Papers for

computer graphics engineers

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.

Planar graphs can be four-colored optimally in linear time

Four-Coloring Planar Graphs in Linear Time

Abstract: The famous Four Color Theorem (4CT) states that any planar graph can be colored with four colors, but how do we find a 4-coloring? In our previous paper [FOCS'26], we presented a simple combinatorial algorithm to 4-color planar graphs in $O(n\log n)$ time. We improve it here to $O(n)$ time, which is optimal. The algorithm from our previous paper is based on proving that every planar triangulation has a linear number of reducible configurations or obstructing cycles. The bottleneck for the algorithm is that we need $O(\log n)$ Kempe changes to extend a recursive 4-coloring to the reducible configurations. Each Kempe change can involve a constant fraction of the graph and takes linear time. Here we show that all $O(\log n)$ Kempe changes can be identified and implemented in $O(n)$ time. The idea is to spend $O(n)$ time to preprocess the graph so that we can identify and simulate each good Kempe change in $O(n/\log n)$ amortized time. Thus, we implement all $O(\log n)$ Kempe changes in $O(n)$ total time. Based on this, we implement the whole 4-coloring in linear time. We note that creating such a representation for fast identification and simulation of the right Kempe changes is a challenge of data structures, unlike the previous paper that builds on a new graph theoretic understanding of reducible configurations.

Thu 29 OctData Structures and AlgorithmsComputational GeometryDiscrete Mathematics
The gist
The famous four color theorem says any flat map can be colored with just four colors so that no touching regions share the same color. Finding such a coloring fast has been a challenge. The authors improved their previous method to color these maps in the fastest possible time, linear with the number of regions. They achieved this by cleverly reorganizing how changes are tracked and applied, using special data structures to speed up the process. This makes solving these coloring problems much more practical for large maps.
Open → 2610.39753v1

Spatial chromatic model proves unique codes for 4-cell clusters

Code uniqueness of 4-cell connected disjoint clusters in spatial chromatic model

Abstract: The spatial chromatic model (SCM) is a novel entity-oriented spatial data model proposed in recent years. Spatial tessellations formed by SCM have been applied in preliminary analyses of spatial point pattern recognition,spatial topology, and Voronoi diagram generation. Unlike previous spatial tessellation models, a key feature of SCM is that each subspace (cell) possesses a chromatic code, which serves as the foundation for various theoretical analyses and applications of SCM. The uniqueness of cell cluster codes in SCM constitutes an important property of the model. Previous studies have demonstrated the uniqueness of the chromatic codes of 2-cell and 3-cell connected disjoint clusters. Building on this analysis of connected cluster code characteristics, this paper proves the uniqueness of the chromatic codes of 4-cell connected disjoint clusters. The proof results and the new concepts introduced in this study help further refine the spatial chromatic model and provide a theoretical foundation for its subsequent applications.

Tue 27 OctComputational GeometryInformation Theory
The gist
The spatial chromatic model (SCM) helps break space into parts, each part getting a unique color-based code. Previous work showed that groups of 2 or 3 connected parts have unique codes that identify them without confusion. This paper extends that and proves that groups of 4 connected parts also have unique codes. This unique coding helps improve how spatial data is analyzed and applied in areas like shape recognition and geometry.
Open → 2610.37395v1

Neural networks model complex elastic energies with guaranteed symmetry and convexity

Universal neural network approximation of symmetric polyconvex energies and envelopes

Abstract: Symmetric polyconvexity provides a sufficient condition for weak lower semicontinuity in small-strain elasticity and a tractable lower bound for the relaxation of non-(quasi)convex energies. Since classical algorithms for computing such functions can be computationally expensive, neural network approximations have recently emerged as an alternative. A central difficulty with establishing such neural network based approaches for symmetric polyconvexity is the additional monotonicity property. As we show, the corresponding weight restrictions on ReLU-based input-convex networks do not yield universal approximation of the lifted representers. Here, we introduce symmetric polyconvex neural networks (SPCNNs) for constitutive modeling and approximation of symmetric polyconvex envelopes. The deep architecture combines convexity with the monotonicity required of a representer in the space of minors. We prove a universal approximation theorem for symmetric polyconvex energies, without requiring isotropy, and quantify the number of affine pieces attainable by the lifted network and derive reduced architectures for isotropic energies. Numerical examples illustrate stress-based regression and approximation of the symmetric polyconvex envelope of a double-well potential. Symmetric polyconvexity is guaranteed by construction, while the accuracy of the fitted energies and envelopes is assessed numerically.

Fri 23 OctComputational Engineering, Finance, and ScienceMachine Learning
The gist
Modeling materials that stretch and deform can be tricky because their internal energy must follow special mathematical rules to behave realistically. The authors developed a new kind of neural network that always respects these rules about symmetry and smoothness in how materials respond to strain. This approach makes it easier and faster to approximate complicated energy functions that describe material behavior accurately. They proved mathematically that their network can represent any such energy and showed examples where it predicts stresses and energy shapes well.
Open → 2610.32598v1

Real-time autoregressive video generation balances quality and speed

TriTD: Tri-Partite Trajectory-Distribution Distillation for Real-Time Autoregressive Video Generation

Abstract: Autoregressive (AR) video diffusion has emerged as a leading paradigm for efficient video generation, yet its practical deployment remains bottlenecked by the trade-off between generation quality and inference efficiency. We attribute this bottleneck to three error sources in AR rollouts: the base model error, the train-inference distribution mismatch, and the upstream error propagation. Building on this decomposition, we derive closed-form upper bounds on the per-step and cumulative errors, providing a principled basis for jointly optimizing generation quality and inference efficiency. Guided by this analysis, we propose TriTD, a Tri-Partite Trajectory-Distribution co-optimized distillation framework with three complementary modules. First, for ODE initialization, we adopt a Next-Node Trajectory Distillation (NTD) objective, which shortens the supervision horizon and admits a lower regression-error floor. Second, we introduce Chunk-Graded Noising (CGN), a monotonically non-decreasing per-chunk noising schedule that helps narrow the expected train-inference noise mismatch and removes redundant KV-cache updates, yielding substantial speedups at no quality cost. Third, we propose Orthogonal-Parallel DMD (OP-DMD), a distribution-matching loss that retains the original DMD supervision while introducing an additional regression constraint in the orthogonal subspace to suppress off-axis drift, improving both training stability and final generation quality. Extensive experiments show that TriTD consistently surpasses existing baselines in visual quality while reaching a real-time throughput of 26.8 FPS on a single H100 GPU, delivering a balanced quality-efficiency solution for interactive streaming video generation.

Mon 19 OctComputer Vision and Pattern Recognition
The gist
Generating videos using computers often requires balancing how good the video looks with how fast it can be made. The authors identify three main sources of errors that slow down this process or reduce quality. They propose a new method that combines three techniques to reduce errors and speed up video creation without losing quality. Their approach makes it possible to generate videos in real time on powerful hardware.
Open → 2610.26165v1

Corrected proof for full rank condition in clamped b spline matrices

A note on the rectangular Schoenberg-Whitney theorem for clamped B-splines

Abstract: Wang et al.(Computer-Aided Design 40 (2008) 999-1008) proposed a knot-subsequence characterization of full row rank for rectangular B-spline collocation matrices. We identify an incorrect inequality in their Appendix proof, which invalidates the argument as written, and make explicit the endpoint and multiplicity conventions on which the criterion depends. The defect lies in the proof, not in the underlying result, which is valid under suitably stated hypotheses; in the lofting construction of Wang et al. these hypotheses are implicitly satisfied, so the lofted curves are unaffected. We state the corrected result and give a new proof, independent of the disputed argument, for clamped B-splines of arbitrary degree with continuous interior multiplicities. In our proof, sufficiency follows from inclusion of spline spaces and knot insertion; necessity selects independent columns and builds the reduced knot vector from them. The proof uses no recursive column-selection construction.

Sat 17 OctGraphics
The gist
The paper finds and fixes a mistake in a previous mathematical proof about when B-spline matrix rows are independent, which is important for computer graphics and design. The authors clarify important assumptions about how B-splines are constructed and provide a new proof that doesn’t rely on the flawed step. Their corrected version still supports the earlier conclusions, meaning designers using these splines won’t have to change their work. This helps ensure the math behind curve design tools is more reliable.
Open → 2610.24425v1

Polygon triangle covers show complex points and new approximations

Triangle Covers of Polygons: Approximation Algorithms and Complexity

Abstract: We study the geometric set cover problems of covering and partitioning a polygon into a minimum number of triangles. While the decision version of the covering problem is known to be APX-hard and $\exists\mathbb R$-complete (even for polygons without holes and vertices in general position), the computational complexity of partitioning a simple polygon into a minimum number of triangles is open. Our main result refutes a 40 year old conjecture by Asano, Asano, and Pinter stating that the triangle vertices of a minimum partition lie on intersection points of special lines, which are iteratively generated by the polygon vertices and the intersection points. In particular, we show that there exist polygons where all minimum triangle partitions need Steiner points with irrational coordinates. This indicates that the problem might be more complex than previously expected. Complementarily, we provide a simple constant factor approximation to compute a minimum triangle partition of a given polygon (possibly with holes). In the context of coverings, we devise the first constant factor approximation for computing a minimum triangle cover of a simple polygon. For general polygons, an $O(\log n)$-approximation follows by close inspection of previous work.

Fri 16 OctComputational Geometry
The gist
This work looks at how to cover or divide shapes called polygons into triangles with as few triangles as possible. The authors disprove a longstanding guess that the corners of these triangles can always be found using only certain special points. Instead, they show that sometimes new points with complicated, even irrational, coordinates are needed, which makes the problem harder than expected. They also introduce new ways to find approximate solutions efficiently, even if finding the perfect one is very difficult.
Open → 2610.23634v1

New structural limits for empty pentagons and hexagons in point sets

Visibility Sets, Empty Pentagons, and Sufficient Conditions for Hexagons

Abstract: Given a set $S$ of $n$ points in general position in the plane, we define the $C$-set $C(p,q)$ of an oriented edge $(p,q)$ as the set of extreme points of the visibility set $V(p,q)$ facing $(p,q)$. Since every point of $V(p,q)$ that is not in $C(p,q)$ gives rise to an empty convex pentagon having $(p,q)$ as a boundary edge, it is natural to study the properties of $C$-sets in order to bound the number of empty convex pentagons of $S$. We prove tight bounds on the intersection size and union complexity of $C$-sets sharing an endpoint. We also consider the problem of bounding the number of empty pentagons and hexagons in terms of the number of interior and boundary points of $S$. While the hexagon bound is weak, it offers a potential step toward a superlinear lower bound. On the other hand, the two-parameter bound for pentagons, combined with the structural results on $C$-sets, yields a simple proof of an $Ω(n^{3/2})$ bound for the number of pentagons. While this is a significant improvement over previously published bounds, a recent preprint \cite{Astudillo2026} attains a better bound using completely different methods. Thus, the primary contribution of this paper lies in the structural results about $C$-sets and the two-parameter bounds for empty pentagons and hexagons.

Fri 16 OctComputational Geometry
The gist
This paper studies how certain groups of points in the plane can form empty shapes called pentagons and hexagons that contain no other points inside them. The authors define and analyze special subsets of points related to visibility from edges, called C-sets, and use these to better understand how many empty pentagons can occur. Their work leads to improved lower bounds on the number of empty pentagons in any large point set, although the insights for hexagons are less strong. The main contribution is the new way of structuring and bounding these visibility sets and how this relates to counting empty polygons.
Open → 2610.23553v1

InfiniSplat v2 improves 3D scene rendering from any camera angle

InfiniSplat v2: Analyzing and Improving Feed-Forward 3DGS from Any Views

Abstract: Feed-forward Gaussian reconstruction builds 3D scenes directly from input images for novel view rendering, but learning Gaussian attributes from predicted geometry for high-quality rendering under large viewpoint changes remains challenging. We analyze limitations in Gaussian attribute learning and introduce InfiniSplat v2, which improves rendering quality through architectural and training changes. Our method decouples geometry and attribute prediction with a frozen geometry branch, aligns predicted Gaussians using ground-truth camera poses during training, and adopts large-angle target view supervision. Across six datasets, the feed-forward outputs of the same trained model achieve state-of-the-art mean LPIPS and DISTS among the evaluated methods in both pose-conditioned and pose-free settings. In the pose-conditioned setting, mean LPIPS and DISTS decrease by 25.8% and 32.9%, respectively, compared with the strongest evaluated baselines. We further find that opacity learned with only image reconstruction supervision suppresses geometrically inconsistent points. Project page: https://zju3dv.github.io/InfiniSplat2/

Wed 14 OctComputer Vision and Pattern Recognition
The gist
Rendering 3D scenes from pictures taken at different angles is hard, especially when you want the view to change a lot. The authors studied why it’s difficult to learn how to color and shade the scene well and made a system called InfiniSplat v2. It keeps the 3D shape predictions fixed when learning colors and uses known camera positions to better train the system. This way, the system creates clearer and more consistent images when looking at the scene from new angles.
Open → 2610.20341v1

Shared latent actions improve control of world models across domains

OneLA: Learning Many Worlds from Latent Actions

Abstract: Learning world models across diverse domains calls for a unified control space, yet ac- tion interfaces vary across domains and action annotations are often scarce. Latent ac- tions learned directly from videos offer a promising way to establish such a space without explicit action supervision. However, learning shared latent actions across domains re- mains challenging, as variations in appearance, embodiment, and dynamics can entangle domain-specific visual cues with transferable transition structure. To this end, we intro- duce OneLA, a simple framework that learns continuous latent actions through a shared orthogonal dictionary and a common predictive objective, without task-specific designs or cross-domain alignment losses during latent action pretraining. These latent actions pro- vide a shared conditioning interface for world models, with lightweight adapters mapping native control commands into the same space. Conditioned on latent actions and the cur- rent visual state, the world model predicts context-dependent transitions for controllable rollout. OneLA improves action readout across domains and reduces action cycle-transfer rotation error by 24.8% over the strongest evaluated baseline. A joint-training comparison further shows a 20.5% improvement in Human Preference Score v3 (HPSv3) for real- scene generation. These results suggest a path toward general-purpose world models that learn from diverse videos and support flexible control through latent action space.

Wed 14 OctComputer Vision and Pattern Recognition
The gist
It can be hard to teach computers how to understand and predict actions in different settings because actions look different in various types of videos and robots. The authors introduce OneLA, a method that learns a shared way to represent actions from videos without needing labeled examples. This makes it easier for a computer model to predict what will happen next in the scene, even when the background or object looks very different. Their method improves accuracy and the quality of generated video sequences compared to previous approaches.
Open → 2610.20160v1

HairFlow generates detailed 3D hair strands fast from sketches and shapes

HairFlow: Modeling 3D Hair Strands with Multi-Modal Conditioned Diffusion

Abstract: Modeling 3D hair strands is challenging due to complex hairstyle geometry, scarce high-quality training data, and incomplete or noisy input observations. Foundation models offer broader hairstyle priors, but their outputs are not directly usable for strand-based rendering and simulation. Existing approaches require costly per-instance optimization to fit hair priors to meshes from foundation models and 2D orientations from specialized predictors trained on limited hair data, restricting efficiency and generalization. We present HairFlow, a multimodal conditioned diffusion framework for efficient and controllable hair strands modeling. HairFlow conditions strand generation on two complementary representations: a coarse mesh that constrains global shape and multi-view sketches that specify local strand flow. HairFlow combines an Orientation VAE with a conditioned diffusion transformer to generate volumetric fields that are traced into explicit strands. To overcome the lack of paired sketch-strand training data, we introduce an automatic synthesis pipeline that generates geometrically aligned multi-view sketches with diverse styles representative of inference-time inputs. Experiments show that HairFlow generates plausible 3D strands that faithfully follow the input conditions across diverse hairstyles, substantially reduces inference time, and supports flexible multimodal control.

Mon 12 OctComputer Vision and Pattern Recognition
The gist
Creating realistic 3D hair strands is hard because hair shapes are complex and it’s tough to get good training data. The authors developed HairFlow, a new method that uses both rough hair shapes and simple 2D hair sketches to generate detailed 3D hair strands quickly and accurately. They also made a system to create training data by automatically generating matching sketches and strand shapes. Their results show HairFlow can produce believable hairstyles from different inputs and runs much faster than previous methods.
Open → 2610.17348v1

Sensitivity outputs improve inspection of differentiable renderers

Sensitivity as an Arbitrary Output Variable for Differentiable Rendering

Abstract: Differentiable renderers expose the derivative of any scalar objective with respect to every scene parameter, yet unlike the primal image, which decades of arbitrary output variables (AOVs) have taught us to decompose, inspect, and composite, these derivatives have no established representation for human inspection. We introduce the sensitivity AOV, a render output carrying the sensitivity of an objective to the scene parameters that influence it. A single reverse-mode pass populates a sensitivity buffer over the scene's parameter hierarchy, from which many views are read rather than re-differentiated, in direct analogy to deferred shading: image-space sensitivity at object and parameter-type granularity, projections onto a freely navigable scene from any inspection viewpoint, and, for spatially varying parameters, per-texel fields carried to the surface through texture coordinates. We separate the fixed camera that defines the objective from the free camera used to inspect the result, and position reverse-mode attribution against its forward-mode dual. Our aim is not a single algorithm but a scaffolding that establishes derivative outputs as first-class render products alongside the primal image.

Wed 7 OctGraphics
The gist
Differentiable renderers compute how changes in a 3D scene affect an objective, like an image feature, but their derivative outputs are hard to visualize and understand. The authors introduce sensitivity outputs that capture how much each scene parameter influences the objective. This allows easier inspection by creating views where users can see the effect of changes from different angles and levels of detail without recalculating derivatives repeatedly. Their approach treats these sensitivity outputs as regular render results that can be explored flexibly, similar to how images and layers are handled in graphics.
Open → 2610.10852v1

Randomized algorithm estimates mixed volumes of convex shapes efficiently

Exposition of an approximation algorithm for mixed volumes of a constant number of convex bodies

Abstract: We study $\varepsilon$-relative approximation of mixed volumes of a fixed number $k$ of full-dimensional convex bodies in $\mathbb{R}^n$, given membership oracles and a known bound $B_n\subseteq K_i\subseteq R_0B_n$. We present a randomized algorithm that estimates any prescribed mixed volume within relative error $\varepsilon$ with probability at least $1-δ$, using polynomially many oracle calls and bit operations in $n$, $\log R_0$, $\varepsilon^{-1}$, and $\logδ^{-1}$ for fixed $k$.

Tue 6 OctComputational Geometry
The gist
Calculating the mixed volumes of several multi-dimensional shapes is a complex math problem important in geometry and optimization. The authors present a randomized method that approximates these volumes accurately and quickly when dealing with a fixed number of shapes. This method relies on being able to check if points lie inside the shapes and works efficiently when the number of shapes is fixed, regardless of dimension size. The algorithm guarantees results close to the true volume with high confidence using a reasonable amount of computation.
Open → 2610.08248v1

Efficient compression method improves gaussian splatting video sequences

Efficient Gaussian Splatting Sequence Compression with Standard Video Codecs

Abstract: This paper presents a novel effective Gaussian Splatting (GS) sequence Compression method that utilizes the Video codec (GSCV). Existing video-based GS sequence compression relies on the Parallel Linear Assignment Sorting (PLAS) and tracked primitive information to convert GS into smooth 2D videos. However, tracked information is not available for most practical applications, and without it, using the vanilla PLAS can generate images exhibiting weak inter-frame correlation, due to its stochastic nature. GSCV incorporates a simple yet efficient Inter-PLAS method to produce close images between the I- and P-frames of GS, enhancing the inter-frame performance of video codec greatly. GSCV also realizes a new pipeline based on the state-of-the-art video codecs with high bit-depth GS images, achieving higher compressibility while simultaneously providing a higher quality upper bound. Experimental results show that the proposed GSCV exhibits obviously improved performance over MPEG video and point cloud-based anchors in GS sequence compression. The code is available at https://github.com/Qi-Yangsjtu/GSCV.

Tue 6 OctComputer Vision and Pattern Recognition
The gist
Storing and sending sequences of images made with a technique called Gaussian Splatting can be tricky because the images don’t change smoothly from one frame to the next. The authors created a new way called GSCV that organizes these image frames better so standard video compressors can work more efficiently. Their method uses a step called Inter-PLAS to keep frames more alike, helping video codecs compress the sequences with better quality and smaller file sizes. Tests show their approach beats older methods using popular video and 3D point cloud compressors.
Open → 2610.07795v1

Flow matching method improves 3d mesh generation quality

Flow Matching Reinforcement for 3D Mesh Generation via Dynamic Homing Optimization

Abstract: Flow matching is central to 3D generation, yet in practice its reinforcement learning (RL) methods are largely adapted from 2D visual generation. Representative DPO-, GRPO-, and NFT-style objectives, when applied to negative trajectories, mainly steer predicted velocities away from the corresponding directions without explicitly specifying a target velocity field toward preferred samples. In 3D generation, constrained by pretrained model capabilities, rollout diversity, and reward-distribution complexity, directly applying these RL methods yields limited gains in geometric quality. We introduce a forward-process RL method \textbf{Dynamic Homing Optimization (DHO)}, which reformulates negative-trajectory optimization as positive-sample attraction-guided dynamic homing. Specifically, Minimum-Cost Attractive Matching (MAM) assigns each negative sample a distinct positive target, and Time-Aware Dynamic Correction (TDC) then redirects its trajectory toward the target using a remaining-time-aware corrective velocity. Building on asynchronous online DHO, we develop \textbf{Flow3D-Pro}, an image-to-3D geometry generation framework. Experiments show that DHO outperforms representative DPO-, GRPO-, and NFT-style objectives in 3D generation, while Flow3D-Pro produces higher-quality 3D geometry than existing mesh generation methods.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Generating 3D shapes like meshes often relies on techniques developed for 2D images, which may not work well for complex 3D data. The authors propose a new reinforcement learning approach called Dynamic Homing Optimization that directs the process toward better 3D shapes by pairing each less-desired sample with a specific better target and guiding it dynamically. This method helps create higher-quality 3D meshes compared to previous strategies. They demonstrate their approach within a system called Flow3D-Pro that produces better 3D geometry than existing mesh generation tools.
Open → 2610.01233v1

Pixel space training improves few step text to image generation

DMA$^2$: Pixel-space Distribution Matching with Adversarial and Anchor Losses

Abstract: Distribution matching distillation (DMD) provides a general framework for few-step diffusion generation, but its modern text-to-image instantiations have been developed primarily around latent diffusion. It therefore overlooks key properties and design opportunities of native RGB. We revisit two DMD interfaces for pixel-space teachers. On the teacher-matching side, diagnostics show low-noise RGB matching is dominated by a local-texture cue, motivating a fixed high-noise matching band. On the real-data side, native clean-RGB outputs allow guidance from an external visual representation without traversing a decoder or sharing the heavy fake-score critic. DINO-Adv removes this critic from the adversarial gradient path and supplies local parametric patch guidance. For distribution-level guidance, we introduce AF-Loss, a parameter-free auxiliary semantic distribution-field objective designed for text-to-image DMD. It operates on detached rolling real and generated supports in the shared DINOv2 space while preserving prompt-conditioned teacher supervision. AF-Loss adds no learnable parameters or inference-time computation. Together these designs form DMA$^2$. Across DPG-Bench, GenEval, VQAScore, and COCO30K, the four-step DMA$^2$ student performs better than the 25-step teacher and evaluated few-step distillers.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Generating images from text usually takes many steps and complex systems working on compressed image data. The authors explore a way to speed this up by training models directly on normal RGB images (the pixels you see) instead of compressed forms. They find that matching textures at some noise level and using a new way to guide learning with existing visual representations helps create good images faster. Their new method, called DMA², produces high-quality images in fewer steps than previous models, making fast text-to-image creation more practical.
Open → 2609.38156v1

Agriculture robotics gets photorealistic large scale simulated fields

AgriGen: Large-Scale Scene Generation Framework for Photorealistic Agricultural Robotics Simulation

Abstract: Agricultural robotics is advancing rapidly, yet progress remains constrained by limited field access, lack of control over field conditions, geographic variability, and seasonal crop cycles. These factors make it difficult and costly to acquire diverse agricultural datasets, resulting in limited evaluation and reduced system robustness. While other robotics domains have scaled learning and evaluation through high-fidelity simulation, agricultural robotics still lacks comparably capable tools. In this paper, we present a ROS-integrated framework, built on Isaac Sim, for large-scale procedural generation of agricultural environments. The framework supports photorealistic rendering, physics simulation, and domain randomization at scales relevant to robotics research, with built-in support for row crops, orchards, and vineyards and straightforward extensibility to additional crop categories. Project Page: https://baj31415.github.io/agrigen/

Tue 22 SeptRoboticsGraphics
The gist
Growing robots for farming face challenges because real farms vary a lot by location and season, so getting enough data is hard. The authors made a computer simulation tool that creates very realistic farm scenes on a big scale, including many types of crops like orchards and vineyards. This helps test and train farm robots without needing constant field access. The tool works with popular robot software and can be expanded to more crop types.
Open → 2609.25725v1

Formal origami math proofs enable new folding model tools

A Lean Paper About Paper: A Formal Framework for Origami

Abstract: The mathematics of Origami have been well studied and shown to develop several interesting results. We use Lean 4 tactics and build on Mathlib to redefine the 7 Huzita operations as theorems instead of axioms and prove their existence. We develop proofs for important origami constructions (such as trisecting an angle), implement origami-constructible numbers and prove the associated Cardano's formula, and formalize Haga's theorem. A Crease Pattern Inspector explores physical folding by providing a full pipeline to create and visualize models constrained by the Huzita formalism. The Lean codebase brings 100+ theorems and lemmas.

Mon 14 SeptLogic in Computer Science
The gist
Mathematics behind paper folding, known as origami, is quite complex. The authors used a formal proof system called Lean 4 to turn key origami folding rules from assumptions into proven facts. They also created computer code to model and visualize folded paper based on these rules. This work helps confirm the math behind classic origami problems and builds tools to explore folding in a precise way.
Open → 2609.14912v1

Flip graphs for eight points in 3D space are fully connected

Flip Graphs for Eight Points in Three Dimensions Are Connected

Abstract: We prove that every configuration of four through eight points in three-dimensional space, with no four points coplanar, has a connected full geometric flip graph under $2 \leftrightarrow 3$ flips. Every point remains fixed and present throughout the sequence. The proof brings each tetrahedralization into placing form at a convex hull vertex: the tetrahedra not incident to that vertex fill the convex hull of the remaining points. This reduction allows us to establish connectivity by induction, using the connectivity of regular tetrahedralizations. The main geometric tool is radial projection, which turns the tetrahedra incident to a hull vertex into a planar triangulation. When this planar triangulation is regular, varying its lifting heights produces legal spatial flips that progressively shrink the region occupied by the incident tetrahedra and reach placing form. Planar lifting criteria and compatibility constraints between the projections at different hull vertices resolve the remaining small cases. For eight points, at most 35 flips are needed to reach placing form.

Sun 13 SeptComputational Geometry
The gist
The paper shows that for any arrangement of four to eight points in three-dimensional space, where no four points lie perfectly flat, you can move between different ways of connecting those points step-by-step without removing or adding points. The authors prove this by focusing on one special corner of the shape and breaking down the problem into easier parts. They use a technique that projects 3D shapes onto a flat surface, turning complex spatial connections into simpler planar ones to understand how to change the connections. This result means there is always a way to transform one tetrahedral arrangement into another through a sequence of simple flips.
Open → 2609.14797v1

Neural operator speeds up incompressible fluid transport by 10000 times

A Variational Optimal Transport Operator on Incompressible Flow

Abstract: We present the Variational Incompressible Optimal Transport (VIOT) operator, a generative neural operator for amortized incompressible density transport. Given a new source-target density pair, VIOT predicts a divergence-free velocity field and generates the full transport trajectory by feed-forward inference, replacing the hour-scale per-pair optimization used by adjoint fluid solvers and differentiable simulation baselines. The system consists of three components: a stream-function or vector-potential representation that enforces incompressibility by construction, a regularized incompressible transport objective that balances endpoint accuracy and flow smoothness, and a Fourier Neural Operator backbone that amortizes the solve across new pairs and grid resolutions. Together, these components make incompressible transport a reusable neural operator that facilitates various transport processes. Further, the generative capability extends beyond the training distribution, with VIOT producing incompressible transports for user-drawn source-target pairs in a real-time interactive system. We demonstrate VIOT on 2D and 3D density-transport benchmarks. Both 2D and 3D rollouts complete in seconds per pair, while per-instance baselines in our 2D comparisons optimize each new pair from scratch and require on the order of an hour, a roughly $10^4\times$ online speedup.

Sat 12 SeptMachine LearningGraphics
The gist
Moving stuff exactly through fluids like water can be slow to calculate because the fluids can't compress or expand. The authors made a neural network tool called VIOT that learns how to do these moves very quickly for new pairs of starting and ending shapes. Instead of solving a hard math problem each time, VIOT predicts a smooth, incompressible flow path in seconds. This tool works in both 2D and 3D and runs much faster than traditional methods, enabling real-time interactive use.
Open → 2609.13729v1

Neural optimizer speeds up surface sampling and remeshing tenfold

Neural Centroidal Voronoi Tessellations

Abstract: Centroidal Voronoi tessellation (CVT) is a fundamental primitive for high-quality surface sampling and isotropic remeshing in computer graphics. However, computing surface CVTs with classical solvers remains expensive: each optimization step repeatedly constructs restricted Voronoi diagrams (RVDs) and integrates quantities over their surface cells. We introduce Neural CVT, a learning-based surface-CVT solver that replaces these costly geometric computations with a recurrent neural optimizer, accelerating CVT optimization by one to two orders of magnitude in our benchmarks while preserving geometric fidelity. Given an input surface, we sample a dense point cloud and extract multi-scale geometric descriptors with a graph neural encoder. A lightweight recurrent optimizer then refines seed positions over a small number of iterations, aggregating interpolated surface features and optimization history to predict per-seed displacements. The framework is trained self-supervised using CVT objectives that promote uniform distributions and, when desired, feature alignment. Across diverse organic and CAD-like shapes, Neural CVT generalizes to unseen geometry, initialization strategies, and seed densities, producing isotropic, feature-preserving remeshes comparable to state-of-the-art offline optimization methods at a fraction of the computational cost. Code and trained models will be released.

Tue 8 SeptGraphics
The gist
Making sure computer-generated 3D shapes have evenly spaced points can be very slow using traditional methods. The authors created Neural CVT, which uses a type of AI to quickly improve these point positions on surfaces. This AI learns to predict better positions without repeatedly doing expensive geometric calculations. It works well on many shapes and keeps quality similar to slower, older methods while cutting time drastically.
Open → 2609.08497v1

Spectral alignment improves training and output quality of diffusion models

Revisiting Spectral Representations in Generative Diffusion Models

Abstract: Diffusion models have shown remarkable performance on diverse generation tasks. Recent work finds that imposing representation alignment on the hidden states of diffusion networks can both facilitate training convergence and enhance sampling quality, yet the mechanism driving this synergy remains insufficiently understood. In this paper, we investigate the connection between self-supervised spectral representation learning and diffusion generative models through a shared perspective on perturbation kernels. On the diffusion side, samples (e.g., images, videos) are produced by reversing a stochastic noise-injection process specified by Gaussian kernels; on the spectral representation side, spectral embeddings emerge from contrasting positive and negative relations induced by random perturbation kernels. Motivated by this, we propose a self-supervised spectral representation alignment method to facilitate diffusion model training. In addition, we clarify how joint spectral learning can benefit diffusion training from a geometric perspective. Furthermore, we find that the optimization of the spectral alignment objective is in an equivalent form of diffusion score distillation in the representation space. Building on these findings, we integrate a spectral regularizer into diffusion training objectives to improve the performance of diffusion models on multiple datasets. Experiments across images and 3D point clouds show consistent gains in generation quality. Code is released at https://github.com/yuehaowang/spectral-reg-diffusion.

Tue 8 SeptMachine Learning
The gist
Diffusion models create images or 3D shapes by slowly removing random noise from data. The authors found that teaching these models to also learn special patterns called spectral representations helps them train faster and produce better results. They showed that connecting spectral learning with diffusion processes reveals why this helps and developed a new method that adds a spectral alignment step during training. Their tests on images and 3D point clouds proved this approach consistently improves the quality of generated outputs.
Open → 2609.08253v1