Papers for
visual effects artists
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.
Video object removal methods leave visible content unused in videos
Recoverability-Aware Evaluation of Diffusion Video Inpainting and Object Removal
Abstract: Video inpainting for object removal is scored over the whole hole, although the background behind the object is visible in other frames of the shot for some hole pixels and in no frame for others. A whole-hole score therefore mixes copying with generation and cannot show which of the two a remover does well. To separate the two, we propose recoverability-stratified evaluation, in which a point tracker run on the clean video labels each hole pixel by whether and how far away it is observed, so that fidelity and temporal stability can be reported per stratum against a copy reference. To reuse the observed content, we also propose evidence-guided sampling (EGS), which blends tracked colors into the clean-latent prediction of a video diffusion remover without training. On DAVIS, the perceptual advantage of three diffusion removers over flow propagation shrinks where the content is visible a few frames away (LPIPS difference-in-differences +0.046 to +0.056 against E2FGVI-HQ), and real paired captures show the same pattern for two of them. Their DAVIS hole warping error is two to four times that of ProPainter, and copying along clean-video tracks lowers their recoverable LPIPS by a quarter to two fifths. EGS closes 43% and 56% of the gap to this copy reference on held-out DAVIS when its colors come from clean-video tracks. With colors tracked on the masked input, a pre-registered confirmation finds no gain on MiniMax-Remover and a loss on ROSE. Diffusion removers thus leave observed content unused on DAVIS, and training-free reuse does not yet hold with tracked evidence.
Parametric model mixes noise types for realistic image synthesis
Parametric Gaussian Noise Mixer (PGNM): Unified Synthesis of Camera Noise and Film Grain
Abstract: Noise synthesis is commonly approached through physical models of image formation or neural networks trained to generate noisy images. We explore a middle ground: an explicit statistical model fitted directly from paired clean and noisy images. A normalized convolution correlates a Gaussian field across pixels and color channels, and a lookup maps each Gaussian value to a residual given the clean intensity. Because the field stays standard Gaussian, the two components are fitted separately, without reproducing the physical process or training a neural generator. With one formulation for camera noise from SIDD and simulated film grain from Newson, the model has the lowest average distribution and correlation errors on SIDD among the evaluated methods and remains competitive on film grain. A denoiser trained on its noise comes closest to one trained on real noise, and a 1080p frame renders in 10 ms on GPU.
Benchmark for generating glowing 3d objects from geometry and images
LightGenBench: A Benchmark for 3D Emission Generation
Abstract: Recent generation methods produce 3D assets with detailed geometry and rich textures. However, these assets are non-emissive: they reflect light but emit none. We study a new task, emission generation: predicting spatially varying RGB emission over a 3D asset's surface from its geometry, non-emissive materials, and a rendered view. To support this task, we introduce LightGenBench. Our benchmark makes three contributions. First, we curate a dataset of 37k artist-authored emissive assets in UV, voxel, and multi-view form. Second, we establish baselines across four method families: UV-domain, sparse-voxel, multi-view, and segmentation-based generation. Third, we design an evaluation protocol that measures where an asset emits and how, complemented by user-study comparisons on renderings with varying emission strength. Across the four families, the sparse-voxel baseline TRELLIS.2-Emission performs best because generating emission natively in 3D avoids the failure modes of the other representations, such as the fracturing artifacts of UV space and the occluded emitters that multi-view generation cannot see. However, TRELLIS.2-Emission only reaches an IoU of 0.271, leaving the task far from solved. We hope LightGenBench establishes emission generation as a benchmarkable problem for 3D generation.
One-step face swapping method matches multi-step quality rapidly
ALADDIN: Adversarial Latent Diffusion Distillation for One-Step Identity Swapping
Abstract: Face swapping transfers a source identity onto a target image while preserving the target's pose, expression, hair, and lighting. The most realistic current methods are diffusion-based, but they need many network evaluations per image. GAN-based methods are fast, yet trained from scratch they must learn realism from the adversarial signal alone and produce visibly weaker results. We present ALADDIN (Adversarial Latent Diffusion Distillation for One-Step Identity Swapping), a one-step face swapper obtained by initialising the generator from a pre-trained multi-step flow-matching model and training it adversarially under identity and target-preservation constraints. We expose a controllable trade-off between identity transfer and target-attribute preservation by training a student model with triplet pseudo-label supervision. We additionally identify a bias in the standard evaluation protocol, which favours methods trained against the same identity encoder used to score them, and re-evaluate all baselines with an independent one. ALADDIN is state-of-the-art among one-step methods in realism and target preservation at comparable identity transfer, and matches the best multi-step model with 28 times fewer network evaluations and an order of magnitude fewer training pairs.
Image editing method enables precise control of multiple subjects separately
LOCI: Localized Continuous Control for Multi-Subject Image Editing
Abstract: Recent instruction-following image editors such as Flux.1-Kontext enable text-driven editing but lack fine-grained control over where and how much an edit is applied. Existing approaches provide either continuous but global control or spatially localized editing at a fixed strength. To our knowledge, none jointly supports explicit spatial localization, continuous per-region strength, and independent simultaneous control of multiple subjects. We present LOCI (LOcalized Continuous control for multi- subject Image editing). Given a multi-subject image with per-subject regions and instructions, LOCI edits each subject at an independently chosen, continuously adjustable strength, for instance gradually aging one person while adding a beard to another with minimal cross-region leakage. LOCI pairs subject-level attention binding for spatial isolation with a Regional LoRA layer that replaces the LoRA's scalar coefficient with a per-token scaling vector aligned to the spatial layout. A single adapter is trained at one suppression point, and continuous edit strengths follow by rescaling its regional residual at inference. Experiments on multi-subject scenes demonstrate that LOCI achieves strong edit fidelity with significantly reduced cross-region interference compared to baselines, while maintaining continuous control over edit strength
AgentDreamer guides 3D physics simulations with text instructions
AgentDreamer: Agentic 3D Motion Reasoning for Text-Controllable Physics Simulation
Abstract: We propose AgentDreamer, an agent-guided optimization framework that aligns text instructions with simulated motion through explicit 3D motion planning. Given a text instruction and scene geometry, an off-the-shelf agent translates the instruction into a structured semantic motion prior, specifying what should move, in which direction, and in what temporal order. The agent represents this prior using parametric functions over a series of temporal chunks, yielding dense 3D trajectories. We then optimize the parameters of a differentiable MPM simulator such that its rollout best matches the prior while remaining constrained by the scene dynamics. This allows the agent to provide semantic guidance from language, while the simulator grounds it in physically feasible motion. We further introduce Motion-IG, an information-theoretic metric for text-motion alignment based on masked text recovery. By comparing the likelihood of recovering masked motion-related content with and without the simulated motion, Motion-IG measures the information contributed by the motion beyond that available from the remaining text and scene context. Experiments show that AgentDreamer improves text alignment over video-based guidance, producing simulations that more closely follow the requested physical behavior.
PhyMo recovers accurate continuous 3D motion from multi-view videos
PhyMo: Learning Physical Dynamics with Accurate and Continuous Motion from Multi-View Videos
Abstract: Recovering dynamic 3D scene geometry, appearance, and the physical motion states that govern scene evolution from multi-view videos is important yet challenging. A key difficulty is that appearance can be deceptive. Under rendering supervision alone, a model may fit the observed images by changing color or opacity to compensate for inaccurate deformation, rather than recovering the true evolving geometry and motion. This issue is especially severe in scenes with fast or locally complex motion, where inaccurate trajectories can still produce plausible images over the observed frames, but lead to unreliable reconstruction and discontinuous future prediction. In this paper, we propose PhyMo, a framework for learning evolving dynamics from multi-view videos. We introduce a Motion-Aware Trajectory Representation that drives the model to recover accurate motion from deformation, rather than relying on appearance shortcuts to explain observed motion. On top of this, we propose a Continuous Motion Evolution module with bidirectional kinematic continuity constraint to promote temporally consistent evolution of displacement, velocity, and acceleration. Together, these designs yield geometrically faithful interpolation and continuous motion extrapolation. Experiments on four dynamic scene benchmarks demonstrate state-of-the-art performance.
Coarse videos converted to realistic ones without paired training data
Pair-Free Coarse-to-Real Video Generation via Real-to-Coarse Image Supervision
Abstract: Coarse-to-real (C2R) video generation converts coarse animation, simulation, or game-rendered videos into photorealistic videos while preserving scene layout, camera motion, and dynamics. Training such models requires aligned (coarse, realistic) video pairs, which are expensive to create and confine prior systems to narrow synthetic domains. We exploit a simple asymmetry: paired videos are hard to obtain, but paired real-to-coarse images are easy to construct with existing editing and 3D reconstruction tools. Using these image pairs, we train the DINO-R2C model to transfer realistic images to coarse images in DINO feature space, and apply it frame-wise to ordinary real videos to synthesize pseudo-coarse videos. The C2R# model then learns to generate each real video from its pseudo-coarse counterpart, free from needing (coarse, realistic) video pairs. At inference, the DINO-R2C model is discarded and actual coarse videos drive the C2R# model directly. Thus, our pair-free training scales with any real-video corpora rather than with paired synthetic videos. We will release the model and project webpage at https://gonzalognogales.github.io/coarse2real-sharp/.
Surface aware encoding improves multi view image synthesis quality
HRoPE: Homography Relative Positional Encoding
Abstract: Geometric Relative Positional Encoding has become the primary mechanism for injecting spatial inductive biases into multi-view transformers. Existing designs condition attention on camera-level frustums or ray-marched depth, associating cross-view tokens through the sensor geometry. Such sensor-centric formulations, however, describe only where a token is observed from, leaving the rich surface geometry of the scene region depicted by the token. In this paper, we advocate a shift toward surface-aware positional encoding that explicitly grounds patch tokens in the geometry of physical surfaces. We introduce HRoPE, which represents the local geometry of each patch as a slanted 3D plane, following the slanted support-window assumption of classical multi-view stereo. We inject token-level, plane-induced homographies into attention as relative transformations. This equips the transformer with a geometric prior for rectifying perspective distortions and aligning patch features across viewpoints. Our encoding requires no ground-truth geometry: the plane parameters can be predicted end-to-end under a view-synthesis objective alone, or derived from foundation models. Extensive experiments on RealEstate10K, CO3Dv2, and DL3DV show that our best variant of HRoPE consistently outperforms the evaluated geometric positional encodings for novel view synthesis. Extensive ablations and analysis show the effectiveness of the proposed encoding. Please refer to our project page at: https://gaohchen.github.io/HRoPE
Video face swapping achieves real-time identity transfers on long streams
From Short Clips to Real-Time Streams: Identity-Aware Supervision and Context-Efficient Generation for Video Face Swapping
Abstract: Video face swapping transfers the reference identity to a target video while preserving its other attributes and motion. Despite recent progress in reference-guided flow-based methods, jointly achieving faithful identity transfer, high fidelity, and real-time generation over long video streams remains challenging. To address this challenge, we rethink the task-specific structure of reference-guided video face swapping. First, face swapping changes only identity while preserving most visual content, yet flow-matching supervision is weakly sensitive to these changes. We therefore develop Joint Rec-ID Loss, which balances explicit identity supervision and latent reconstruction according to the noise level. Second, the target video already provides non-edited attributes and temporal dynamics, enabling generation with fewer spatial tokens and shorter temporal contexts through Face-RoI Generation and Short-Context Rollout Training. By integrating these designs, we propose StreamingSwap, a reference-guided flow-matching framework for real-time streaming video face swapping. We also introduce HumanFaceVid, comprising 1,000 hours of cinematic training data and evaluation sets of 200 short and 200 long videos. Experiments demonstrate that our method achieves competitive identity transfer and visual quality at 20 FPS on a single NVIDIA RTX 4090 GPU, with stable generation over videos up to 10 minutes long. Project webpage: https://aim-uofa.github.io/StreamingSwap/
3D diffusion models improve medical images with flexible deep learning
3D Diffusion Models for Medical Imaging
Abstract: Generative deep learning methods such as Variational Autoencoders, Generative Adversarial Networks or Diffusion Models have achieved remarkable results in image synthesis. In particular, Diffusion Models have demonstrated superior image fidelity and sample diversity compared to other approaches on standard benchmarks, while also offering more flexible training dynamics as evidenced both in natural image domains and in medical applications. In medical imaging including Computed Tomography, Magnetic Resonance Imaging or Positron Emission Tomography, such models have various important use-cases including data augmentation, domain transfer, image reconstruction, inpainting, image augmentation and artifact correction. Further, generated images can be conditioned on patient characteristics, medical reports, segmentation masks or other images. Specific challenges arise due to the 3D volumetric nature of medical images, which translate to substantial demands in terms of memory, compute, and training data. This article provides a comparative overview of 3D Diffusion Models which have been developed for medical images, with a focus on current performance, limitations, and an outlook for future work.
Wan-alpha plus plus generates controllable transparent video effects
Wan-Alpha++: Animating a Single RGBA Asset into Controllable Transparent Video Effects
Abstract: RGBA video generation is essential for creating compositable visual assets in filmmaking, game development, and digital content production. However, generating high-quality RGB appearance alongside temporally coherent transparency remains a significant challenge. Existing text-to-RGBA video methods often entangle RGB and alpha distributions and offer limited control over the precise appearance of a target asset. In addition, incorporating image conditioning typically suffers from the emergence-disappearance effects, which fail existing first-frame or first-and-last-frame conditions due to their fully transparent boundary frames. To address these issues, we present Wan-Alpha++, a unified framework that brings controllable RGBA video generation to both text- and image-to-video diffusion backbones through a shared RGBA latent space, extending our conference version Wan-Alpha from the text-conditioned setting to image-conditioned generation with an interior reference frame. Our method first learns shiftable RGB-alpha distributions while preserving the pretrained RGB prior. Specifically, we introduce a transparency-aware bidirectional diffusion objective to produce distinguishable RGBA latent representations, and a transparency-guided mean sampler that shifts the noise distribution to improve transparency generation and enable spatial controllability. Building upon this RGBA generation prior, we introduce temporal phase reparameterization for image-conditioned effect generation. By cyclically transforming a zero-positive-zero alpha pattern into a positive-zero-positive pattern, it relocates visible content to both temporal boundaries, facilitating effective appearance conditioning with limited RGBA data.
Video model enhanced to create realistic fluid motion using physics data
FluidGen: Physics-Aware Fluid Video Generation via Motion-Guided Post-Training
Abstract: Video generation models produce visually compelling motion but systematically fail on fluid phenomena, including smoke, fire, and explosion debris, where outputs lack coherent vortical structure and collapse to bland dynamics that violate the physics of real fluids. Classical solvers achieve high physical fidelity but require detailed 3D scenes and carefully tuned parameters, making them impractical for in-the-wild imagery and video generation. We address this gap by injecting a data-driven fluid prior into a pre-trained video model, trained on a mixture of high-fidelity Houdini simulation data with paired velocity-field ground truth and curated in-the-wild fluid video data for appearance diversity. The core of our approach is a dual stream architecture that predicts per-frame velocity fields alongside RGB, supervised by simulation ground truth. This auxiliary signal regularizes generation toward physically consistent motion and exposes an interpretable physical quantity that we further leverage as a reward for velocity-aware direct preference optimization. Our model produces substantially more realistic fluid dynamics sequences than strong video baselines and optimization-based methods. Project page: https://y-zheng18.github.io/FluidGen/
Visibility splatting boosts 3D rendering with better light and material separation
VisibilitySplat: Ray-Traced Occlusion for Relighting with 3D Gaussian Splatting
Abstract: We address inverse rendering with 3D Gaussian Splatting (3DGS) by introducing explicit visibility modeling for relighting as well as material and light decomposition. Our approach augments the standard rasterized 3DGS pipeline with a sparse visibility oracle that estimates transmittance-weighted occlusion for Gaussian primitives from sampled lighting directions. This oracle is implemented using a point-based ray tracer accelerated by a bounding volume hierarchy (BVH) and queried sparsely within the inverse-rendering objectives, while the original 3DGS loop is retained for training efficiency, interactive visualization, and tooling compatibility. Shading follows a physically based rendering (PBR) formulation with a principled microfacet bidirectional reflectance distribution function (BRDF) and low-resolution high-dynamic-range (HDR) environment maps. We evaluate our method on the TensoIR synthetic dataset against baselines based on neural radiance fields (NeRFs), tensor representations, and 3DGS. The results show competitive performance and improvements over several earlier baselines for novel-view synthesis (NVS), albedo reconstruction, and relighting. Ablations indicate that explicit visibility modeling is an important contributor to relighting and material-illumination disentanglement, while pure PBR supervision can favor appearance fitting in NVS. Overall, the findings suggest that sparse, point-based visibility queries effectively complement rasterized splatting for inverse rendering while preserving the practical advantages of the 3DGS ecosystem.
Few-step 3d generation speeds geometry creation with better texture accuracy
Channel Match: Calibrating Shape Latents for Few-Step 3D Generation
Abstract: Recent native 3D generators achieve high-quality asset creation by modeling structured 3D latents with flow-based transformers, but their high-resolution generation remains computationally expensive due to costly iterative sampling. In this work, we introduce a few-step distillation framework for native 3D generation, enabled by continuous self-consistency training with a custom JVP FlashAttention kernel and an analytic velocity regression objective for sparse structured 3D latents. To stabilize joint optimization, we further introduce an adaptive loss weighting strategy that automatically balances them without manual tuning. Beyond acceleration, we reveal a previously overlooked failure mode of few-step native 3D generation: sampling-induced latent distribution drift preserves geometric correctness but disrupts downstream PBR texture synthesis, causing texture artifacts on geometrically valid assets. To address this issue, we propose Channel Match, a training-free adaptive per-channel latent calibration method that restores the latent distribution without modifying either generator. We validate our approach on TRELLIS.2 at the $1024^3$ resolution setting. Our two-step model achieves $4.5\times$ faster geometry sampling while maintaining geometry quality comparable to the many-step teacher, and Channel Match further improves rendering quality by recovering the latent interface between geometry and appearance generation.
Animating flowing water in 3D Gaussian splatting scenes in real time
Make It Flow: Animating Water in 3D Gaussian Splatting Scenes
Abstract: Explicit 3D scene representations such as 3D Gaussian Splatting (3DGS) have recently enabled high-quality, real-time novel view synthesis. However, these methods assume static scenes, limiting realism in the presence of dynamic phenomena ubiquitous in real-world environments. While coherent motion (e.g., humans or vehicles) can be captured and reconstructed, high-frequency effects such as flowing water remain intractable under casual capture conditions, where dense multi-view, high-speed acquisition is not feasible. We present a method to animate water in static 3DGS scenes, enabling visually plausible motion without requiring dynamic capture or physical simulation. Our approach estimates 2D optical flow from reference images or model renderings and lifts it into a consistent 3D Eulerian motion field. We propose a cinemagraph-inspired algorithm that applies this motion field to deform Gaussian primitives, producing temporally seamless looping animations. The resulting representation retains real-time rendering performance, significantly enhances perceptual realism, and preserves free-viewpoint navigation within the scene. We evaluate our method on a newly captured dataset of in-the-wild waterfall scenes and demonstrate clear improvements over prior work in dynamic Gaussian splatting and 3D cinemagraph generation in visual quality and computational efficiency.
3D generation improves fine detail from single images with noise control
NOFACE3D: NOise-scheduled Focused Anchoring and Controlled Enhancement for 3D Generation
Abstract: Recent image-to-3D models generate complete, high-quality assets from a single image, with global shape and appearance that are already convincing; what remains is the fine scale, where small, thin, elongated, or detail-rich regions are reconstructed softly and under-resolved. This gap can arise in generators with fixed-resolution spatial grids: the same spatial sampling density is used for a large, smooth, low-curvature surface and for a thin, high-curvature structure that carries most of the perceived detail. To this end, we introduce NOFACE3D, a training-free framework that refines these detail-critical regions while preserving the rest of the asset. Given a generated mesh, its input image, and a refinement box, NOFACE3D extracts the selected submesh, scales it up to fill the generator's input volume, and re-encodes it into the full-resolution latent grid. Conditioned on the image crop, it refines the region through flow-based sampling with a spatially varying noise schedule that anchors boundary latents. The refined region is then integrated back into the original asset, preserving the surrounding geometry and appearance. We implement NOFACE3D on TRELLIS.2 and its sparse voxel representation; all of it operates purely at inference time on the frozen pretrained generator. We evaluate NOFACE3D on PAniC-3D, TexVerse and BigDetail, a new benchmark of 339 assets with annotated detail-critical regions. On all three, it generates sharper geometry and finer texture detail than the baselines. Project page: https://idkcouscous.github.io/NoFACE3D/
OuroWorld brings static 3D scenes to life with looping motion
OuroWorld: Bringing Any 3D World Alive as Diverse, Endlessly Looping 3D Cinemagraphs
Abstract: Recent 3D world models generate photorealistic, explorable scenes that remain frozen in time. OuroWorld is a mask-free framework that turns any static 3D Gaussian Splatting scene into a 3D cinemagraph: a dynamic scene with vivid, diverse motion looping seamlessly from any viewpoint. A vision-language model infers plausible dynamics and guides a video model to synthesize a reference video, which we lift and complete into multi-view videos. To learn from this imperfect supervision, we propose Inconsistency-Robust Periodic 4DGS: a Fourier-series deformation field guarantees looping by construction, while a Grounded Drift Field anchored at the reference view absorbs cross-view inconsistency. Unlike prior Eulerian methods limited to fluid-like motion, we capture general deformation, object motion, and illumination change. We introduce a ground-truth-free evaluation covering vividness, naturalness, loop seam coherence, and scene quality. On 39 reconstructed and generated scenes, OuroWorld outperforms all baselines and wins 70.8%-99.0% of user-study comparisons. Project page: https://ouroworld.userwei.com
Phase-aware video generation captures solid and gas interactions realistically
Phase-aware video generation for physics-grounded dynamics and interactions
Abstract: Generating physically plausible videos for solid-gas dynamics is challenging as different phases exhibit distinct dynamics yet remain coupled through physical interactions. We present PAVG, a Phase-Aware Video Generator for solid-gas dynamics and interactions. It employs a dual-branch architecture to explicitly model the distinct dynamics of solids and gases, while spatiotemporal cross-attention captures their physical interactions. This design enables PAVG to preserve phasespecific motion characteristics while producing physically consistent responses across phases. To facilitate this task, we further construct a simulation corpus comprising over 700K physical trajectories across diverse solid, gas, and solid-gas interaction scenarios. Extensive evaluations demonstrate that our PAVG produces videos with improved motion adherence, physical plausibility, and visual quality compared with existing approaches.
Physics aware video generators improve fluid object interaction accuracy
Fluid-Gen-Zero: Grounding Pretrained Video Generators in Physics without Training
Abstract: We present Fluid-Gen-Zero, a training-free framework for physics-aware fluid-object interaction video generation that decouples physical reasoning from appearance synthesis. Our key insight is to delegate motion dynamics to a physics simulator while preserving the appearance modeling capacity of pretrained video generators. We bridge these two domains through a two-level agentic workflow: generation-time planning, where a vision-language model (VLM) agent interprets intent and the simulation rollout to organize generation clips, and latent-space guidance, which injects simulation signals into denoising through region-aware latent wrapping. This plug-and-play design is compatible with current video foundation models. We further introduce a benchmark for fluid-object interaction video generation. Across Tora (CogVideoX-based), VACE and WanMove (Wan-based), Fluid-Gen-Zero consistently improves simulation alignment, reducing object trajectory error by 26.7%-81.5% and fluid fEPE (fluid flow endpoint error) by 67.9%-84.0%, while largely preserving perceptual quality. In a human preference study, raters favor Fluid-Gen-Zero in 55.1%-74.4% of same-backbone comparisons across three backbones, and in 90.4%-94.2% of comparisons against simulation-based methods. Code and data will be released upon acceptance.
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.
Vision models struggle with physical scene errors in image edits
Do Vision Models Learn Physical Constraints or Rendering Shortcuts? A Counterfactual Benchmark for Grounded Physical Consistency
Abstract: Modern image editing models can satisfy a text instruction while breaking the physics of the edited scene. A new object may cast no shadow, a mirror may fail to reflect visible geometry, or an object may float above a surface that should support it. We study physical plausibility diagnosis, detecting whether an edited image violates scene physics, naming the violation type, localizing the affected region, and explaining the failure in language. We introduce a counterfactual benchmark whose controlled synthetic component uses Mitsuba~3 to generate 5,500 images from 500 scene families. Each family contains one clean image and ten matched violations involving shadows, reflection, support, surface response, and occlusion. The renderer pipeline provides category labels, affected-region masks and boxes, scene metadata, and explanation targets. We use LLaVA-1.5-7B, Qwen2.5-VL-7B, and InternVL3.5-8B as diagnostic baselines rather than proposed methods. On a 1,650-image synthetic test set, the adapted baselines reach 64.0--67.8\% category macro-F1 on standard held-out scenes. For LLaVA-1.5-7B, category macro-F1 falls from 64.0\% on the standard split to 40.8\% under intervention shift. This gap shows that high in-distribution accuracy partly reflects cues tied to rendering and counterfactual construction.
Video generators shape motion using geometry but ignore physical laws
How Does Geometry Enter Generated Motion?
Abstract: Under a fixed physical law, the visible geometry of a scene determines how motion must change. We ask how video generators realize this relationship. We fix the law and the initial state and change only the geometry drawn in the first frame, within matched families of tracks and deflectors, and compare each generated trajectory with the simulator prediction for that geometry. Paired interventions change one thing at a time: a local bump, the height of a barrier, the words of the prompt, the length of the clip. Across nine image-to-video models, geometry is preserved and shapes the motion: the speed of the ball follows the drawn undulation of a track. A physical state would carry this response forward, and here the generated motion parts from the law. The mean slope barely accelerates the ball, successive contacts fail to compose through a consistent state, an edit ahead of the ball alters its motion before it arrives, and the ball climbs over barriers higher than its release point. Two global conditions organize the global trajectory: text strongly controls the destination, while clip length strongly controls timing in the open-weight models tested. The pattern persists with photographed first frames. Current video generation thus behaves as geometry-conditioned motion synthesis whose evolution of state differs systematically from that of a fixed physical law.
Scene representation reduces redundancy by reusing parts
SCION: Scene Composition with Instanced Neural Primitives
Abstract: Real-world scenes are compositional: bricks, blades of grass, pebbles, and tree leaves recur across human-built and natural environments. Existing neural scene representations model these elements independently. Most 3D Gaussian Splatting and follow-up abstraction and compression methods treat each element as unique, fitting millions of independent Gaussians per scene. Prior methods like Splat and Replace fit template objects, but they require mostly manual selection of repeated elements. As a result, these representations store redundant parameters and provide weak manipulation handles for downstream tasks. We introduce SCION, a hier- archical compositional scene representation that replaces independent Gaussians with a compact vocabulary of reusable primitives and lightweight world-space instances that place transformed copies throughout the scene. We fit this represen- tation to multi-view captures via a joint optimization over discrete and continuous scene parameters, combining two-level densification over splats and instances with an adversarial loss that preserves detail across shared primitives. The recovered structure yields a compact, controllable representation while maintaining high quality even at 1.2 MB. SCION achieves rate-distortion favorable to existing Gaussian compression methods, and it enables instance-level scene editing and animation without retraining. Our results show that neural scene representations need not memorize scenes as independent primitives; they can discover reusable parts. Project webpage: https://light.princeton.edu/SCION
Lens flare removal and reconstruction improves image quality and editing
Lens Flare Removal and Reconstruction
Abstract: The presence of lens flares in images can significantly reduce the quality of downstream application results for tasks such as 3D scene reconstruction. This is because lens flares are a property of the camera imaging system, and not a part of the underlying scene being modeled. There are previous methods that tackle the removal of small flares focused around a light source. However, existing methods struggle with large flares, such as those that fill the entire image. In this work, we compile a novel dataset for large-flare removal, combining publicly available real-world data with a procedural generation pipeline. We fine-tune a diffusion-based model on our dataset to remove complex, large lens flares. On the other hand, lens flares remain effective artistic tools, widely used in the media. While there are ways to simulate 2D flares, representing and reconstructing lens flares consistently across multiple views has not yet been explored. To achieve this, we introduce a flare representation model that leverages the symmetry of lens flares about the camera's principal point. We propose a computational pipeline to jointly optimize this flare model and a Gaussian splatting model (3DGS). This enables the decomposition of a 3D scene into lens flares and the scene itself, using our flare-removal model. Because the reconstructed flare is explicit and re-renderable, it can be edited and transferred to novel images and new 3D scenes. We evaluate removal on an established benchmark and a new one for large reflective flares, quantify the flare/scene decomposition directly, and show that the pipeline is robust to errors in automatic light-source localization.
Camera controlled video generation improves with new particle filtering method
PartiCam: Camera Controlled Video Generation with Reward Guidance
Abstract: We present PartiCam, a training-free Particle filtering rooted method for improved Camera controlled video generation. Generating videos that follow a precisely specified camera trajectory remains challenging for large video diffusion models. Training-free approaches are backbone-agnostic and avoid the need to construct large camera-annotated datasets by steering pretrained models toward the desired camera motion at test time. This enables the generation of camera-controlled video data that can subsequently be used to train camera-conditioned video diffusion models. Existing sampling-based guidance approaches often suffer from unstable trajectories: they either explore too broadly and fail to respect the target camera motion or collapse early and lose visual diversity over time. We introduce a global-local refinement framework for diffusion reward guidance, enabling accurate and consistent camera control during video generation. Our method builds on Sequential Monte-Carlo (SMC) guidance, but introduces a local refinement stage based on particle filtered resampling. Experiments show large improvements in camera trajectory adherence, reduced drift, and better visual quality, without requiring model retraining.
Power diagram based simulation and rendering for dynamic 3D scenes
PowerSim: Differentiable Physics Simulation and Rendering with Power Diagrams
Abstract: We introduce PowerSim, a method to bring physically grounded, differentiable dynamics to PowerFoam's power diagram based 3D representation. PowerSim directly couples a pre-trained PowerFoam scene to the Material Point Method (MPM) by exploiting a natural alignment between the two: the geometric and appearance properties of each primitive correspond closely to the quantities MPM already tracks as an object deforms. Consequently, simulated motion can drive the scene's geometry and appearance directly, without an auxiliary representation in between. Built on this framework, we enable a range of applications on real and synthetic scenes: (1) simulating a static scene under user interaction, (2) recovering spatially varying material fields, (3) compositing primitives from independently captured scenes into a single simulation-ready scene and (4) ray-tracing reflections that update consistently as the object deforms. Our results suggest that PowerSim excels over previous frameworks for physically grounded dynamics, while unlocking unique advantages-such as secondary ray lighting effects on dynamic scenes. Results are best viewed on our project website: https://power-sim.github.io/.
FracGen generates realistic crack and tear videos from single images
FracGen: Learning How Objects Stretch and Tear with Physics-Informed Video Generation
Abstract: We introduce FracGen, a fracture-aware video generation model that produces plausible, controllable fracture dynamics from a single image of an intact object, conditioned on physics signals. To train FracGen, we build FracSim, a fracture-aware simulation framework that augments material point method (MPM) simulation with a continuum damage model, producing paired fracture videos and dense, pixel-aligned physical fields at no additional cost beyond standard rendering. FracGen leverages these maps in two ways: it is trained to jointly predict them alongside RGB video, encouraging the model to capture physical state rather than surface appearance; and it is supervised with physics-informed losses that encourage consistency among the predicted maps. As a result, FracGen captures distinct material-specific fracture behavior without expensive test-time simulation or per-scene tuning, while offering fine-grained control over where an object tears, how fast the crack propagates, and how much deformation precedes failure. We further introduce a benchmark for evaluating the physical plausibility of generated fracture video, and show through extensive experiments that FracGen outperforms existing video generation baselines in both physical and visual fidelity. Results are best viewed in our project website: https://fracgen.github.io/.
Optimization based method improves 3D animal motion capture from video
ORMA: Optimization-based Monocular 4D Reconstruction of Articulated Animals
Abstract: Recovering articulated 4D representations of animals from monocular videos remains challenging due to the large diversity of quadruped morphologies and lack of animal 4D supervision data. Existing learning-based reconstruction methods operate on individual images and rely on synthetic or model-fitted 3D supervision, which inherits the constraints of strong parametric priors and limits generalization to out-of-distribution species. When applied to out-of-distribution animals, they often recover a plausible pose while producing inaccurate geometry because the underlying shape model cannot faithfully represent the observed instance. We present ORMA, a training-free reconstruction framework that decouples articulation from shape, using the predicted pose as reference for optimization while leveraging generative 3D priors for accurate shape reconstruction. Given a reference image, we reconstruct the animal geometry and register it to the parametric model SMAL+, yielding an articulated shape adapted to the observed instance. We then combine per-frame articulated pose estimates with globally consistent camera poses to recover animal motion in a shared world coordinate frame, and further refine the reconstruction using self-supervised DINO correspondences and temporal consistency. To enable quantitative evaluation, we introduce PAW4D, a synthetic multi-species benchmark with ground-truth 3D geometry and camera motion. Experiments on PAW4D, PFERD, and challenging in-the-wild videos demonstrate that ORMA improves reconstruction accuracy while recovering globally consistend animal motion across diverse quadruped species.
Motion disentangling improves monocular 3D deformable scene reconstruction
DispFlow-GS: Displacement Flow Supervision with Motion Disentangling for Monocular Deformable 3D Gaussian Splatting
Abstract: Accurate dynamic scene reconstruction is important for robotic perception, where temporally consistent representations of dynamic environments are essential. Deformable 3D Gaussian Splatting (3DGS) models dynamic scenes through deformation fields, and recent methods incorporate motion supervision by aligning rendered Gaussian flow with optical flow. However, we find that such Gaussian-flow-based supervision provides only limited improvements in motion modeling. We identify a fundamental limitation of this supervision paradigm, namely a domain gap between rendered Gaussian flow and optical flow. To address this limitation, we propose a motion supervision framework built on Displacement Flow, which splats per-Gaussian 3D displacements onto the image plane to provide direct and stable optimization signals. We further disentangle scene motion from camera motion via intermediate-view rendering, enabling more reliable motion priors and targeted constraints on deformation and geometry. We also observe a discrepancy between motion fidelity and image-based evaluation, where improved motion awareness does not necessarily translate into better rendered image quality or higher image-based metric scores. Motivated by this mismatch, we introduce Deformation-Rendering Consistency (DRC), a motion-aware metric that measures the alignment between predicted deformation and rendering improvement. Experiments on dynamic scene benchmarks show substantial improvements in motion localization and motion--rendering consistency, reaching up to 39% and 6%, respectively, while image-based metrics change by only about 0.1%. These results confirm the observed mismatch between motion fidelity and image-based evaluation, demonstrating the significance of DRC for motion-aware evaluation.
Multi-person image animation improves motion and identity matching
WeLike2Party! In-Context Motion Transfer for Multi-Human Image Animation
Abstract: Human image animation aims to transfer motion from a driving video to subjects in a reference image. Despite remarkable progress in video generation, achieving high-fidelity animation of multiple interacting subjects remains a challenge. Many existing approaches rely on explicit motion representations such as 2D skeletons or parametric body meshes and struggle to preserve identity-motion binding under inter-person occlusion. To address this limitation, we propose WeLike2Party, a multi-human animation framework built on direct in-context video conditioning without explicit pose or mesh extraction at inference. We further introduce Reference Asymmetric RoPE Conditioning to preserve fine-grained appearance details, and Identity Binding Supervision to associate each reference identity with its intended motion trajectory. To support cross-identity training, we construct MotionTwin, a large-scale synthetic dataset comprising 14.4K cross-identity video pairs with shared subject and camera motions, totaling 84.3 hours of photorealistic video. We additionally present MotionTwin-Bench, a cross-identity benchmark specifically designed to evaluate subject-level visual fidelity and identity-motion binding. Extensive experiments on MotionTwin-Bench and real-world videos demonstrate that WeLike2Party outperforms recent state-of-the-art methods in subject-level visual fidelity, identity-motion binding, and overall perceptual quality, particularly in multi-person interactions with substantial occlusion.
FurE speeds up realistic 3D animal fur reconstruction by ten times
FurE: Efficient Instance-Specific 3D Fur Reconstruction without Animal-Fur Datasets
Abstract: Realistic and editable animal fur reconstruction from multi-view images is challenging due to fine-scale detail, self-occlusion and obfuscation, and, unlike human hair, the lack of animal-fur datasets. Fur usually covers most of an animal's body, with large inter-species and intra-species variability. We present FurE, an efficient strand-based animal fur reconstruction method that recovers a per-strand, editable groom by optimizing a root-conditioned latent field, decoded into strand geometry via a PCA-based decoder. We reconstruct a defurred animal body using local fur-thickness cues from a surface-constrained Gaussian Frosting representation together with part-based priors. We further show that a PCA-based decoder learned from human-hair strand data can alleviate animal-data scarcity while enabling substantially faster optimization. FurE achieves a 10x speedup in strand training over current SOTA dense per-strand optimization while retaining strand fidelity and generalizing across synthetic and real-world sequences, with quantitative and qualitative validation despite the reduction in training time.
VideoPhysEdit enables video edits that change object motion realistically
VideoPhysEdit: Physical Counterfactual Video Editing via Rigid-Body Physical Scene Reconstruction
Abstract: Video editing has advanced substantially in recent years, with methods increasingly accounting for the visual consequences of edits, such as changes to shadows and occlusions. However, the physical consequences of edits, including changes to subsequent motion and interactions, remain less explored. We formulate this problem as physical counterfactual video editing (PCVE), which aims to generate a counterfactual video depicting the resulting motion and interactions given a source video, a physical edit, and its execution frame. PCVE is challenging because it requires understanding scene physics and inferring the downstream motion and interactions induced by a physical intervention, while paired factual and counterfactual data and dedicated evaluation metrics are lacking. We introduce VideoPhysEdit, a new training-free pipeline for PCVE in rigid-body scenes. It makes physical reasoning explicit through a novel physical scene reconstruction method that recovers a scene reproducing the observed motion and interactions under simulation, enabling the pipeline to apply physical edits as interventions and use the resulting trajectories to guide counterfactual video generation. We further construct PCVE-RigidBench, a synthetic benchmark with paired source and counterfactual target videos and physical ground truth, and introduce the Physical Edit Score. VideoPhysEdit achieves substantially higher physical edit accuracy than open-source methods and commercial models while maintaining competitive visual fidelity. Its Physical Edit Score is 0.376, the only positive score among the compared methods. Qualitative comparisons on real videos further show that VideoPhysEdit applies to real-world scenes and better depicts the downstream motion and interactions induced by the edits than the compared methods. Code: https://github.com/Hammour-steak/VideoPhysEdit
Image generation improved with multi reference diffusion conditioning
RefCompose: Multi-Reference Image Generation via LoRA-Conditioned Diffusion
Abstract: Filmmakers and visual artists routinely need to compose multiple references, actors, locations, props, cultural elements, into a single coherent shot, but existing tools either fail to scale past a handful of references or destroy fine grained subject identity in the process, since per reference tokenization scales memory linearly with reference count $N$ and generated content often departs from the given references rather than reproducing them. We propose \textbf{RefCompose}, a pixel space compositional conditioning framework that decouples \emph{where} things go from \emph{what} they look like, via a single fixed resolution reference canvas that keeps conditioning size constant regardless of reference count. Spatial layout is induced at inference time from a frozen diffusion transformer and extracted via Grounding DINO, requiring no LLM or dedicated layout model, while dual stream LoRA adapters inject a layout derived depth map and the encoded canvas through separate low rank streams, disentangling geometric scaffolding from localized appearance. On the Dense Layout protocol, RefCompose consistently outperforms layout based and state of the art multi reference baselines on color, texture, shape, spatial accuracy, and identity/content preservation at higher reference counts, all with constant inference memory, making it a practical building block for multi subject cinematic composition at production scale.
Model improves motion transfer between characters with different skeletons
ReFM: Semantic-Aware Refinement Flow Model for Motion Retargeting
Abstract: Motion retargeting transfers motion across characters with different skeletal structures while preserving semantic intent and physical plausibility. Despite recent progress, two fundamental questions remain: (i) how can reliable source-motion semantics be learned without high-quality paired retargeting data, and (ii) how should retargeting be formulated when no reliable paired motion can serve as a definitive regression objective? Existing methods commonly preserve semantics by constraining predictions toward copied motions. However, such initializations entangle useful articulation cues with artifacts caused by mismatched skeletal proportions and body geometry. Moreover, directly regressing a final motion in one forward pass is restrictive because retargeting is inherently underdetermined, and the desired solution must balance semantic fidelity with target-specific physical and temporal constraints rather than match a unique paired target. Motivated by these limitations, we propose ReFM, a source-mesh-agnostic, energy-guided model that reformulates motion retargeting as progressive refinement. First, an SO(3) canonicalizer removes redundant global-orientation variations. Second, a cross-character semantic encoder, pretrained through contrastive learning, provides a character-invariant representation for both optimization guidance and semantic evaluation. ReFM then progressively refines an initialized target motion through a learned flow guided by semantic consistency, physical plausibility, temporal coherence, and minimal motion modification. The framework is compatible with different initialization strategies, including both direct motion copying and Autodesk HumanIK, an industry-standard full-body inverse-kinematics retargeting system.
GaussPDE enables dynamic rendering with 3D Gaussian scenes and PDEs
GaussPDE: Graph-Based Partial Differential Equation-Driven Rendering for 3D Gaussian Splatting
Abstract: We present GaussPDE, a framework that injects physically structured partial differential equation (PDE) dynamics into pretrained 3D Gaussian scenes without mesh extraction, voxelization, or retraining. Our key observation is that PDE rendering requires not only accurate appearance, but also a reliable discrete computational domain. We therefore first introduce camera-aware regularization during 3DGS reconstruction to suppress camera-near floaters and oversized primitives that would create unstable graph topology. We then construct an active Gaussian graph using covariance-aware distances and opacity, appearance, and boundary-aware conductance, enabling mass-weighted graph Laplacian PDE evolution directly over Gaussian primitives. The evolving scalar PDE state is coupled back to rendering by modifying the direct-current spherical harmonic color coefficients while preserving geometry, opacity, and view-dependent rendering behavior. Experiments on real and synthetic scenes show that GaussPDE produces stable, controllable, and spatially coherent dynamic visualizations, with reduced cross-boundary leakage compared with baselines.
Edit VAR improves text guided video editing with better source and motion control
Edit-VAR: Taming Visual Autoregressive Model for Precise Video Editing
Abstract: Text-guided video editing modifies target content while preserving the appearance and temporal coherence of unedited regions. Training-based approaches provide strong control but demand substantial data and computation. Training-free methods fall into inversion-free and inversion-based paradigms. Inversion-free approaches avoid trajectory recovery, but their source-preserving guidance can limit editing strength and leave semantic changes incomplete. Inversion-based approaches recover a latent trajectory before regeneration, where approximation errors can accumulate and cause source-content drift and temporal inconsistency. We introduce Edit-VAR, the first training-free and inversion-free framework for text-guided video editing with a pretrained visual autoregressive video model. Edit-VAR directly encodes the source video into multi-scale discrete tokens and performs probability-guided conditional token replacement for source preservation. Attention-guided token-wise and scale-aware modulation selectively relaxes source constraints over edit-relevant positions and generation stages. Scale-Decoupled Generation, implemented as late-scale constraint release, regenerates motion-consistent details and reduces texture fragmentation. Residual-guided token pruning further exploits redundancy at the final two high-resolution scales to reduce inference cost. Extensive experiments and a blind user study demonstrate that Edit-VAR outperforms existing training-free video editing methods overall in editing fidelity, source preservation, temporal coherence, and inference efficiency.
Physically based rendering techniques directly shape image generation features
Physically Based Rendering in the Latent Space
Abstract: Image diffusion models have shown impressive image generation capabilities but are often hard to control, in contrast to classical computer graphics pipelines such as physically based rendering. However, we observe that there is a bridge between light transport phenomena and the distribution of latent space values produced by such models. Thus, we introduce physically based rendering in the feature space learned by the variational autoencoders in generative models, enabling light transport simulation in the latent space. This allows us to leverage physically based rendering techniques to output latent maps for physically guided content generation. We propose modifications to the rendering equation, which, when paired with a differentiable renderer, can yield an optimal set of scene parameters that require only minimal refinement to accurately render into the pretrained latent space. We train our method on a single rendered image, and then demonstrate the generalization of the method to scene geometry changes, lighting changes, and camera view changes.
SplashSplat reconstructs splashing liquids from multi-view videos
SplashSplat: Reconstructing Splashing Liquids from Real-World Multi-View Videos
Abstract: A splash lives for a fraction of a second: sheets tear into ligaments and droplets, appearance is view-dependent and nearly textureless, and little persists long enough to track. Reconstruction research has consequently focused on smoke, synthetic liquids, or gently deforming surfaces. To our knowledge, no synchronized multi-view dataset of splashing liquids exists. We therefore introduce a benchmark of 20 real scenes, from coherent streams to violent splashes, captured by seven synchronized, calibrated 4K cameras at 60 fps, with manually refined per-view liquid and container masks and fixed evaluation splits. We further present SplashSplat, built on a single principle: impose physical structure only where the observations can constrain it. Per-frame liquid SDFs fused from the masks provide the geometry, level-set transport between consecutive SDFs yields a coarse velocity field, and Lagrangian carriers advected along this flow, corrected against each new observation and reseeded where coverage is lost, decode local Gaussians for differentiable rendering. SplashSplat outperforms state-of-the-art dynamic Gaussian splatting methods on our real captures and on a synthetic benchmark, with physically more plausible motion and a lower training cost. The same representation supports temporal interpolation and style transfer without re-optimization.
Gaussian splatting method creates relightable 3D assets for realistic rendering
GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets
Abstract: Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.
Geometry based method improves shadow realism in face swaps
Geometry-Driven Shadow Harmonisation for Composited Faces: A Multiplicative, Albedo-Preserving Relighting Pipeline
Abstract: Face swapping and face compositing pipelines routinely produce a face that is geometrically well aligned but photometrically implausible: the donor face carries flat, near-frontal studio illumination while the host body and background carry directional scene light. Most existing remedies re-synthesise the face through colour transfer, neural relighting, or inverse rendering, and therefore risk altering identity, skin tone, and texture. We present a conservative alternative: geometry-driven form-shadow injection. The pipeline never repaints the face. It estimates a per-pixel gain field $g\in[g_{\min},1]$ from a rasterised 3D face proxy and multiplies it channel-uniformly onto linear RGB, so the operator can only darken and cannot shift chromaticity. A dense landmark mesh is rasterised into a depth buffer, from which we derive surface normals, a cavity term, and screen-space cast shadows. Key-light direction is estimated from host-side cues (body, background, hair halo); on-face cues are downweighted because they recover the donor's lighting. Shadow magnitude is not matched to the host: it is set by a three-parameter transfer $(τ,σ,g_{\min})$. The shading field is divided by its 75th percentile over skin, then gated, scaled, clamped, smoothed, and re-clipped inside a feathered, skin-gated face mask. On an analytic face heightfield, the default $(τ,σ,g_{\min})=(0.90,0.45,0.82)$ modifies 56.5% of face pixels with mean gain 0.938 (0.890 on modified pixels) and drives 3.4% of pixels to the floor. Hue invariance is a corollary of the operator. We analyse the transfer in closed form, ablate its parameters, and discuss failure modes of a monotone, darkening-only formulation, including double-shadowing of non-flat donors.
Physics based video generation enables fine control of object motions
PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control
Abstract: Interactive control for video generation is moving from coarse prompts toward fine-grained, physically meaningful manipulation of dynamic scenes. Yet existing controllable methods either require the full control schedule before generation starts, or use pixel-space signals that dictate object positions rather than physical dynamics. To address these limitations, we propose PhysStream, an autoregressive model for physics-grounded image-to-video synthesis that incorporates structured scene memory---positional maps and object tracking maps derived online from previously generated frames---and supports fine-grained motion control via sparse velocity-increment signals that encode physical quantities, letting the model learn the underlying dynamics. We train our model in two stages: a bidirectional model is first finetuned with motion-control conditioning, then a causal autoregressive model is trained with additional structured scene memory, further improving physical consistency. PhysStream enables interactive, mid-generation control over multi-object tabletop rigid-body scenes---a capability not supported by prior methods---reducing motion distribution distance (FVMD) by 33% and trajectory error by 12% over the strongest baselines on synthetic benchmarks, and is preferred by human evaluators in over 85% of in-the-wild comparisons. Please check our website for more details: https://czzzzh.github.io/PhysStream
Render implicit surfaces as volumes for efficient light scattering
Gaussian Process Implicit Surfaces as Participating Media: Realization-Free Rendering from Level-Crossing Statistics
Abstract: We present a theory of light scattering that connects Gaussian Process Implicit Surfaces (GPISes) and participating media in both directions. Applying the Kac--Rice level-crossing formula under a local-conditioning approximation yields a complete anisotropic radiative transfer equation (RTE) directly from pointwise GPIS statistics. A shared projected area couples extinction and scattering, ensuring geometric consistency between the GPIS and its volumetric representation. The framework spans rough surfaces, porous and non-height-field geometries, and participating media. From the same statistical structure, we derive full-sphere Beckmann and GGX normal distribution functions supporting in-plane and out-of-plane anisotropy. These families provably recover SGGX, Beckmann, and GGX as special cases and admit exact visible-normal importance sampling. We also derive analytic masking--shadowing functions and single-scattering surface models for specular microsurfaces, with extensions to multiple scattering. In the height-field limit, we prove that the local-conditioning approximation reduces to Smith's independence assumption. Our realization-free approach improves rendering efficiency over realization-based methods and can be implemented within a standard volume renderer. In the inverse direction, we characterize families of GPISes corresponding to compatible RTE parameters and develop practical lifts for heterogeneous density fields. Existing volumetric assets thereby become renderable as GPISes, while trained radiance-field reconstructions yield surface geometry and shading normals without mesh extraction and provide a density-based representation of geometric uncertainty.
Generative transformer improves relighting for 3D object images
RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting
Abstract: Image relighting is traditionally tackled via complex inverse rendering pipelines, which suffer from ill-posed optimization, or single-image generative models that ignore crucial multi-view cues necessary for understanding 3D geometry and material interactions. To address these limitations, we introduce a feed-forward generative Transformer for direct single- and multi-view image relighting that entirely bypasses explicit intrinsic property estimation. Adapted from a video foundation model, our architecture features a latent illumination module that dynamically injects target environment maps into spatial features via cross-attention. Furthermore, we employ permutation-invariant positional encodings to symmetrically process unordered multi-view inputs without sequential bias. To train this robust data-driven model, we construct the massive Laval Objaverse Dataset (LOD), comprising 90K objects and 39K unique illuminations. Extensive experiments demonstrate state-of-the-art visual quality, photorealistic relighting quality, and strong zero-shot generalization across single-view, multi-view, and novel-view relighting tasks.