Papers for

vr content creators

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.

Physkin plus plus enables real time physics based animation across shapes

PhysSkin++: Real-Time and Generalizable Physics-Based Animation via Self-Supervised Neural Skinning

Abstract: Generalizing real-time physics-based animation across diverse 3D shapes and spatial discretizations remains challenging. In this paper, we introduce PhysSkin++, a physics-informed framework that learns continuous neural skinning fields from static geometries to construct compact deformation subspaces. Specifically, we propose a Neural Skinning Fields Autoencoder that predicts shape-dependent deformation subspaces without per-object network training. To learn these subspaces without simulation trajectories, we develop a Physics-Informed Self-Supervised Learning strategy that combines skinning-field normalization with conflict-aware gradient correction, stabilizing joint optimization under physical and orthogonality constraints. The learned representation supports efficient reduced dynamics with user control and contact interactions, together with direct animation binding to meshes, point clouds, and 3D Gaussians. For prescribed rig animation, we further introduce a self-supervised complementarity objective to learn complementary elastic responses without enforcing complementarity constraints at runtime. Experiments demonstrate cross-shape generalization of the learned skinning fields, real-time reduced simulation, and applications to controllable, collision-aware, and rig-complementary animation.

Mon 19 OctComputer Vision and Pattern RecognitionGraphics
The gist
Animating 3D objects realistically and quickly is difficult because different shapes behave differently and take diverse forms. The authors introduce PhysSkin++, a system that learns how to deform 3D shapes smoothly by understanding their physical properties without needing many examples or specific training for each shape. It uses smart math and physics rules to predict how shapes move and react to control and collisions in real time. This helps create animations that work on many types of 3D shapes without starting from scratch each time.
Open → 2610.26067v1

Shared latent spaces in motion VAEs need paired data for compatibility

What Makes a Latent Space Shared? Direct and Recoverable Compatibility in Motion VAEs

Abstract: A shared latent space is often assumed to make representations from different schemas directly interchangeable, yet sharing parameters, dimensionality, or a prior does not determine how corresponding instances are expressed in latent coordinates. We show that this assumption conflates recoverable correspondence, direct compatibility, and decoder reuse. In a controlled multi-schema motion VAE on HumanML3D, even identical inputs yield only $5.9$--$17.7\%$ raw Recall@1 and $0.221$--$0.484$ paired-token cosine, despite correspondence being almost perfectly recoverable after linear calibration. Cycle consistency strengthens recoverability but still leaves direct retrieval and token agreement near zero. In contrast, only $64$ paired clips raise raw Recall@1 to $88.4$--$90.3\%$ and token cosine to approximately $0.82$, making most post-hoc alignment unnecessary, although crossed decoding remains substantially worse than native reconstruction. We further find that reducing measured marginal discrepancy does not imply schema invariance. These results show that a shared backbone or prior does not ensure directly compatible latent coordinates, while limited paired correspondence can substantially improve direct compatibility in the tested setting.

Mon 12 OctArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
This paper looks at how representations of motion data from different model setups are supposed to work in the same 'latent space,' or underlying feature system. The authors show that simply sharing some parts of the model doesn’t mean the data matches up well between them. Without special alignment using pairs of matching examples, the model’s outputs don’t directly correspond to each other very well. Adding a small number of paired examples dramatically improves how well the models’ outputs align, making them easier to use together.
Open → 2610.17376v1

Stereoscopic viewing reveals hidden flaws in 3d gaussian splatting for vr

Beyond Monoscopic Viewing: A Study on 3D Gaussian Splatting Quality in VR

Abstract: Stereoscopy is fundamental to virtual reality (VR), providing depth perception through binocular viewing. Recent advances in 3D Gaussian Splatting (3DGS) enable high-quality novel view synthesis, making it well suited to immersive VR. We render 3DGS reconstructions stereoscopically and evaluate them in a head-mounted display, replicating how they would actually be viewed in VR. Real-world capture provides only a limited number of views, and under this constraint 3DGS reconstruction often produces localized floaters and misplaced structures. Standard metrics miss these localized artifacts, which become salient under stereoscopic viewing, where geometry is placed at the wrong depth. We investigate whether standard image-quality evaluation reflects the perceptual quality of 3DGS reconstructions under reduced capture. We compare SfM-only baseline with a union initialization that combines SfM with a dense VGGT network. All other training components are held fixed, isolating the effect of initialization coverage. We conduct a user study comparing preferences under monoscopic and stereoscopic HMD viewing, and test whether image-quality metrics predict the observed preferences. Monoscopically, preference for the more consistent reconstruction is weak, reaching 58.4\% overall. Stereoscopically, the same preference rises to 78.2\% and is consistent across all participants, while image-quality metrics (PSNR, SSIM and LPIPS) and stereo-aware metrics (iSQoe and StereoQA) show only modest differences and fail to penalize them. Our results indicate that monoscopic evaluation and standard image-quality metrics substantially underestimate perceptual artifacts observed in 3DGS reconstructions for VR, making stereoscopic assessment essential for 3DGS quality evaluation in VR.

Tue 29 SeptHuman-Computer Interaction
The gist
3D Gaussian Splatting is a recent technology that creates 3D scenes from limited photos for virtual reality (VR). The authors found that when viewing these 3D scenes in VR with both eyes (stereoscopically), some image errors become very obvious, especially where objects appear to float or are in the wrong depth. Surprisingly, common methods used to measure image quality don’t catch these issues well, and looking with one eye (monoscopically) also hides them. Their study shows that testing 3D scene quality for VR needs to be done with both eyes to accurately spot problems.
Open → 2609.38525v1