed distance functions, videos, and 4D light-fields demonstrate the applicability of the proposed representation across the evaluated signal modalities. Results demonstrate improved reconstruction fidelity across the evaluated signal modalities.

Thu 8 OctComputer Vision and Pattern Recognition
The gist
Many computer techniques struggle to capture both smooth and detailed parts of images or sounds, often missing fine details. This paper introduces a method that uses two types of neural networks working together: one focuses on the smooth parts and the other on the fine details. They combine their outputs using a mathematical tool called wavelets to capture all important features. The method works well on many types of data, including images, videos, and 3D shapes, making the results clearer and more accurate.
Open → 2610.11296v1

Physics simulation methods explained for graphics and animation

Simulation Methods for Multiphysics Phenomena in Visual Computing

Abstract: Physics simulation is a cornerstone of many computer graphics applications, ranging from video games and virtual reality to visual effects and computational design. The number of techniques for physically-based modeling and animation has thus skyrocketed over the past few decades, facilitating the simulation of a wide variety of materials and physical phenomena. These course notes provide an in-depth introduction to multiphysics simulation methods for computer graphics, covering the mathematical foundations, key algorithms, and practical considerations behind the most widely used approaches. We focus on methods developed by the computer graphics community for simulating various physical phenomena and materials -- including rigid and deformable bodies, fluids, and granular materials -- as well as the interactions between them. For each method, we present the underlying mathematical framework with detailed derivations and discuss how different materials and coupling strategies fit into the formulation. A selection of software frameworks that offer out-of-the-box multiphysics modeling capabilities is also presented. Finally, we touch on emerging trends in physics-based animation, including machine learning-based methods which have become increasingly popular in recent years.

Wed 7 OctGraphics
The gist
Simulating how things like fluids, solids, and grains move and interact can be really complex, especially when they affect each other in different ways. The authors describe a variety of methods used in computer graphics to mimic these behaviors realistically. They explain the math behind these techniques, how different materials are modeled, and how multiple types of physical phenomena can be combined. They also highlight software that already supports these simulations and mention new trends like using machine learning to improve animations.
Open → 2610.09822v1

Gaussian head avatar modeling improves route based training choices

Counterfactual Route Optimization for Gaussian Head Avatar Modeling

Abstract: Head avatar modeling requires jointly optimizing multiple objectives with different dominant effects on geometry, appearance, and cross-view consistency. However, their relative effectiveness varies across training states, while existing pipelines typically rely on fixed loss weights or handcrafted stage-wise schedules. A central challenge is therefore to identify which optimization direction is more beneficial at each training state. We propose a counterfactual route optimization framework for Gaussian head avatar modeling, which characterizes state-dependent optimization preference from the realized effects of alternative updates rather than predefined heuristic weighting. Starting from the same training state, we perform short-horizon route-restricted lookahead over geometry, appearance, and joint update routes and evaluate their outcomes under a unified utility. The resulting counterfactual evidence is factorized into a geometry--appearance preference and a residual joint advantage, separately capturing the relative preference between individual update directions and the additional benefit of coordinated optimization. We further amortize this offline evidence into a lightweight controller that directly estimates the current optimization preference and applies bounded modulation to the training objectives during full avatar optimization. Experiments on the NeRSemble dataset validate the effectiveness of the proposed design, consistently outperforming existing methods while preserving clearer local facial structures and finer details.

Wed 7 OctComputer Vision and Pattern Recognition
The gist
Modeling realistic 3D head avatars involves balancing different goals like shape detail, appearance, and consistency from different angles. Instead of using fixed rules for how to train the model, the authors propose a method that tests different training adjustments ahead of time to see which improve results most. They use this information to guide the training process dynamically, improving the final quality of the head avatars with clearer facial details. Their approach works better than previous fixed weighting methods on a standard dataset.
Open → 2610.09791v1

JAXIGA speeds up precise shape analysis using GPU and automatic derivatives

JAXIGA - A software framework for GPU-enabled and differentiable isogeometric analysis

Abstract: In this paper, we present JAXIGA, an open-source library for isogeometric analysis based on JAX. The library separates the construction of the mesh from the computations which are traced for compilation and differentiation. This allows geometry evaluation, assembly and the supported solvers to be combined in a just-in-time compiled program, for which first-order reverse-mode derivatives can be computed. We consider three numerical methods obtained from a single pointwise energy density. The Galerkin and energy-minimization methods use the same discrete potential and have the same stationary points, while collocation enforces the corresponding strong form. The sensitivities of a converged solution are obtained by solving one adjoint problem, and their accuracy depends on the tolerances of both the primal and adjoint problems. We also describe hierarchical extraction for local refinement of the variational methods and the use of smooth spline spaces for fourth-order problems. The numerical results are compared with analytical solutions and independent FEniCSx and JAX-FEM computations. For the reported GPU benchmark with 36,448 unknowns, assembly is twenty-four times faster than on the host CPU. When the conjugate-gradient solver is also run on the GPU, the total solution time is reduced from 31.8 to 1.38 seconds, and the result agrees with the direct solution to $5\times10^{-11}$. These results show that the choice of solver and the reuse of compilation are important for obtaining an overall reduction in computational cost.

Tue 6 OctMathematical Software
The gist
Detailed shape and physics simulations need a lot of computing power and are tricky to set up correctly. The authors created JAXIGA, a software tool that uses GPUs to run these simulations much faster by carefully organizing calculations and allowing automatic computation of how outputs change with inputs. JAXIGA supports multiple methods for solving physics problems and can handle complicated shapes with smooth curves. Tests show it dramatically cuts time taken compared to previous tools, making complex simulations more practical.
Open → 2610.09083v1

Generating self-referential images with conformal geometric transformations

Moore, Escher, Penrose: A Conformal Golden Braid

Abstract: I don't think I have ever done anything as peculiar in my life. Among other things, it shows a young man looking with interest at a print on the wall of an exhibition that features himself. How can this be? Perhaps I am not far removed from Einstein's curved universe.'' So wrote M.C. Escher about his 1956 lithograph Print Gallery. Nearly half a century later, a mathematical analysis related its geometry to an untwisted source image through a conformal power map $z \mapsto z^α$, $α\in \mathbb{C}$. Building on this construction, we use a frozen text-to-image diffusion model to generate new self-referential scenes. Prompting alone does not enforce the recursion, while a post-hoc transformation can leave structures poorly connected. Applying the transformation during sampling is also insufficient: the denoiser may "repair" the intended distortion or drift out of the prescribed geometry. We construct a generalized inverse $T^\dagger$ of the non-invertible image transformation $T$, adapted to its recursive constraint. In the idealized formulation, the Penrose identity $TT^\dagger T = T$ makes $TT^\dagger$ an idempotent projection onto geometrically admissible images. Yet denoising only the transformed image remains an out-of-distribution task, even with projection. We therefore braid denoising steps with $T$ and $T^\dagger$: source-space steps develop the untwisted scene, while transformed-space steps refine its appearance and connections in the final geometry. We generate Print Gallery-like compositions and explore further transformations. Rather than distorting a finished image, we let the scene and its distortion develop together.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Some artworks show strange images that seem to look back at themselves in impossible ways. The authors studied how a famous image by M.C. Escher, called Print Gallery, uses a special kind of twisting geometry called a conformal map. They then used AI image models combined with these geometric rules to create new images that develop both the scene and its distortion together. This approach lets them produce complex, self-referential pictures that match the peculiar structure of the original artwork.
Open → 2610.02210v1

Particle transport neural operator speeds simulation with noisy training

PTNO: Training Neural Operators with Noisy Monte Carlo Estimates for Particle Transport Problems

Abstract: Particle transport under multiple scattering is central to radiative transfer and plasma physics, yet high-fidelity Monte Carlo (MC) simulations must trace prohibitively many particles. Learning-based surrogates can amortize this cost, but typically train on expensive, well-converged MC solutions. We propose the Particle Transport Neural Operator (PTNO), a neural operator that learns particle transport surrogates directly from noisy, low-cost MC labels. Such labels pose two challenges: (1) high variance, which destabilizes standard supervised learning, and (2) a high dynamic range (HDR) spanning many orders of magnitude. For the first, we learn the solution operator from noisy labels of many configurations, amortizing MC cost and generalizing to unseen configurations. Because MC labels are unbiased, we show that the squared loss on them shares its minimizer with the loss on converged solutions, and our budget-allocation study over training scenes $M$, MC samples per render $N$, and independent renders per scene $K$ shows that many noisy scenes beat fewer converged ones. For the second, a nonlinear transform such as the logarithm biases noisy supervision. Instead, PTNO keeps labels in physical space and enforces positivity with a softplus output layer that represents small values effectively. We further train with a pointwise relative $L_2$ loss (PRelL2), the stop-gradient relative loss of HDR denoising and neural rendering, which normalizes each residual by the stop-gradient prediction instead of the noisy label. We demonstrate PTNO on neutron transport in fusion reactors and radiative transfer in participating media. On the two neutronics tasks, PTNO is $10^4$-$10^5\times$ faster than converged MC on the same CPU and $10^3$-$10^5\times$ cheaper than MC at matched accuracy; on the two radiative-transfer tasks, MC at matched accuracy costs $0.8$-$11\times$ as much as PTNO.

Wed 30 SeptArtificial IntelligenceMachine Learning
The gist
Simulating how particles move and scatter is important but very slow when relying on traditional methods that trace many particles. The authors propose a neural network model called PTNO that learns from quick but noisy simulations instead of precise, costly ones. Their method handles noisy data better by using a special loss function and output design, allowing fast and accurate predictions. This makes simulating particle behavior in things like fusion reactors or light passing through materials much faster and cheaper than older methods.
Open → 2609.40090v1

Improving alignment of flow and diffusion models during inference

Steepest Guidance: A Practical and Principled Approach to Inference-Time Alignment of Flow and Diffusion-based Models

Abstract: Inference-time alignment of flow and diffusion-based models is critical for achieving flexible generative modeling. Theoretically, Doob's $h$-transform provides an elegant solution to this problem, and most existing methods are based on this principle. However, in practice, estimating the optimal guidance derived from Doob's $h$-transform at inference time is challenging. To deal with this issue, we regard inference-time alignment as a sequential optimization problem in the space of probability measures and propose a novel framework called *Steepest Guidance*, based on the principle of maximizing local improvement in the objective. We provide a theoretical analysis of the proposed method and demonstrate its effectiveness through extensive experiments.

Wed 30 SeptMachine Learning
The gist
Generating content with flow and diffusion models needs a way to sync their outputs well, but this is hard to do in practice. The authors propose a new method called Steepest Guidance, which treats this syncing as a step-by-step optimization problem, focusing on small, local improvements. Their approach is based on a solid mathematical principle and they show through experiments that it works effectively. This helps make generative models more flexible and reliable.
Open → 2609.39091v1

Uncertainty improves sparse-view 3D Gaussian rendering quality and compactness

UGOD: Uncertainty-Guided Opacity and Dropout for Sparse-View 3D Gaussian Splatting

Abstract: Sparse-view 3D Gaussian Splatting is prone to overfitting because limited observations leave many Gaussian primitives weakly constrained, yet their contributions are still accumulated through alpha blending. Without uncertainty estimation, the renderer cannot distinguish unreliable primitives from well-constrained ones, allowing their erroneous contributions to corrupt novel-view synthesis. We introduce UGOD, an uncertainty-guided framework that estimates a view-dependent uncertainty score for each Gaussian and uses it to regulate its rendering contribution. A lightweight uncertainty head conditioned on Gaussian attributes and viewing direction predicts this score, which then drives a differentiable opacity-modulation mechanism that attenuates high-uncertainty primitives before compositing. During training, a detached soft-dropout branch applies an uncertainty-controlled continuous keep mask to discourage the model from relying on poorly constrained Gaussians and thereby reduce overfitting. Crucially, detaching the uncertainty score prevents gradients from this stochastic regulariser from biasing or collapsing the uncertainty prediction. Experiments on Mip-NeRF~360 and LLFF show that UGOD improves sparse-view novel-view synthesis while producing more compact Gaussian representations than the compared methods. These results demonstrate that Gaussian uncertainty provides an effective rendering-time control for sparse-view reconstruction.

Wed 30 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D images from few pictures can lead to mistakes because some parts are not well-defined but still contribute to the final image. The authors show a new way to estimate how confident the system is about each part, then reduce the influence of uncertain parts so they don’t mess up the picture. They also use a dropout technique that teaches the system to rely less on unclear parts during training. This approach leads to clearer 3D images and fewer, more meaningful parts in the model.
Open → 2609.39089v1

Water motion captured in 3D for realistic looping views

Eulerian Motion Reconstruction for Water Scenery

Abstract: Reconstructing and animating water scenery from nature produces compelling and immersive visual experiences. Previous work examined this task from the perspective of 2D video textures, with the goal of creating a looping video. In our work, we tackle the problem from a 3D perspective, creating a looping 4D dynamic reconstruction which can be interactively rendered from novel viewpoints from a single non-looping 2D source video. We represent motion as a 3D static \textit{Eulerian} motion field that advects canonical Gaussian splats that are cyclically reborn at fixed time periods, supervised using rendering losses. To model non-periodic and stochastic dynamics present in real-world scenes, we add a non-periodic, time-varying residual term to capture deviations from the static Eulerian motion field. We show quantitatively and qualitatively that our framework enables photorealistic animation of water scenes better than prior art.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
This work addresses how to create realistic and looping animations of water scenes from just one short video. The authors developed a technique that reconstructs the movement of water in three dimensions and over time, so you can view it from different angles and it can loop smoothly. They use a method that simulates motion fields in 3D space plus adjustments for random waves and ripples. Their results show clearer and more believable water animations than previous methods that worked mostly in 2D.
Open → 2609.38622v1

Image editors reveal hidden camera settings by painting checkerboards

The Camera Inside the Editor: Reading the Implicit Camera of Image Editors with Painted Calibration Patterns

Abstract: Instruction-based image editors insert objects, restyle scenes and render new viewpoints, but it is unknown which camera they assume when they paint into a photograph. Asked to cover the floor with a checkerboard, an editor paints projective structure from which classical vanishing-point geometry reads pitch, roll, focal length, yaw and, on renders, the principal point, without any training. Unlike a calibrator such as GeoCalib, which estimates the camera of an image, this isolates the camera under which the editor paints. On 120 rendered cameras with exact ground truth, Qwen-Image-Edit-2511 paints tile edges that meet their vanishing points within 0.26 degrees, and its implicit camera matches the true one to 0.8 degrees in pitch and 6% in focal length, more accurately than GeoCalib except in roll. Asked to draw the horizon or mark a vanishing point instead, the editor fails, so this knowledge is revealed by painting and not by the explicit tasks we tried. The implicit camera has two priors: roll is pulled towards level (slope 0.71), and telephoto perspective towards a default of about 30 mm, which roughly matches the camera the models paint without any scene. For Qwen, the priors do not grow when blur removes four fifths of the line evidence. They are stronger on real photographs, and on NYUv2 a shorter wording of the task removes the difference for roll. On photographs from a 24--240 mm zoom lens the painted perspective grows with only 0.62 of the lens's slope, while GeoCalib and MoGe-2 saturate at about 52 and 42 mm. FLUX.1 Kontext and LongCat-Image-Edit are pulled much harder. Finally, from a level camera a camera-control LoRA executes pose commands at only 50--70% of their strength, and a board painted into its output agrees with the camera it produced.

Tue 29 SeptComputer Vision and Pattern RecognitionMachine Learning
The gist
Many image editing tools change pictures by adding or moving objects but don’t show what camera view they assume when doing so. The authors found that when these editors are asked to fill an area with a checkerboard pattern, the way they draw the pattern reveals the camera settings they implicitly use, like angle and zoom. They tested this by comparing the editor’s guessed camera with the true camera and found close matches. Interestingly, these hidden camera clues only appear when the editor paints patterns, not when asked directly about the camera view.
Open → 2609.37732v1

Closed-form model speeds up shape prediction for tendon-driven robots

Closed-Form Cartesian Forward Kinetostatics for Spatial Multi-Segment Tendon-Driven Continuum Robots

Abstract: Forward kinetostatics of spatial tendon-driven continuum robots typically requires a nonlinear equilibrium solve for each actuation input. This paper develops a force-to-Cartesian-configuration model with a closed-form solution in quadratures for spatial multi-segment robots under tendon actuation. The Cartesian backbone centerline and accumulated material twist serve as generalized coordinates, from which the strain measures and tendon geometry are derived. Variational equilibrium yields explicit axial and bending relations and establishes zero equilibrium material twist within the proposed model for admissible longitudinal non-helical routing. The solution is propagated segment by segment without an iterative equilibrium solve, while retaining axial deformation, spatially varying axial and bending stiffnesses and tendon-routing diameter, and segment-dependent tendon participation. Numerical comparisons with a full-strain geometric variable-strain model (GVS) yield maximum length-normalized tip-position discrepancies of 8.91 x 10^-6 and 1.01 x 10^-5 for the single- and three-segment robots, respectively. Mean evaluation times of 1.52 μs and 2.94 μs, with corresponding speedups of approximately 1864x and 3348x over the baseline, demonstrate the computational advantage of the explicit force-to-configuration mapping in the reported benchmark.

Tue 29 SeptRobotics
The gist
Predicting the shape of flexible robots pulled by cables usually takes a lot of computer time because it involves solving complex equations repeatedly. The authors developed a new mathematical model that calculates how these robots bend and stretch much faster by providing an explicit formula. Their method works segment by segment without needing slow, repeated computations, while still accounting for how the robot's materials stretch and bend. Tests show their model is very accurate and thousands of times faster than existing methods.
Open → 2609.36495v1

Neural network solves elliptic PDEs on changing 3D shapes efficiently

Neural Harmonic Measure Operator

Abstract: We introduce Neural Harmonic Measure Operator (NHMO), a neural solver for elliptic PDE problems on variable-shape domains. The harmonic measure of a domain is the boundary probability distribution that, integrated against any boundary data, returns the Dirichlet Laplace solution. It depends only on the geometry, not on the boundary data. NHMO parameterizes the density of this measure as a transformer-based boundary kernel supervised by Walk-on-Spheres exit samples, so one trained kernel handles different boundary values on a shape with no retraining. We extend it to Poisson via a classical decomposition, with an auxiliary network amortizing the source-induced correction and avoiding the singular volume quadrature that breaks direct evaluation. At inference, new boundary values and new sources both yield PDE solutions by re-integration against the fitted kernel and lift, with no retraining. NHMO improves over four prior baselines on the MCB-B 3D variable-shape Poisson benchmark across all five categories, and is competitive with major neural-operator baselines on a controlled 2D testbed.

Mon 28 SeptMachine Learning
The gist
Solving certain math problems called elliptic partial differential equations (PDEs) on shapes that can change is hard and usually slow. The authors created a new neural network tool that learns how to predict solutions based on the shape's geometry alone, without needing to retrain for different conditions. This makes it faster and more flexible than past methods. It works well on 3D shapes that vary and can handle different inputs like shapes and applied forces at once.
Open → 2609.35752v1

Smooth unsigned distance fields built from point clouds with convex optimization

Projective Normal Fields: A Convex Optimization Method for Constructing Smooth UDFs

Abstract: Constructing a smooth approximation of an unsigned distance field (UDF) from a raw point cloud is challenging because the input provides neither surface connectivity nor consistently oriented normals. Methods that directly learn a scalar UDF must also handle its non-differentiability on the zero level set and weak supervision away from the samples, which can lead to unstable optimization and spatial artifacts. We introduce Projective Normal Fields (PNFs), an orientation-free representation and convex optimization framework for estimating bidirectional normals from point positions alone. Each normal axis is encoded by a rank-one projector, which is invariant to normal reversal. We relax the non-convex set of hard projectors to its convex hull: the symmetric positive-semidefinite matrices with unit trace. Each soft tensor defines a local quadratic distance model and retains the relative weights of candidate normal axes. We estimate a coherent PNF by combining local tangent-plane fitting, soft-PCA anchoring, and overlap regularization on a fixed neighborhood graph. With positive anchoring weights, the objective is strongly convex and admits a unique global minimizer. Principal eigenvectors provide bidirectional normals, while the corresponding eigengaps provide spectral confidence indicators. We use these indicators to select and weight directional sources for heat diffusion, followed by Poisson integration to construct a regularized UDF approximation. By separating local geometry estimation from scalar-field construction, PNF avoids directly fitting the non-differentiable UDF. Experiments demonstrate reduced sensitivity to neighborhood size, competitive reconstruction under noise and outliers, and improved accuracy near non-manifold junctions. The project page is available at https://anonymous17777367.github.io/PNF-page/

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Creating smooth surfaces from raw 3D point clouds is hard because the points don’t show how the surface connects or if normals point consistently. The authors propose Projective Normal Fields, a new way to estimate directions of surfaces without worrying about normal orientation. Using this approach, they build a smooth distance field that better represents the shape and reduces errors, especially near tricky spots like intersections. This method also makes the math easier to solve because it uses a kind of optimization that always finds the best answer.
Open → 2609.34784v1

Numerical reliability challenges found in robotic material manipulation gradients

On the Numerical Reliability of Differentiable Physics-Based Optimization for Robotic Material Manipulation

Abstract: Differentiable physics is increasingly used in robotic material manipulation for system identification, trajectory or skill optimization, demonstration generation, and robot or end-effector design. These applications depend on gradients propagated through long, contact-rich simulation rollouts. We study the numerical reliability of those gradients using two Material Point Method (MPM) system-identification benchmarks derived from elastoplastic and granular manipulation. The benchmarks provide controlled cases for three effects that also arise in broader differentiable physics-based optimization. GPU many-to-one sums whose order depends on thread scheduling changed long-horizon gradients and reversed the sign of one parameter gradient relative to a deterministic reference. Finite-difference checks became less reliable for longer rollouts because repeated-run loss variation grew much faster than the loss change produced by the tested parameter perturbations. Observation and loss definitions changed optimization behaviour and the solution preferred by an independent metric. These results motivate reproducible accumulation, finite-difference validation that compares perturbation-induced loss changes with repeated-run variation, and explicit reporting of objective construction when differentiable simulation is used for robotic optimization.

Mon 28 SeptRoboticsMachine Learning
The gist
Robots use simulations to plan how to handle materials like soft or granular stuff, relying on detailed calculations called gradients. The authors found that these gradients can be numerically unreliable due to how computer operations are ordered and repeated run variations. They show common testing methods can be misleading and suggest better practices to make sure the simulation-based optimization really works as expected. This helps improve robotic tasks like shaping or moving materials accurately.
Open → 2609.34666v1

Stochastic computing enables flexible precision for vision transformer inference

Precision As You Need: Stochastic Computing Is a Dense Adaptive Quantizer

Abstract: Matrix multiplications dominate the inference cost of modern transformer-based vision models, yet existing efficiency techniques such as post-training quantization and mixed-precision inference are largely limited to the small set of fixed-width formats (INT4, INT8, BF16, and FP16) supported by conventional accelerators. We revisit stochastic computing (SC) as a way to lift this constraint: viewed as a dense adaptive quantizer, SC controls precision by bit-stream length L rather than a fixed datapath, while each multiplication reduces to a single AND/XNOR gate. We build a GPU library that emulates SC matrix multiplication at scale, exposes stream lengths as first-class kernel arguments, and evaluates SC end-to-end on image classification, object detection and instance segmentation, class-conditional image generation, and visual world-model planning. On top of this substrate, we develop a dynamic per-row mixed-precision policy that assigns stream length per token or group at matched average budget, requires no retraining, and uses the same SC hardware across schedules. Across tasks, SC remains competitive with fixed-format INT quantization at matched bit budgets, while per-row mixed precision helps maintain accuracy at lower average stream lengths. These results provide software-level feasibility evidence that SC can serve as a dense-precision substrate for fine-grained mixed-precision inference on modern vision transformers.

Sat 26 SeptArtificial Intelligence
The gist
Modern AI models for images often slow down because they multiply huge matrices many times. The authors show an old technique called stochastic computing can change how exact these calculations are by controlling the length of bit streams. They built software that mimics this method on GPUs and tested it on various image tasks without needing extra training. Their results suggest this approach can match traditional methods’ accuracy while allowing more flexible use of computing power.
Open → 2609.32922v1

HamiFormer improves long-term smooth dynamics prediction accuracy

HamiFormer: Dual-Expert Diffusion Fields with Affine Symplectic Maps

Abstract: Predicting smooth dynamics and collisions requires modeling continuous evolution and abrupt state changes. We introduce HamiFormer, a dual-expert diffusion field combining whole-window denoising with residual-corrected Hamiltonian propagation. Their mixed-state feedback attenuates the direct contribution of inherited autoregressive error: each mixed state guides subsequent propagation within the jointly refined window. Parallel Local Affine Scan (PLAS) amortizes iterative refinement across rectified-flow steps and evaluates derivatives in parallel across physical time. PLAS's affine symplectic maps achieve lower solver error and runtime than sequential explicit Euler in our evaluation. A Regime Model Tree specializes residuals and routing to balance typical-state accuracy against large tail errors. Our analysis gives conditions for physically consistent refinement and warm-start tracking, and finite-window error bounds under diffusion feedback. In 192-step evaluations, HamiFormer reduces normalized phase-space MSE by 26.3% against PhysiFormer on HamiBalls-1 and 21.4% against DiT on HamiBalls-2, with comparable model capacities. Disjoint-interval comparisons show the lowest late-horizon position and momentum errors among baselines on both datasets. Project page: https://hamiformer.github.io/.

Sat 26 SeptMachine Learning
The gist
Predicting how things move smoothly but also suddenly bump is hard for computers. The authors designed HamiFormer, which combines two ways of guessing motion and corrections to improve predictions over whole time windows. It uses a new scanning method to speed up calculations while keeping accuracy high. Tests show it predicts movement more accurately than previous methods over long periods.
Open → 2609.32838v1

Differentially private method approximates shapes inside data constraints

Differentially Private Approximation of the John Ellipsoid

Abstract: We study the problem of approximating the John ellipsoid (JE) of a given (centrally symmetric) polytope of $n$ constraints in a Euclidean space under differential privacy (DP). We give the first differentially private algorithm for this problem under the standard model, where neighboring datasets may differ arbitrarily in one a single constraint. Our work also extends to the complimentary problem of Minimum Enclosing Ellipsoid of $n$ points in the Euclidean space. Our approach is based on the recent non-private multiplicative-weights algorithm of~\cite{pmlr-v99-cohen19a}. First we introduce a non-private generalization of the Cohen et al algorithm, yielding a $(1+γ)$-approximation of the JE problem while violating at most $κn$ constraints in $O(\log(1/κ)/γ)$ iterations. This variant works by projecting the intermediate weights assigned to the constraints onto the set of $κ$-dense distributions, similarly to~\cite{bun2020efficientnoisetolerantprivatelearning}. We then design a $ρ$-zCDP variant of this algorithm by adding Gaussian noise to the weighted covariance matrix aggregated in each step of the algorithm. Under a mild goodness assumption on the data we can assert that the resulting noisy matrix is close to the true matrix, thereby achieving essentially the same guarantee as the non-private algorithm provided sufficiently many input points. Thus our method achieves an efficient DP poly-time algorithm under concrete sample complexity bounds.

Sat 26 SeptData Structures and Algorithms
The gist
This paper deals with finding the best-fitting shape called the John ellipsoid inside a geometric space defined by many constraints while keeping the input data private. The authors create an algorithm that protects individuals' data by adding controlled noise to the calculations, ensuring privacy without losing much accuracy. Their method builds on previous work but adds the ability to do this privately and efficiently. It also works for a related problem of fitting the smallest ellipsoid around a set of points.
Open → 2609.32606v1

Light field primitives enable compact and fast novel view synthesis

Light Field Primitive for Novel View Synthesis

Abstract: We present Light Field Primitives (LFP), a formulation for novel view synthesis that replaces the dense ray database with a compact set of differentiable primitives in the classical two-plane parameterization. Each primitive condenses a group of rays into one learned record, and its response to a query is governed by how closely that query belongs to the group. Rendering a camera ray then reduces to compositing all responses it elicits, and a scene can be optimized directly from posed images and rendered in real time with rays. Beyond its competitive performance on standard benchmarks, the main advantage of LFP is structural: its primitives reside directly in the 4D ray space, so optical and appearance effects that are already operations on the light field become behaviors of a single shared renderer. With minimal changes to that renderer, LFP supports multi-scale anti-aliasing, defocus deblurring with refocusing, rendering for fisheye cameras, and even transparent object reconstruction with ray refraction, matching specialized frameworks that devote substantial machinery to these effects.

Fri 25 SeptComputer Vision and Pattern Recognition
The gist
Creating new images of a scene from different angles can be slow and require lots of data. The authors introduce Light Field Primitives, a method that groups many rays of light into compact units to speed up rendering. This approach can quickly create realistic views with fewer resources and supports advanced effects like focus changes and transparent objects. It works by organizing these units in a way that matches how light travels, making rendering more efficient and flexible.
Open → 2609.31198v1

Adaptive graphs improve particle simulation near complex areas

Adaptive Interaction Graphs for Particle Simulation

Abstract: Learned particle simulators based on graph neural networks achieve strong one-step accuracy, but errors compound over long horizons. An underexplored variable is the interaction graph: existing methods fix its topology via k-nearest neighbors or a static radius rule, regardless of local model confidence. We propose making this graph adaptive: a per-particle variance head, trained jointly with the acceleration head under a heteroscedastic Gaussian NLL loss, drives a trajectory in which high-uncertainty particles receive an expanded neighborhood. This is done at little extra inference cost by using the previous step's uncertainty estimate. A key discovery is that the variance head learns a meaningful notion of uncertainty: high-variance particles concentrate near complex regions, such as splash zones or free surfaces. When this signal drives graph topology, the resulting AdaptGNS simulator achieves a strict Pareto improvement on WaterDrop and a modest gain on Sand. Given the model's stronger performance on WaterDrop, we hypothesize that adaptive graphs are most useful when complexity is concentrated in space. Our code can be found at https://github.com/aidenzhou8/AdaptGNS.

Fri 25 SeptMachine LearningComputational Engineering, Finance, and Science
The gist
Simulating particles like water or sand on computers involves predicting how they move and interact over time. The authors found that using a fixed way to decide which particles influence each other can cause errors to build up. They developed a method where the connections between particles adapt based on uncertainty, paying more attention to tricky areas with lots of movement, like splashes. This approach helps improve simulation accuracy, especially in complex regions.
Open → 2609.30822v1

Neural networks solve high p-Laplace equations in 3D efficiently

Deep-Learning Solvers and Surrogates for Infinity and p-Laplace Problems

Abstract: We investigate the use of neural network solvers for infinity and $p$-Laplace problems, which are fundamental in nonlinear analysis and have practical applications. Our approach employs Physics-Informed Neural Networks (PINNs) and Deep Operator Networks (DeepONets) to address computational challenges associated with large $p$ values, ranging from $2$ to $1000$, on various 2D and 3D domains. Our method offers advantages over traditional physics-based solvers, especially in three dimensions where mesh-based solvers become very costly for these problems. We also establish conditional convergence results for PINN approximations of both problems and a universal approximation result for DeepONet on the parametric $p$-Poisson problem. We demonstrate the effectiveness of these neural network solvers through numerical experiments and compare their performance with conventional methods.

Fri 25 SeptMachine Learning
The gist
Some math problems used in physics and engineering are very hard to solve, especially when a certain parameter called p is large. The authors show that special types of neural networks can solve these problems more easily than traditional methods, especially in three dimensions where classic techniques get very slow. They also prove some math guarantees about how well these neural networks can approximate the solutions. Their experiments show these neural network solvers work well and can save computing time.
Open → 2609.30809v1

Efficient algorithms find line centers for paired points in plane

Bichromatic Line-Centers for Point Pairs

Abstract: We study the \emph{bichromatic line-center problem} for $n$ pairs of points in the plane. A feasible solution assigns one point from each pair to the red set $R$ and the other to the blue set $B$. The goal is to minimize $\max\{w^\circ(R),\,w^\circ(B)\}$, where $w^\circ(X)$ denotes the minimum width of a strip enclosing $X$; the midlines of the corresponding optimal strips define the line-centers of $R$ and $B$. We consider several variants induced by orientational constraints on line-centers and provide efficient algorithms for each. For one line-center, which consists of computing a minimum-width strip that contains at least one point from each pair, we give an $O(n^2)$-time algorithm. For two line-centers, we obtain an $O(n)$-time algorithm when both are horizontal, and $Θ(n\log n)$-time algorithms when the two centers are parallel or when both orientations are prescribed. When exactly one orientation is prescribed, we give an $O(n^2)$-time algorithm. Finally, for the unrestricted case, we present an $O(n^3\log n)$-time algorithm.

Sun 20 SeptComputational Geometry
The gist
This paper looks at a problem where you have pairs of points on a flat surface, and you want to divide each pair so one point is red and the other is blue. Then, for each color, you find the narrowest band that covers all its points. The goal is to make the widest of the two bands as small as possible. The authors provide fast methods to solve this problem in different scenarios, such as when lines have fixed directions or are free to rotate.
Open → 2609.23569v1

Riemannian neural flows improve data modeling on curved spaces

Riemannian Neural Hamiltonian Flows: Geodesic Symplectic Transport and Interpretability

Abstract: Hamiltonian normalizing flows are attractive generative models because their phase-space maps are invertible and volume preserving, but most neural constructions are formulated in Euclidean space. We introduce Riemannian Neural Hamiltonian Flows, which combine the fixed kinetic energy of a Riemannian manifold, a learned scalar potential, and an explicit geodesic leapfrog integrator. Our analysis explains how the learned Hamiltonian can be made interpretable. Every normalizable potential defines an implicit profile, and the position marginal initially accelerates along the relative score between that profile and the base. The matched potential is the interpretable specialization for which the implicit profile is the target. In the isotropic Gaussian case, the mechanism corresponds to a phase-space rotation. A local harmonic analysis extends this result around each mode of a general target on a manifold. The gap between the learned and the matched potential is the sum of a residual memory of the base and a bias of the model, and the two potentials agree when the position base has been transferred to the momentum. This can be achieved when the former is broader than the target. Numerical experiments on Euclidean, hyperbolic, and spherical spaces show competitive sample quality and numerical cost against a Riemannian continuous normalizing flow, and confirm the interpretability of the learned potential.

Fri 18 SeptMachine Learning
The gist
This paper looks at a way to better model and generate complex data that naturally lives on curved spaces, like spheres or hyperbolic surfaces. The authors combine deep learning with ideas from geometry and physics to build flows that respect the curved structure of such spaces. Their method helps to understand and interpret the learned models, making the process more transparent. They tested their approach on different kinds of curved spaces, showing it works well and can be computed efficiently.
Open → 2609.21647v1

Gaussian splatting improves reflective surface rendering with geometry learning

RGS: Reflection-aware Gaussian Splatting via Learning Geometry Continuity for Reflective Objects

Abstract: Gaussian Splatting has significantly improved the quality of novel view synthesis with explicit Gaussian representation. However, we observed that existing 3D Gaussian Splatting methods (3DGS) often suffer from surface collapse issues on reflective regions, and thus produce inferior geometry and low-quality specular. In this work, we propose a physically-based deferred rendering framework, named Reflection-aware Gaussian Splatting (RGS), that can accurately model specular regions and improve novel view synthesis performance. Specifically, we found that a powerful 3D foundation model can provide a strong 3D geometric prior to foster correct geometric modeling. Based on this, we propose a cross-view shape consistency regularization to regularize the geometry surface with the large model prior and cross-view constraints. In this manner, our RGS can produce smoother geometric surfaces on reflective regions while reducing geometric hollows. To further improve rendering results on reflective regions, we present a reflection-aware densification strategy that is designed to capture specular variations across various views. With this strategy, our RGS is able to render novel views of objects in higher quality. Extensive experiments demonstrate our method consistently renders high-quality reflective objects, achieving state-of-the-art performance.

Wed 16 SeptComputer Vision and Pattern Recognition
The gist
Rendering shiny or reflective objects in 3D often leads to problems with their shape and surface details. The authors found that existing methods sometimes produce inaccurate or collapsed surfaces in these shiny areas. They developed a new technique called Reflection-aware Gaussian Splatting (RGS) which uses a 3D model to help maintain the correct shape and better capture reflections from different angles. Their method creates smoother surfaces and more realistic reflections, leading to higher quality images of shiny objects from new viewpoints.
Open → 2609.19421v1

Linear time method computes convex envelopes for bivariate piecewise functions

Computing the convex envelope of bivariate piecewise linear-quadratic functions in linear time

Abstract: We compute the convex envelope of (nonconvex) bivariate piecewise linear-quadratic (PLQ) functions (bivariate quadratic functions defined on a polyhedral subdivision). Our algorithm is composed of the following steps: (1) compute the convex envelope of each quadratic piece obtaining piecewise rational functions (quadratic divided by linear function) defined over a polyhedral subdivision; (2) compute the (Legendre-Fenchel) conjugate of each resulting piece to obtain piecewise quadratic functions defined over a parabolic subdivision; (3) compute the maximum of all those functions to obtain the conjugate of the original PLQ function as a piecewise quadratic function defined on a parabolic subdivision; (4) compute the conjugate of each resulting piece; and finally (5) compute the maximum over all those functions to obtain the convex envelope (biconjugate) as rational functions (quadratic divided by linear function) defined over a polyhedral subdivision. Our contribution includes a practical algorithm running in linear time, and proving that the convex envelope is a piecewise rational function.

Wed 16 SeptSymbolic Computation
The gist
Finding the convex envelope of a complex function means creating the best convex shape that fits underneath it. The authors present a fast, step-by-step way to calculate this envelope for certain two-variable functions made of curved and flat pieces. Their method uses operations like transformation and taking maximums, and runs in time proportional to the number of pieces, which is very efficient. They also show that the final envelope keeps a structured mathematical form, helping understand and work with these functions better.
Open → 2609.19343v1

Generates deformable objects for robot manipulation from images or text

DeformSmith: Physics Harness-Guided Hierarchical Generation of Deformable Assets for Robot Manipulation

Abstract: Creating deformable assets for robot manipulation requires jointly specifying their geometry, appearance, and physical properties. This is especially challenging for deformable objects, since text and images provide limited evidence about how they deform and respond to contact, yet these responses directly affect their suitability for interaction. Automated generation therefore needs to resolve coupled physical requirements and use interaction evidence to guide construction and refinement. We present DeformSmith, a framework that enables automated generation of interactive, physically credible deformable assets from text or a single image. Through hierarchical agentic construction and a shared physics-grounded harness, it progressively builds, tests, and refines geometry, physical models, material behavior, and robot interaction until the resulting asset is ready for simulation and manipulation. Robot interaction closes the generation loop through manipulation feedback and replayable interaction data. Results show that DeformSmith generates assets with better visual quality and physical plausibility than state-of-the-art baselines, including PhysGen3D, PhysGM, and PhysX-Omni, while supporting the synthesis of data for robotic manipulation of deformable objects. Project page: https://can-lee.github.io/deformsmith-web/

Wed 16 SeptRobotics
The gist
Making objects that bend and stretch correctly for robots to handle is hard because pictures and descriptions don’t show how they move or feel. The authors created DeformSmith, a system that builds and improves 3D models with realistic shape, materials, and how they behave physically, all guided by testing interactions with robots. It starts from just a short text or one image and keeps adjusting the object until it works well for robot simulation and handling. Their method produces better-looking and more physically accurate objects than previous methods.
Open → 2609.18620v1

Diffusion transformers model dynamic 3d clothing on moving bodies

DiT-Garment: Garment Dynamics with Diffusion Transformers

Abstract: We present DiT-Garment to model dynamic 3D clothing over human body models in arbitrary motion. Unlike existing methods, DiT-Garment can animate garments with unseen designs and physical materials, while allowing for direct inference of deformations for any target pose. To achieve this, we leverage a 2D diffusion transformer architecture to learn 3D deformations in a 2D UV-space. As the result is non-deterministic, our generative model learns the distribution of possible outcomes. The template garment is represented as a 3D triangle mesh spatially aligned with a 3D human body model in a standardized pose. To work with different garment designs without the need of a common template or complex graph convolution operations, the diffusion transformer is conditioned on a 3D position map of the template, represented in UV-space, which allows to implicitly learn a deformation of the 3D space around the body in standard pose. Further conditioning on body motion and physical parameters allows to physically ground the model. We quantitatively and qualitatively evaluate DiT-Garment on both synthetic and real data. While only trained on synthetic simulations of automatically generated cloth designs, our method generalizes to captured and artist-made garment designs. Code and data are available for research purposes at https://dumoulina.github.io/dit-garment/.

Wed 16 SeptComputer Vision and Pattern Recognition
The gist
Modeling how clothes move on people who are walking or posing is tricky because clothes can have many shapes and materials. The authors created DiT-Garment, a method that uses a kind of AI called diffusion transformers to predict how any clothing design moves with a moving body. Their method works even for clothes it has never seen before, by learning the shape changes in a special 2D space related to the clothing surface. This helps in making realistic animations of clothes in different poses and materials without complicated setup for each new garment.
Open → 2609.18510v1

Unified 3D model improves hand grasping for robots and humans

InterMASH: A Unified Geometric Representation for Grasp Synthesis

Abstract: Grasp synthesis aims to generate stable and physically plausible hand--object interactions, and has become a fundamental problem in both human hand modeling and robotic manipulation. However, a unified representation across human and robotic hands is still lacking, mainly due to differences in hand morphology and surface modeling. Prior methods typically rely on either contact maps or dense implicit descriptors to represent interaction, but these representations are often incomplete or computationally expensive and redundant. We propose InterMASH, a unified geometric representation that establishes cross-embodiment correspondence using sphere-fixed anchors. At each anchor, low-degree spherical harmonics compactly encode local hand geometry, object geometry, and contact, forming an explicit and interpretable token sequence. Building on this natively tokenized structure, we introduce a conditional Diffusion Transformer that operates directly in the proposed InterMASH representation space and jointly generates hand geometry and contact, improving consistency and physical plausibility. Our method achieves competitive performance with state-of-the-art methods on key physical feasibility metrics in a large-scale ShadowHand benchmark, supports joint training across multiple hands, and shows that cross-embodiment fine-tuning with human grasp data can improve robotic grasp success and diversity. Project page is available at https://inter-mash.github.io/.

Wed 16 SeptRoboticsGraphics
The gist
Grasping objects well is hard for both robots and computer models of human hands because their shapes and movements differ a lot. The paper introduces InterMASH, a new way to represent how hands and objects fit together using small spheres to capture geometry and contact details compactly. This approach helps generate better hand shapes and contacts together, leading to more realistic and stable grasps. The method also works across different hand types and can improve robot grasping by learning from human hand data.
Open → 2609.18504v1

Physically grounded models improve wind motion prediction on trees

Wind on Trees: Testing Physical Grounding in Dynamic 4D Gaussian Splatting

Abstract: Monocular reconstruction of wind-driven vegetation is severely underconstrained: motion along the viewing direction is largely unobservable, a moving canopy offers few reliable correspondences, and nearly the entire scene is dynamic, providing little static reference. Directly-learned deformation fields in 4D Gaussian Splatting therefore optimize photometric consistency rather than recover the motion that produced it. We replace that field with a physically parameterized deformation prior: one damped harmonic oscillator per rigid part, driven by the observed wind and integrated by differentiable RK4, supervised photometrically alone. To test whether such a prior is physically grounded rather than merely well fit, we build a controlled synthetic testbed of three procedurally generated trees spanning an order of magnitude in skeleton complexity, whose per-part natural frequency follows from its own geometry and whose damping ratio is a fixed constant, both held out of training. On it, we measure held-out views, temporal extrapolation, zero-shot transfer to unseen wind speeds, and recovery of the physical parameters themselves. The prior costs appearance fidelity on in-distribution views and extrapolates markedly better outside the training window and the training wind, while parameter recovery is far weaker than it first appears: frequency recovery survives an untrained null control on only the sparsest of the three trees, and damping is not recovered at all.

Tue 15 SeptComputer Vision and Pattern Recognition
The gist
Reconstructing how trees move in the wind from a single camera view is very hard because the exact motion can’t be seen clearly and the trees are always moving. The authors tested a new way to model tree motion, using physics-based rules like springs and damping to represent how parts of a tree vibrate in the wind. They showed this model predicts tree motion better when facing new wind conditions but doesn’t perfectly recover the exact physical parameters. This means the approach captures some real physical effects but is not yet fully accurate in learning all physical details.
Open → 2609.17810v1

Orca improves 3D scene views by fixing missing image parts

ORCA: Occlusion-Aware Refinement and Completion for Novel View Synthesis

Abstract: Novel-view synthesis from a single image is a fundamentally ambiguous problem. As the camera moves away from the input viewpoint, previously hidden regions become visible, exposing missing geometry and holes in the reconstructed scene. Existing methods often rely on generative models to complete such regions. However, many of these artifacts are small gaps near depth boundaries and do not require generating new scene content. In order to eliminate expensive process of generating image we introduce ORCA, an occlusion-aware method for reconstructing and completing explorable 3D scenes from a single image. ORCA first introduces 3D structure into a Gaussian-anchor representation using monocular depth while preserving the original camera-ray correspondence. During scene exploration, missing regions are handled based on their size and structure. Small disocclusions are repaired using RGB-D information already available in the reconstruction, while generative inpainting is reserved for larger regions that cannot be reliably recovered from the scene. New Gaussian anchors are added and optimized locally without modifying the existing representation. By reducing unnecessary reliance on generative inpainting, ORCA limits generation-induced hallucinations and better preserves the content and structure of the original scene. On DIV2K, ORCA improves novel-view quality over VistaDream across all reported metrics, increasing MUSIQ from 61.60 to 68.71 and CLIP-IQA from 0.474 to 0.574. These results show that many novel-view artifacts can be repaired effectively by reusing information already present in the reconstructed scene.

Tue 15 SeptComputer Vision and Pattern Recognition
The gist
Making 3D views from just one picture is tricky because when you move around, you see parts hidden before that aren’t in the original photo. The authors showed that many small gaps in these views can be fixed by reusing information already in the 3D scene, rather than guessing new details. Their method, called ORCA, decides if missing parts are small or large, fixing small holes with existing data and only inventing new content for big gaps. This reduces errors and keeps the scenes looking like the real photo.
Open → 2609.17450v1

MoVT improves 3D motion creation from text using video data

MoVT: Video-Augmented Motion Tokenizer for Text-to-Motion Generation

Abstract: Text-driven 3D human motion generation models face significant challenges in responding to diverse and unconstrained textual prompts, primarily due to the limited availability of 3D motion training data. To address this, we introduce MoVT, a novel framework that effectively leverages the extensive range of human action videos to enhance text-to-motion generation. At the core of our approach is the cross-modal augmented motion tokenizer, which projects discrete 3D motion tokens into the 2D domain. This projection allows us to enrich the motion codebook with complex, real-world motion patterns derived from videos. The enriched discrete tokens are then mapped back to the 3D domain, resulting in aligned 3D and 2D codebooks with an enhanced capacity to represent intricate motions. These enhanced codebooks are integrated into a generative masked transformer, which predicts masked motion token indices in a modality-agnostic manner. This enables the use of text-index pairs, generated from the 2D codebook and annotated motion videos, to further enhance the generator. Extensive empirical evaluations show that MoVT performs favorably against prior state-of-the-art methods across multiple key metrics.

Mon 14 SeptComputer Vision and Pattern Recognition
The gist
Generating 3D human motions from text is hard because there isn’t enough 3D motion data to learn from. The researchers created MoVT, a new system that learns from lots of regular videos of people moving to better understand and create motions from text descriptions. MoVT converts 3D motions into 2D forms to gather more complex real-world movements from videos and then combines these back into 3D motions. This method helps produce better and more detailed 3D human motions based on text instructions.
Open → 2609.14965v1

Fast stencil calculations on one moving interval in one dimension

Fast Stencil Computations on a Single Arbitrarily Moving Interval

Abstract: A stencil computation repeatedly updates every cell of a grid from its neighbours' values at the previous timestep. Simulating T steps on N cells directly costs Theta(NT), and a line of work beginning with Ahmad et al. reduces this by composing many timesteps into one linear operator and applying it with a Fast Fourier Transform. That technique needs to know which cells will still obey the same operator when the composed step ends, and in a free-boundary problem they do not: the region governed by a given rule is determined by the solution and moves as it evolves. We study one spatial dimension, a three-point stencil with time-varying coefficients, and a computed region that is a single interval whose two endpoints move by arbitrary amounts at every step, revealed online. Let B be the horizon plus the total variation of the boundary trajectory. We give a schedule whose work is O((B+N) log T log(N+B)) and whose span is O(T log T log(N+B)), and we prove that the values it computes are exact. The best existing bound for a region that moves requires its boundary to travel at most one cell per timestep. We drop that requirement and lose nothing by it: a boundary obeying it has B <= 3T, so our bound stays near-linear on every trajectory the earlier result covers. Elsewhere, B grows only by the distance the boundary actually travels -- one jump of width N costs T + 2N. The reason total variation suffices is that everything the two endpoints touch over a time window of any length lies in two intervals, one per endpoint. This cannot be relaxed: with p regions the bound degrades by a factor p, and at p = sqrt(T) there is an instance on which the work is Theta(T^{3/2}) while B + N = Theta(T). All results are machine-checked in Lean 4, apart from the classical convolution bound, which is imported as an interface.

Mon 14 SeptData Structures and AlgorithmsDistributed, Parallel, and Cluster Computing
The gist
Stencil computations update each point in a line based on its neighbors repeatedly over time, which can be very slow for large grids and many steps. The authors studied a special case where the points being updated form a single moving continuous region, which can shift unpredictably. They developed a new way to compute the updates much faster, even when the region moves arbitrarily, without losing exactness. Their method’s efficiency depends on how much the region's boundaries change over time, making it practical for many cases where previous methods required slow or limited movement.
Open → 2609.14879v1

Planar-faced two-refinement method improves quality of hexahedral meshes

Planar-faced and high-Jacobian two-refinement hexahedral templates

Abstract: Automatically generating high-quality conforming hexahedral (hex) meshes from general input boundaries remains a challenging problem, despite the numerical advantages hex elements offer in simulation. Grid-based adaptive refinement, followed by hanging-node removal, is the most robust fully automatic choice. Among two-refinement methods, primal templates have better mesh quality than dual templates but depend on a strong balancing condition that over-refines the grid; neither family guarantees planar quadrilateral (quad) faces. This paper generalizes recent primal three-refinement templates to a two-refinement scheme under a moderate balancing condition, a relaxation of the strong one. 32 special and five fundamental patterns resolve all 144 symmetry-reduced configurations, followed by either a fast greedy algorithm or an integer linear programming (ILP) algorithm that trades extra runtime for a further reduction in element count. The scheme is the first two-refinement method in which all hexes have planar faces, and its meshes feed directly into a recent quality-guaranteed hex mesh reconstruction algorithm. At comparable element counts, it attains a similar Hausdorff ratio (HR) and a higher minimum scaled Jacobian (min SJ) than its three-refinement counterpart.

Sun 13 SeptGraphicsComputational Geometry
The gist
Creating high-quality 3D grids made of cube-like shapes (hexahedra) is hard but important for simulations. The authors found a new way to refine these grids more efficiently, using fewer extra cubes while ensuring all cube faces are flat. Their method balances the need for quality with fewer added elements and produces grids that fit well into advanced mesh tools. It compares favorably to older methods by having better shape quality and similar accuracy.
Open → 2609.14729v1

Transformer reconstructs 3D editable curves from sparse images

CGGT: Curve-Grounded Geometry Transformer for 3D Parametric Curve Reconstruction

Abstract: Recovering editable 3D parametric curves from 2D images is a fundamental challenge in computer graphics, bridging pixel-based perception and vector-based CAD modeling. Existing NeRF- and 3DGS-based methods often rely on dense calibrated views, precomputed 2D edge maps, and costly per-scene optimization, limiting their applicability to casually captured real-world inputs. We propose CGGT, a Curve-Grounded Geometry Transformer that directly grounds 3D-consistent 2D curve instances in the image space from sparse, unposed multi-view images. CGGT combines a geometry-aware transformer encoder for multi-view feature learning with a curve-aware masked-attention decoder for cross-view instance association. In a single forward pass, it predicts camera parameters, dense depth maps, and instance-level 2D curve masks, which are then lifted into 3D and refined through a fast parametric optimization stage to recover compact, editable 3D curve primitives. To support structured curve learning, we introduce Wireframe-100K, a large-scale dataset comprising 100,000 CAD models with diverse topologies, realistic multi-view renderings, and accurate parametric curve annotations. Extensive experiments show that our framework achieves substantial improvements in both reconstruction accuracy and efficiency, particularly under challenging sparse-view settings and in separating persistent 3D structural edges from view-dependent image edges caused by silhouettes, textures, and appearance variations. Despite being trained solely on synthetic data, CGGT generalizes well to real-world images, demonstrating its potential for practical CAD-style wireframe reconstruction from unconstrained visual inputs.

Sun 13 SeptComputer Vision and Pattern Recognition
The gist
Turning flat images into editable 3D curves is tricky, especially from only a few photos. The authors created a new tool called CGGT that learns to find consistent curve shapes from several unaligned images. It predicts camera positions and depth while identifying curves, then refines these into neat 3D curve shapes. They also built a huge dataset of 3D models to help train CGGT, which works well even on real photos despite being trained just on computer-generated data.
Open → 2609.14521v1

Algorithm finds shortest enclosing polygon for digital triangles

Computing the minimal perimeter polygon for digital objects in the triangular tiling

Abstract: This work presents an algorithm, together with its correctness proof, to determine the minimum perimeter polygon (MPP) for digital objects given as regular complexes in the triangular plane tiling. Such objects are edge-adjacency-connected sets of triangle tiles that have no end tiles, and the point set union of all their tiles forms a simple polygon. Nevertheless, the boundary paths of the objects are not assumed to be simple. Then the MPP is a weakly simple polygon that coincides with the relative convex hull (i.e., geodesic hull) of a set $A$ with respect to a simple polygon $B$, where $A\subset B$, but $A$ is not necessarily a polygon, in fact it is generally not connected. Our MPP algorithm relies on constructing and iteratively constraining cones of visibility through forthcoming boundary tiles, it uses the structure of the canonical boundary path, the MPP frontier is the shortest polygonal curve following this path. We also propose a boundary tracing algorithm to obtain such paths from the objects.

Sat 12 SeptComputational Geometry
The gist
This paper tackles the problem of finding the smallest boundary shape that exactly covers certain collections of triangular tiles on a flat surface. The authors develop a step-by-step method that carefully traces the edges of these shapes and uses visibility rules to build the shortest enclosing polygon. Their approach is guaranteed to produce the minimal perimeter polygon and works even if the shapes have complex boundary paths. They also introduce a way to follow the edges of these objects computationally.
Open → 2609.14150v1

Benchmarking optimizers for physics based inverse problems in engineering

Benchmarking Optimizers to Solve Inverse Problems with Differentiable Physics Simulators

Abstract: Solving inverse problems with differentiable physics simulators holds the potential to revolutionize scientific discovery and engineering design, as it enjoys both the strict physical correctness from rigorous numerical physics simulators, and the high efficiency and effectiveness from automatic differentiation and gradient-based optimization. However, currently, this paradigm faces performance issues in optimization. In this work, we target benchmarking the performance of different optimizers to solve various inverse problems. We construct 12 differentiable physics simulators spanning physics domains including discrete mechanics, continuous mechanics, atomistic simulations, rendering, and semi-empirical physics models. Based on these simulators, we design corresponding inverse problems that can be categorized into parameter identification, inverse design, and optimal control. Finally, we conduct extensive experiments to compare the performance of different optimizers, including regular first-order methods, approximate second-order methods, as well as global optimizers, on these inverse problems, and analyze the results to provide insights on how to choose and design optimizers for differentiable programming. We hope such benchmarks can inspire the development of more effective optimizers, and further promote the applications of differentiable programming in various scientific and engineering domains.

Sat 12 SeptMachine Learning
The gist
Solving problems by working backwards from desired results using physics simulations can greatly improve how scientists and engineers design things. The authors compared many different mathematical methods for finding best solutions when using these simulations. They tested 12 different physics scenarios and categorized problems into figuring out unknown parameters, designing objects, and controlling systems. Their experiments help guide others in choosing the best optimization methods for these tasks.
Open → 2609.13819v1

Anti aliased gaussian ray tracing improves image quality for central cameras

ConeGaussian: Anti-Aliased Gaussian Ray-Tracing for Generic Central Cameras

Abstract: In rendering, a camera is a sampling operator that maps each finite pixel to a bundle of rays. Different camera models change the geometry of this bundle, thus making a unified and faithful rendering formulation challenging. Consequently, Gaussian ray tracing supports generic cameras (with optical center) through their inverse ray mappings, yet typically reduces every pixel to a single center ray. This ignores the camera-dependent pixel footprint, causing aliasing under minification, while unconstrained Gaussians expose unsupported frequencies under magnification. We present ConeGaussian, a camera-model-agnostic anti-aliasing framework for Gaussian ray-based rendering. Instead of defining the pixel filter on a camera-specific image plane, ConeGaussian constructs an anisotropic footprint directly from neighboring rays produced by the camera's native inverse mapping. We derive a closed-form response under a locally linear, depth-local, moment-matched approximation of the finite pixel footprint, while the same geometry defines a per-Gaussian training-frequency floor. Notably, by construction, our filtering principle can be used unmodified across calibrated central camera models and multiple Gaussian ray-rendering backbones. Additionally, unlike in mip-splatting, our scene-space frequency floor and filtering enable trivial composition at render time, allowing us to remove excess blurring. On pinhole and strongly distorted fisheye captures, ConeGaussian consistently improves two distinct ray-based backbones, by up to 4.3 dB at 1/8 resolution, and reduces fisheye LPIPS by 30% where perspective screen-plane footprint formulations are not directly applicable.

Fri 11 SeptComputer Vision and Pattern Recognition
The gist
Rendering images through cameras involves mapping pixels to bundles of rays, but different camera designs create different ray patterns, making it hard to get consistent, smooth images without glitches called aliasing. The authors found that existing methods often use just one ray per pixel or apply filters in ways that don't fit all camera types, leading to blurry or pixelated results. They created ConeGaussian, a method that better estimates the area each pixel covers by looking at neighboring rays and adjusting the image smoothing accordingly. This approach works across many camera types and improves image quality, especially in fisheye and pinhole cameras, by reducing visual artifacts and maintaining sharpness.
Open → 2609.13397v1

Selective neural networks improve 3D Gaussian splatting images

Is Gaussian Splatting Becoming Neural Again? A Taxonomy and Controlled Study of Learned Parameterization

Abstract: Three-dimensional Gaussian Splatting (3DGS) combines explicit primitives with efficient rasterization, yet recent systems increasingly use neural networks to generate or share Gaussian parameters. We characterize this trend along five axes: attribute decoding, spatial sharing, view-conditioned decoding, topology generation, and amortized inference. An analysis of 19 representative methods shows that these choices address different limitations and cannot be reduced to a binary neural label. We also isolate three forms of neural parameterization in a controlled mip-NeRF 360 study. Sharing appearance and opacity improves reconstruction quality, while decoding geometric structure offers no further gain. The evidence favors selective neuralization: shared functions help when they capture reusable correlations without sacrificing the local geometric freedom of explicit splats.

Fri 11 SeptArtificial Intelligence
The gist
Creating 3D images using tiny Gaussian blobs is fast but has limits. The authors looked at how adding neural networks to control these blobs helps improve picture quality. They found that sharing certain features like appearance and opacity through neural networks makes the image better. However, using neural networks to control the shape or position of these blobs doesn’t add benefit. This shows that mixing simple shapes with selective neural control works best.
Open → 2609.12395v1

Grid-free monte carlo method models time-varying diffusion directly

Grid-Free Monte Carlo for Time-Dependent Diffusion

Abstract: Many scientific applications require modeling how diffusive systems evolve over time, not merely their eventual steady states. While conventional steady-state analysis of partial differential equations (PDEs) on complex geometries is already hindered by costly volumetric meshing, transient analysis further requires sequential time stepping and careful step size selection. Grid-free Monte Carlo solvers such as walk on spheres (WoS) and walk on stars (WoSt) avoid this meshing bottleneck but remain largely limited to steady-state problems. We generalize WoS, for pure Dirichlet problems, and WoSt, for mixed Dirichlet--Neumann problems, to heat equations with initial conditions and time-dependent source and boundary data. We equip each random walk with a finite time budget and sample an exit time at every spatial step. If the exit time exceeds the remaining budget, the walk samples an interior point and evaluates the initial condition; otherwise, it continues with a reduced budget, accumulating source and boundary contributions. Our main technical contribution is a suite of kernel sampling and variance reduction techniques, including a low-bias, tabulation-free exit time sampler and efficient rejection samplers. Unlike grid-based transient solvers, our method directly estimates the solution at any requested time without volumetric meshing or sequential time marching. It also retains the parallel, progressive, and output-sensitive evaluation of WoS and WoSt while eliminating time step selection and temporal discretization bias entirely. Finally, we show how sharing walks enables efficient estimates at multiple target times.

Fri 11 SeptGraphics
The gist
Modeling how things like heat or particles spread over time in complicated shapes can be very hard because traditional methods need detailed grids and small time steps. The authors extended random walk Monte Carlo methods, which usually work only for steady states, so they can handle changing conditions and time-dependent data without those grids or small steps. Their method assigns a time budget to each random path, deciding intelligently when to stop and how to sample points to estimate the solution directly at any given time. This makes it easier to calculate how diffusion changes over time, without the usual difficulties of time-stepping and volume meshing.
Open → 2609.12306v1

Multi-view method improves 3d shape generation with guided noise control

ReconPlusGen: Injecting Reconstruction Prior into Multi-view 3D Generation through Noise Inversion and Modulation

Abstract: Qualitative results and an illustration of our core idea. Top left: reconstruction results on benchmark images. Top right: reconstruction results on real-world images. Bottom: illustration of reconstruction-guided noise initialization and modulation. Given multiple input images, we predict a point cloud in canonical space, deterministically inject the predicted geometry into the diffusion process through noise inversion, and modulate the resulting noise to preserve the generative flexibility required to complete unobserved regions and refine visible geometry.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D shapes from multiple pictures is a tricky job because the computer has to guess parts it can't see. The authors present a way to guide this process by predicting a rough 3D shape first and then mixing that knowledge carefully into a generative method that normally produces random results. This helps the computer keep the important parts from the pictures while still being creative to fill in missing details. Their method lets the 3D shapes look more accurate and realistic.
Open → 2609.11129v1

Code generation simplified by clear computational models for gpu kernels

The Art of Closed-Formula Defaults: Search-Free Code Generation for Tensor Operators

Abstract: Agentic search and automated optimization of GPU kernels are powerful tools for large language model inference. Their effectiveness, however, depends not on the sophistication of the search itself, but on the clarity of the optimization problem being solved. We provide an application-first approach that drives a hierarchical code generation tool from operator specifi cation down to GPU instructions, and show that a clearly defined computational model makes the optimization problem tractable.

Thu 10 SeptMathematical Software
The gist
Generating efficient code for GPUs, which are computer chips used in tasks like AI, is tricky because the optimization problems can be complicated. The authors found that clearly defining the rules and structure of the computations makes it easier to generate optimized GPU code without needing expensive searching methods. They built a step-by-step tool that starts with describing math operations and ends with GPU instructions, making the whole process more straightforward and faster.
Open → 2609.10937v1

Method improves mapping curved surfaces with geodesic polar coordinates

iLogMap: Geodesic Polar Coordinates Parameterization with the Magnetic Laplacian

Abstract: Geodesic polar coordinates (GPCs) provide an intrinsic parameterization over curved surfaces, but their accurate estimation remains challenging, particularly in the presence of anisotropic metrics, high curvature and complex topology. We introduce iLogMap, a method for computing GPCs in curved domains that recasts the angular component of the logarithmic map to a ground-state magnetic eigenproblem over the circumferential direction field of geodesic distance. Our method effortlessly extends to anisotropic metric tensors and solid volumes, enabling cylindrical and spherical parameterizations in tetrahedral meshes. Experiments on diverse shapes with varying genus confirm competitive angular accuracy and reduced metric distortion relative to heat-based methods, with improved performance on surfaces with boundary and domains with anisotropy. We demonstrate the utility of iLogMap in computational cardiology applications, where we use it to initialize spiral phases on atrial surfaces and estimate local activation patterns in ventricular models.

Wed 9 SeptComputational Geometry
The gist
Mapping curved surfaces accurately is hard, especially when surfaces bend a lot or have complicated shapes. The authors introduce iLogMap, a new way to measure positions on these surfaces using an approach based on magnetic fields and geometry. Their method works well even when surfaces have complex metrics or are 3D volumes, not just flat patches. Tests show iLogMap is better at keeping angles accurate and reducing distortion compared to previous methods. It also helps analyze heart surfaces to track how electrical signals spread.
Open → 2609.10503v1

New method enables fast large scale simulation of elastic materials

Semi-Implicit Pairwise Descent for Nonlocal Continuum Mechanics

Abstract: We propose Semi-Implicit Pairwise Descent (SIPD), a unified nonlocal pairwise framework for simulating large-scale hyperelastic materials involving complex contact and friction. By reformulating the Finite Element Method (FEM) equations of motion into a pairwise force representation from a nonlocal perspective, our approach avoids costly Hessian computations, leading to a reduction in per-iteration computational overhead. Furthermore, we propose an analytical projection strategy for projecting our Hessian-free coefficient matrices to positive semi-definiteness. And we treat contact and friction as a unified anisotropic elastic energy, allowing for a seamless integration into the elastic solver framework. We mathematically prove that our method is unconditionally stable and numerically convergent.Experimental results demonstrate that SIPD achieves real-time performance for million-scale simulations even under intricate contact and friction conditions.

Wed 9 SeptGraphics
The gist
Simulating how elastic materials bend and stretch usually takes a lot of computing power, especially when materials touch and rub against each other. The authors created a new approach called SIPD that treats forces between pairs of points in the materials, avoiding complex calculations that slow things down. Their method works smoothly even when materials contact or have friction, and it’s proven to be stable and accurate. With SIPD, it’s possible to simulate millions of points in real time.
Open → 2609.09834v1

Ostrich simulator speeds up robotic contact tasks with large timesteps

Ostrich: Taking Large Strides Through Stiff Contact in Differentiable Dynamics

Abstract: Three properties determine whether a differentiable simulator can drive gradient-based optimization through contact: simulation accuracy, gradient reliability, and per-iteration cost. Tape-based engines such as MJX and Newton Semi-Implicit require timesteps small enough to keep contacts numerically tractable, and their backpropagation memory grows linearly with the number of timesteps T. Surrogate models bound memory by approximating contact away, but the resulting gradients lose the geometry the optimization depends on. We present Ostrich, a GPU-accelerated rigid-body simulator that resolves hard contacts and friction with non-smooth Newton iteration at large timesteps (h ~ 0.1 s), and differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to compute the adjoint at O(1) memory per timestep. On real-robot trajectories over a pallet obstacle, Ostrich holds MuJoCo's sim-to-real accuracy up to a 50x larger timestep. Its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls; a warm iteration runs 211x faster than MJX's and 4.7x faster than Semi-Implicit's. On the same scene Ostrich differentiates 8,192 parallel worlds on a single 24 GB GPU, sustaining 29x checkpointed MJX's optimization throughput; without checkpointing both baselines exhaust memory at far fewer worlds. We close with a gradient-based trajectory optimization demonstration over triangle-mesh terrain across a 10 s horizon, a setting where prior engines either restrict to primitive geometry or face the convergence and memory limits shown above.

Tue 8 SeptRoboticsGraphicsMachine Learning
The gist
Simulating robots moving and interacting with objects is tricky because the computer must handle contacts and friction, which are hard to model accurately and quickly. The authors created Ostrich, a new simulator that uses bigger time steps and a special math technique to keep simulations accurate and fast, even with many parallel simulations at once. Ostrich can produce reliable gradients for optimization more quickly and use less memory than previous methods. This helps improve robot movement planning over complicated surfaces.
Open → 2609.08800v1

Digital marbling programs recovered efficiently from images with replay method

Inverse Digital Marbling: Recovering Gesture Programs with a Replay Adjoint

Abstract: Pigment deposition in paper marbling displaces the pattern already present, coupling the appearance of each gesture to later actions. We recover executable programs for a deposition-based digital marbling model: given a target image, we optimise an ordered program of capsule insertions whose replay approximates it. The capsule primitive continuously joins circular drops to elongated deposits. Its transport is exactly area-preserving and has a closed-form inverse on the exterior of the deposited region. A replay adjoint reconstructs intermediate states, retaining coordinates lost inside deposits and periodic position checkpoints. At 2000 gestures and 1024^2 pixels, the PyTorch replay implementation uses 8.7x less memory than the tested checkpointed-autograd configuration at comparable step time; the fused implementation fits a program in about four minutes on one workstation GPU. We evaluate image reconstruction on five marbled sheets, compare against transport-disabled fitting, one-pass geometric compensation and a published stroke-based fitter at matched stroke count, and measure sensitivity to an alternative ordered-drop transport. Recovered programs replay across a 4x range of linear resolution. Edits specified in program order or in palette space -- inserting a gesture, recolouring a stage, translating a stage -- replay correctly under the same model; edits specified by image content, such as moving a motif, do not. On synthetic targets with known generating programs, the recovered programs match the images but not the generating gestures under a positional matching statistic. The output is an editable program in the specified digital medium.

Tue 8 SeptGraphicsComputer Vision and Pattern Recognition
The gist
Paper marbling creates patterns by dropping pigments on water, where new drops change earlier ones, making it tricky to recreate or edit digitally. The authors present a method that finds a step-by-step digital 'program' of gestures to recreate a marbled image using a special mathematical replay technique. This technique saves memory and time compared to traditional methods, allowing the digital marbling process to be edited and replayed accurately. The recovered programs work well across different image resolutions and allow certain types of edits, but not all image-based changes.
Open → 2609.08722v1

PhysReal learns real-world deformable object physics from videos

PhysReal: Learning Real-World Deformable Object Physics via Hybrid Constitutive Modeling

Abstract: Learning physically plausible dynamics from visual observations is essential for interactive world models and embodied agents. However, modeling real-world deformable objects remains challenging because their dynamics often arise from complex, spatially heterogeneous material responses. To address this challenge, we propose PhysReal, a video-driven framework for learning and simulating the underlying physics of real deformable objects. PhysReal integrates a spatially varying hybrid expert-neural constitutive model with a differentiable MPM simulator and 3DGS renderer. Analytical expert models provide interpretable physical priors, while neural constitutive residuals capture material responses beyond predefined formulations. Spatially distributed patches parameterize the constitutive field, enabling a continuous representation of local material variations. To organize the identification of this model from sparse visual observations, we adopt a progressive curriculum that sequentially optimizes global material properties, spatially varying local parameters, and neural constitutive residuals, together with complementary motion and mask supervision. Extensive experiments on diverse deformable-object interactions demonstrate that PhysReal achieves superior performance in dynamic reconstruction and future-state prediction, while showing strong potential for downstream robotic applications.

Mon 7 SeptRobotics
The gist
It's hard to understand how soft or squishy objects like cloth or rubber move in the real world because they bend and stretch in complicated ways. The authors created PhysReal, a system that watches videos of these objects moving and learns how their materials behave by combining known physics rules with smart neural networks. This system can then predict how these objects will move in the future and can help robots interact with them more naturally. PhysReal carefully figures out global and local material properties step-by-step to better model different parts of an object.
Open → 2609.07532v1

Fast efficient pairing of points for maximum total distance

A new O(n log n) approach for the Euclidean maximum weight matching problem

Abstract: In a weighted graph $G = (V, E)$, the maximum weight matching problem (MWM) asks for a matching (i.e. pairing) of its vertices, such that each vertex is paired with at most one other vertex and the total sum of weights of all edges connecting paired vertices is maximised. If the vertices of the graph correspond to points in the Euclidean plane and the weights to their pairwise Euclidean distances, we get the Euclidean maximum weight matching problem (Euclidean MWM). The best optimum-solution algorithm for this problem runs in $O(n^{2.5})$. Furthermore, there exists an FPTAS guaranteeing a $(1 - ε)$-approximation ratio, which runs in $O(m ε^{-1} \log ε^{-1})$ time. Heuristics with a subquadratic running time (with respect to the number of vertices $|V|$) are known, but often yield solutions of a modest quality. In this paper, we present a novel algorithm for solving the Euclidean MWM running in $O(n \log n)$ time and providing excellent solution quality, especially for larger instances. In particular, in our computational tests, the algorithm yielded optimum or near-optimum solutions for all test instances; the worst observed optimality gap was less than $1.38\%$. This makes the algorithm highly attractive for practical applications, especially when exact methods become computationally prohibitive due to the size of the instance.

Mon 7 SeptComputational Geometry
The gist
The problem is to pair up points so that the total distance between paired points is as large as possible. The authors introduce a new method that solves this problem much faster than previous best exact methods, running in n log n time instead of n to the 2.5 power. Their approach finds pairings very close or equal to the best possible on tested examples. This speed-up makes it practical to solve big problems where older exact methods would be too slow.
Open → 2609.07501v1

Flow matching geometry explains guided sampling particle behavior

Particle Dynamics of Flow Matching and Classifier-Free Guidance from a Stagewise Geometry Perspective

Abstract: Flow matching, together with classifier-free guidance (CFG), is widely used in generative modeling, yet much of the theoretical understanding remains distribution-wise. Since practical sampling follows individual trajectories, distribution-level guarantees alone do not fully capture how trajectories interact with the data geometry or how guidance reshapes it. To overcome this limitation, we establish a unified stagewise geometric theory of attraction and absorption for both continuous dynamics and explicit Euler discretization. Specifically, with $t\in[0,1]$ running from noise to data, we show that unconditional flow trajectories are successively attracted toward a neighborhood of the global mean, the data convex hull, and a neighborhood of a possibly nonconvex local cluster. Across these stages, the corresponding distance satisfies a common contraction estimate, yielding an ${O}(1-t)$ decay of the distance in the final stage. For CFG, the same structure persists with an extrapolated mean, an inflated conditional convex hull, and, near the target cluster, the restored local geometry of conditional flow matching. We further show that a general time schedule $a(t)$ replaces the $O(1-t)$ decay by $O(1-a(t))$. Together, these results provide a unified particle-level geometric account of flow matching and CFG across continuous and discrete sampling.

Mon 7 SeptMachine Learning
The gist
Generative models often use methods like flow matching and classifier-free guidance to create new data, but understanding how individual sample paths behave has been difficult. The authors offer a new geometric viewpoint showing how these sampling paths move closer to certain data features over time, like average points and clusters. They explain this movement both in continuous and step-by-step sampling processes, revealing the stages that particles go through when transforming from noise to real data. This helps link high-level distribution ideas to the actual paths particles take during sampling.
Open → 2609.06947v1