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.

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