Papers for

visual effects studios

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.

Hexels improve 3D scene rendering and reconstruction efficiency

Honeycomb-Surfels: Compact Hexagonal Primitives for Efficient Scene Rendering and Reconstruction

Abstract: Novel view synthesis and 3D reconstruction have advanced rapidly with radiance fields and splatting, yet their memory and computational demands limit their use in resource-constrained settings. We introduce Hexels: novel planar hexagonal surface elements with a first-order spatial color field for efficient 3D scene and 2D image representation. Hexels exploit locally planar regions with smoothly varying appearance using fewer, larger primitives. Their hexagonal support provides an area- and boundary-efficient domain, while the local color field captures appearance variation within each primitive. Across 34 scenes, Hexels improve PSNR over memory-matched 2DGS by 4.53-7.38 dB across datasets while requiring lower training VRAM. We further ablate Hexels by showing that per primitive, Hexels outperform 2DGS by upto 4.74 dB while using lower training VRAM and having 2.31 times faster FPS. Even in unconstrained settings, Hexels offers complementary quality-memory trade-offs. For efficient 3D surface reconstruction, Hexels reduce error by 28.9% compared with memory-matched 2DGS across 15 DTU scans. On 6 Tanks and Temples surface scenes, Hexels achieves the highest mean F1 among compared methods (34.38%, versus 31.72% for 2DGS). We further also show that Hexels, as a general primitive, improves 2D image representation over Image-GS. Hexels push the Pareto frontier on the quality-efficiency trade-off of surface-aligned primitives.

Tue 27 OctComputer Vision and Pattern RecognitionArtificial IntelligenceGraphics
The gist
Generating 3D scenes and new views from images usually needs a lot of computer memory and power. The authors introduce hexels, which are hexagonal surface pieces that can represent color changes smoothly and use fewer parts to show a scene. These hexels are more memory-efficient and faster to train than previous methods, and they improve image quality when rendering or reconstructing 3D surfaces. They also work well for 2D images, offering a better balance between quality and efficiency.
Open → 2610.37668v1

Ultraflash cuts megapixel image synthesis time in half while improving quality

UltraFlash: Accelerating Megapixel Visual Synthesis

Abstract: Megapixel visual synthesis with latent diffusion models requires operating far beyond the resolutions at which these models are typically trained. Cascade refinement is a leading strategy for this setting: it starts from a base image at a native resolution and progressively upsamples it to the target resolution through multiple refinement stages. Each stage typically performs a pixel-space resolution transition followed by latent-space denoising. While prior acceleration efforts mainly focus on reducing denoising cost, we identify a complementary and underexplored bottleneck: the repeated movement of representations through the VAE. We call these operations pixel-space transitions. In cascade pipelines, intermediate latents are often decoded to RGB, resized, and re-encoded before refinement, while final latents are decoded patch by patch with dense overlap to suppress boundary artifacts. We propose UltraFlash, a transition-efficient approach that accelerates these VAE-heavy operations. UltraFlash has two components. Latent Hyperloop replaces intermediate RGB round trips with a learned latent-space shortcut that approximates the decode-resize-encode transformation without repeated VAE decoding and encoding. Sparse Patch-based Decoding accelerates final reconstruction by addressing patch seams caused by inconsistent GroupNorm statistics and reusing cached statistics across patches, enabling sparse VAE decoding with much smaller overlap. Integrated into a state-of-the-art cascade baseline, UltraFlash reduces 4K generation latency by approximately 2x while improving image quality. These results show that optimizing pixel-space transitions can improve both efficiency and fidelity, offering an effective route toward fast, high-quality megapixel visual synthesis.

Sat 24 OctComputer Vision and Pattern Recognition
The gist
Creating very high-resolution images using AI models usually takes a lot of time because of repeated conversions between image and compressed forms. The authors found that this back-and-forth process is a major slowdown. They designed UltraFlash, which skips these repeated conversions by learning shortcuts and improves final image stitching. This makes the process about twice as fast while also making images look better.
Open → 2610.33581v1

SplatFlux enables fast 4D scene creation and video-based generation

SplatFlux: Feed-Forward 4D Gaussian Reconstruction and Generation from Video Latents

Abstract: This work presents SplatFlux, a feed-forward latent-to-4DGS framework for both video-based 4D reconstruction and conditional 4D generation. Our key observation is that observed videos and conditionally generated content can be represented in the same pretrained video latent space, allowing both tasks to be formulated as latent-to-4DGS decoding. To construct compact and temporally coherent 4D scenes, SplatFlux introduces a static-dynamic decoupled 4D Gaussian representation that explicitly predicts dynamic probabilities for Gaussian primitives. This representation separates static scene structures from moving regions, enabling complete 4D scene construction in a feed-forward manner through static aggregation and dynamic motion interpolation. To learn static-dynamic decomposition and dynamic Gaussian motion without costly annotations, we further develop an auxiliary distillation strategy that provides pseudo dynamic masks and optical-flow cues. Extensive experiments across 3D and 4D reconstruction and generation demonstrate that SplatFlux achieves state-of-the-art performance.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
Creating 4D pictures that capture changes over time, like a moving scene, is usually slow and complicated. The authors show a new way called SplatFlux that quickly makes these 4D scenes from videos or other video-like data. It separates still parts of the scene from moving parts to build the full picture more efficiently. They also developed a learning method to teach the system about motion without needing expensive labeled data. Their tests show this method works well for both reconstructing and creating 4D content.
Open → 2610.28257v1

Visual geometry transformer scales high definition 3D reconstruction efficiently

ReDT: Resolution-Decoupled Visual Geometry Transformer

Abstract: We introduce ReDT, a feed-forward visual geometry transformer designed to scale multi-view reconstruction to high-definition (HD) inputs. Existing visual geometry transformers are typically trained at fixed, standard definition (SD) resolutions and exhibit degraded reconstruction quality and poor computational scaling to high input resolutions. While recent efficient architectures reduce the complexity of inter-frame attention, expensive intra-frame and encoder attention remain largely unaddressed, making HD reconstruction impractical with existing architectures. ReDT addresses both limitations with a resolution-aware architecture designed to scale to high-resolution inputs. The key idea of ReDT is to first map each view to a fixed-size set of basis tokens, compute correspondences in this compact constant-size basis space, and then project the outputs back to the original resolution for dense prediction. By decoupling the internal representation from input resolution during attention, ReDT substantially reduces the computational cost of high-resolution 3D reconstruction and improves model performance at all resolutions. Extensive experiments on multiple datasets spanning SD to FHD (2K) show that ReDT outperforms state-of-the-art visual geometry transformers in both reconstruction quality and computational efficiency. For instance, on the ETH3D (2K) dataset, ReDT achieves a $16\times$ speedup, a $34\%$ reduction in peak GPU memory usage, and a $33\%$ reduction in chamfer distance over VGGT-$Ω$. \href{https://redt.github.io}{Project Website.}

Sun 18 OctComputer Vision and Pattern Recognition
The gist
High-resolution 3D reconstruction from multiple images usually requires heavy computation and struggles with quality as resolution increases. The authors propose ReDT, a new transformer design that processes images by converting them to a fixed-size summary before analyzing them, allowing it to handle high-definition inputs faster and use less memory. This method improves 3D reconstruction quality and runs much faster compared to previous approaches. Their tests show strong performance gains on various datasets including very high resolutions.
Open → 2610.25517v1

Framefold reduces memory and improves quality in long video generation

FrameFold: Response-Guided KV Cache Consolidation for Autoregressive Long Video Generation

Abstract: In autoregressive video generation, retaining all historical key-value (KV) states increases memory usage and per-step attention costs as videos grow longer. A fixed cache budget bounds these costs but raises the challenge of preserving historical content that supports consistent, high-quality generation. Existing methods control cache size through history selection or consolidation, yet deciding what to retain and how to limit the loss of useful content remains a shared challenge. Our analysis shows that spatial queries depend on different historical content and that higher current attention coverage does not necessarily yield better long-video quality. We introduce FrameFold, a training-free KV cache consolidation method that compares the content retrieved by the same recent historical queries before and after merging to guide both representative construction and merge selection. Exploiting temporal redundancy between adjacent historical entries, FrameFold merges their KV states into shared representatives while retaining complete spatial grids. It fits value-merging coefficients in closed form by matching conditional attention responses, then selects the merge with the lowest remaining response distortion. Under matched KV cache budgets, experiments on Self Forcing and Causal Forcing at 30 and 60 seconds and on LongLive at 120 seconds demonstrate improved consistency and visual quality. Continuous eight-minute Self Forcing rollouts further show less quality degradation than the baselines.

Sat 10 OctComputer Vision and Pattern Recognition
The gist
Generating long videos with AI requires remembering a lot of past information, which can slow down the process and use a lot of computer memory. The authors studied how existing methods struggle to keep important past details without using too much memory. Their method, FrameFold, smartly combines similar past video parts to save space while keeping the important information for generating better videos. Tests show it keeps video quality higher for longer videos compared to older methods.
Open → 2610.14568v1

Neural caching improves real time specular lighting quality and speed

Neural Caching of Prefiltered Radiance for Specular Lighting

Abstract: Neural Radiance Caching (NRC) provides an online neural representation of scene illumination for real-time path tracing. This paper presents an NRC variant tailored to specular lighting through a reflection-direction parameterization and a roughness-dependent radiance target. Our network predicts prefiltered incoming radiance at individual surface points, which is combined with a precomputed BRDF integration map using the split-sum approximation to estimate outgoing radiance. On Bunny and Specular Sponza, the reported comparisons indicate faster convergence to the accumulated path-tracing reference and improved specular-lighting quality relative to the evaluated NRC baselines. Our online-trained method maintains real-time performance while adapting its cache during rendering.

Thu 8 OctGraphics
The gist
Creating realistic shiny surfaces in computer graphics is hard because light can reflect in many directions. This paper presents a method where a neural network learns the lighting reflections during rendering, focusing specifically on shiny (specular) surfaces. The network predicts how light reflects depending on surface roughness and direction, which helps the image look better faster compared to previous methods. The method works in real time and improves the quality of shiny reflections in scenes like a bunny and a hall model.
Open → 2610.11702v1

Stochastic rendering method reduces noise in 3d gaussian splatting

SteadySplats: Resampling of Low-Variance Gaussians for High-Fidelity Stochastic Rendering

Abstract: Stochastic order-independent transparency enables efficient and elegant rendering of primitive-based radiance fields like 3D Gaussian Splatting models, but remains impractical due to the inherent visible noise in the output. We propose a principled approach to minimize high-frequency noise, addressing its sources at the representation and image synthesis level. During stochastic rendering, our history-based spatial resampling scheme drastically accelerates image convergence, while temporal importance resampling ensures coherence under camera movement. During training, a color regularizer implicitly reduces the variance along view rays in the 3DGS models. With these properties, our optimized, Vulkan-based renderer effectively mitigates output noise at low and high sample counts, achieving a substantial 13~dB PSNR increase in quality over previous stochastic methods at 1 sample per pixel and quickly converging to sorted 3DGS with an average L1 error of less than $10^{-4}$.

Sun 4 OctComputer Vision and Pattern RecognitionGraphics
The gist
Rendering images from 3D Gaussian Splatting models often results in noisy pictures that take a long time to look clean. The authors developed a way to reduce this noise by improving both the model and the rendering process. They use smart techniques to reuse information across space and time during rendering and introduce a color smoothing method during training. This makes the images clearer much faster and keeps them stable when the camera moves.
Open → 2610.05576v1

Context aware step selection speeds up flow models for image and video

Contextual Flow Matching: Adaptive Step Selection in Flow Models for Efficient Visual Generation

Abstract: Flow Matching enables high-quality visual generation via continuous-time dynamics, but inference remains costly due to multiple sequential function evaluations. Existing acceleration methods reduce the number of function evaluations but often introduce additional training overhead, degrade quality, or fail to account for input-dependent variability. We propose COFLOW, an inference-time method that adaptively selects the step counts each generation based on the prompt features. Our context-aware COFLOW is trained online with an unsupervised reward that balances inference efficiency and generation fidelity. Our method is plug-and-play, requiring no retraining of the underlying generative model. It generalizes to image and video generation, achieving over 2.5x speedup while preserving perceptual and semantic quality. We further provide a theoretical analysis establishing an O(1/K) forward-Euler discretization error bound under standard regularity conditions.

Fri 2 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Creating images and videos using flow models takes a lot of computer time because many calculations need to happen in sequence. The authors introduced COFLOW, a method that changes how many steps it takes based on what is being generated, saving time while keeping the quality high. COFLOW works without retraining the main model and can speed up generation by more than 2.5 times for pictures and videos. They also show mathematically that their approach controls errors well under common assumptions.
Open → 2610.03202v1

HiPhy improves video generation with realistic physical interactions

HiPhy: Hierarchical Alignment for Physically-Plausible Multi-Principle Video Generation

Abstract: Video generation models have achieved remarkable visual fidelity and have strong potential to become general-purpose world simulators. Despite this progress, they still fail to generate videos which adhere to laws of physics. The problem becomes even more apparent in realistic settings where multiple physical principles must work together within the same video; for example, "a balloon floating upward while steam rises from a pot" requires buoyancy and fluid dynamics to unfold coherently and simultaneously. Yet existing methods largely ignore multi-principle interactions, focusing on a single principle per video. We propose HiPhy (Hierarchical Physical Alignment), a reinforcement learning framework that grounds video generation in physical laws through a dual-level objective: locally enforcing the temporal dynamics of individual physical principles, and globally ensuring the physical and semantic coherence of the entire scene. To support multi-principle generation, we construct a 50K-prompt dataset and introduce a prompt benchmark MultiPhyBench, spanning a diverse range of co-occurring physical events. Our experiments show that HiPhy significantly outperforms prior methods and baselines, improving physical commonsense and semantic alignment significantly across various benchmarks, with the largest gains on scenes involving multiple concurrent physical principles where competing methods degrade most sharply.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Generating videos that follow real-world physics is hard, especially when multiple physical effects happen together. The authors propose HiPhy, a new method that makes videos where different physical rules work correctly at the same time, like a balloon floating while steam rises. They created a large dataset and benchmark to test this idea. Their method does better than previous ones at making videos that look physically and semantically believable.
Open → 2610.02197v1

Neural residual fields improve 3D Gaussian splatting for better visuals

NRF-GS: Neural Residual Fields for Expressive and Compact Gaussian Splatting

Abstract: We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key driver of representation redundancy. In standard 3DGS, low-order spherical harmonics (SH) are used, restricting the splats' ability to model high-frequency directional effects, which is typically compensated by increasing the number of splats. We propose \emph{NRF-GS: Neural Residual Fields for Gaussian Splatting}, a hybrid representation that replaces per-splat SH-bases with a shared neural residual field. Each Gaussian encodes a compact set of appearance features and a lambertian base color, while a lightweight \emph{global scene-level MLP} predicts view-dependent residuals conditioned on viewing direction, distance, and per-splat features. This formulation enhances directional reflectance modeling by combining diffuse per-splat reflectance representations with a shared global function for high-frequency details, enabling both higher expressiveness and parameter sharing across splats. Our key insight is that by accurately capturing high-frequency directional reflectance, especially in specular regions, the GS-representation becomes more expressive, reducing the need for geometrically redundant splats. As a result, NRF-GS achieves comparable or better rendering quality while reducing the number of Gaussians by up to 50\%, and produces visibly improved specular and high-frequency details.

Tue 29 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Rendering detailed 3D scenes efficiently is hard because simple color models miss shiny reflections, so they use many small shapes, or splats, to fix that. The authors found that instead of using basic methods to represent how light reflects, combining a simple base with a shared neural network that adds complex light effects improves quality. This method, called NRF-GS, lets scenes use fewer splats while showing clearer shiny and detailed surfaces. As a result, it makes 3D scene rendering both better and more compact.
Open → 2609.37115v1

Risk-aligned caching speeds up guided image generation with diffusion

RA-CFGCache: From Branch-Level Criteria to Guided-Risk Control under Classifier-Free Guidance

Abstract: Diffusion models enable high-quality visual generation, but iterative denoising remains computationally expensive, especially under classifier-free guidance (CFG), which requires both conditional and unconditional evaluations. Training-free caching reduces this cost by reuse of previously computed features or predictions. However, existing branch-local reuse criteria do not explicitly account for how cache errors combine under CFG or how local perturbations affect the final output. We identify two misalignments in cache control: a branch-guided mismatch, where guided error depends on both the magnitudes and alignment of branch errors, and a local-final mismatch, where the downstream impact of a local error varies across timesteps. We propose RA-CFGCache, a Risk-Aligned Caching framework under CFG that incorporates both factors while keeping the sampling schedule and guidance rule fixed. CFG-aware Guided-Risk Composition combines existing branch-wise proxies using CFG coefficients and offline-calibrated cross-branch alignment. Propagation-Aware Rescaling further weights the resulting guided-risk estimate with a timestep-dependent propagation prior calibrated from isolated reuse perturbations. An online threshold controller then determines when to jointly refresh or reuse both branches. Experiments on FLUX.1-dev, Wan2.1-T2V-1.3B, and CogVideoX-2B demonstrate improved efficiency--fidelity trade-offs over evaluated training-free caching baselines. Moreover, RA-CFGCache is compatible with diverse base proxy families, including TeaCache-, DiCache-, and MagCache-style estimators, and consistently improves fidelity at nearly unchanged latency. Code is available at https://github.com/yiming-l21/RA-CFGCache.git.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Generating high-quality images using diffusion models takes a lot of computing power, especially when using a technique called classifier-free guidance (CFG), which requires extra calculations. The authors point out that current ways to reuse previous work don’t properly handle how errors add up when using CFG or how mistakes at one step affect the final image. They introduce RA-CFGCache, a new method that better estimates risk from reused data and decides when to refresh or reuse parts during image generation. Tests show their approach makes image generation faster without losing quality and works well with different caching techniques.
Open → 2609.36433v1

Improving autoregressive video generation by learning directly from reference videos

From Scores to Samples: Elastic Forcing for Autoregressive Video Generation

Abstract: Few-step autoregressive video generation commonly relies on Distribution Matching Distillation (DMD), requiring a bidirectional diffusion teacher and an online fake-score model. We instead learn the rollout distribution directly from reference videos, eliminating both score models during post-training. Our framework minimizes maximum mean discrepancy (MMD) in frozen self-supervised video representation spaces, using a hybrid Nyström--Monte Carlo estimator to balance approximation bias and sampling variance. Memory-efficient replay and gradient subsampling make this objective practical. Using the same architecture and initialization as Self-Forcing, our 1.3B model improves the VBench Total score from 83.80 to 84.64 while retaining 17 FPS. Removing auxiliary score models also enables 14B post-training on eight H200 GPUs. Beyond distillation, learning from reference videos enables the acquisition of new visual styles, semantic concepts, and spatial priors without a target-specific diffusion teacher.

Mon 28 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Generating videos one frame at a time often requires complex tools that can be slow and hard to train. The authors developed a way to learn video patterns directly from example videos, skipping some usual extra steps and models. Their method compares videos in a special way that measures differences without needing additional teacher models. This approach improves video quality while keeping the process efficient and allows learning new visual styles and concepts more easily.
Open → 2609.35491v1

Constant-memory methods improve differentiable light tracing simulations

Constant-Memory Differentiable Light Tracing

Abstract: Reverse-mode differentiation of Monte Carlo light transport naively requires storing a computation graph whose size grows with path length, making it impractical for deep or high-sample simulations. Path Replay Backpropagation (PRB) eliminates this memory complexity for viewpoint path tracing by reconstructing paths from their random seeds and performing a constant-memory backward replay. However, this formulation relies on a one-path-one-pixel property that does not hold for light tracing: a single light path can contribute to many pixels, and the corresponding per-vertex adjoints cannot be recovered during replay from constant-size state. We demonstrate that this structural difference prevents a direct extension of PRB to light tracing in constant memory, and that buffered two-pass variants retain linear memory scaling with path length. We then introduce two constant-memory reverse-mode formulations for differentiable light tracing. The first, Reservoir Light Replay Backpropagation (ResLRB), compresses the set of per-path sensor connections into a single stochastically selected representative using weighted reservoir sampling, preserving a two-pass structure at the cost of increased gradient variance. The second, LRB-3-pass, introduces an additional traversal that accumulates downstream adjoint contributions prior to backpropagation, retaining all connections and matching naive reverse-mode AD in expectation. Both methods support detached and attached formulations, including differentiation of sensor splat positions induced by geometric perturbations. We validate correctness against naive AD, characterize memory and runtime trade-offs, and demonstrate inverse rendering of specular caustics driven entirely by light tracing.

Sat 26 SeptGraphics
The gist
Simulating how light behaves in 3D scenes is important but can use a lot of memory, especially when calculating how changes affect the lighting (differentiation). The authors show that existing memory-saving methods for tracing light from the viewpoint don't work well when tracing from the light source because light paths can affect many pixels. They propose two new techniques that keep memory use low while still accurately calculating gradients needed for tasks like adjusting lights or materials. These methods help efficiently simulate complex light effects, potentially speeding up graphics tasks like inverse rendering.
Open → 2609.32920v1

Method tracks and reconstructs 3d shapes from single videos

AgentSTAR: Agentic Shape Tracking and Reconstruction from Monocular Videos

Abstract: In this work, we present a method for shape reconstruction and tracking from video via agentic analysis-by-synthesis. Unlike prior methods which first estimate dense pixel correspondences and then recover object motion from them, our method infers a structured 3D object model, including its geometry and kinematic structure, and uses this model to optimise object track estimates over time. In our optimisation loop, a Vision-Language Model (VLM) agent iteratively refines shape or generalised pose through a render-and-compare loop, combining coarse visual reasoning with numerical pose optimisation for precise state estimation. This structured formulation enables our method to track through large motion, articulation, and severe occlusion without relying on pixel-matching objectives. Quantitatively, on ARCTIC, our method substantially outperforms state-of-the-art 3D point-tracking baselines for articulated objects, and on HOT3D it outperforms all evaluated rigid-object tracking baselines.

Mon 21 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Tracking and understanding moving objects in videos can be hard, especially when they change shape or get hidden behind other things. The authors created a method that builds a 3D model of the object and its parts and then improves its guess about where the object is over time by comparing rendered images to the video. This approach avoids relying on matching pixels directly, which helps it handle big movements and occlusions better. Their tests show it works better than previous methods at tracking both objects that move rigidly and those that bend or articulate.
Open → 2609.24487v1

Multi subject video generation gains precise control and better identity consistency

Harnessing Intrinsic Subject-Aware Attention for Controllable Multi-Subject Video Generation

Abstract: Multi-subject video generation faces two key challenges: uncontrollable fidelity strength and potential semantic drift. We address these by analyzing the internal mechanisms of Diffusion Transformers (DiTs). We found that certain attention blocks naturally form an Intrinsic Spatial Grounding Map (ISGM) that precisely locates reference subjects. Building on this insight, we propose Dual-phase Intrinsic Attention Leveraging (DIAL), a framework that uses these internal signals for both training and inference. In low-noise stages, we use ISGM to guide the attention mechanism, allowing precise control over fidelity strength during inference without retraining. In high-noise stages, we use these same maps to automatically build preference pairs at no additional cost for Reinforcement Learning (RL). This RL procedure effectively anchors the model's attention to reference subjects and mitigates semantic drift. Extensive experiments show that DIAL significantly outperforms baseline models on the OpenS2V-Eval benchmark, consistently improving identity consistency and enabling controllable fidelity strength.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
Generating videos with multiple people or subjects is hard because it’s difficult to control how closely the video matches the input references and to avoid mixing up who is who. The authors studied how a type of AI model focuses on different parts of the video and found it naturally highlights each subject’s location. Using this, they created a method that guides the model during generation to keep subjects clear and consistent. Their method also uses rewards during training to prevent the model from drifting away from the subjects. This leads to videos that better maintain each subject’s identity and allow users to control the quality without needing to retrain the model.
Open → 2609.11507v1