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Physically Based Rendering in the Latent Space

arXiv cs.GR details a method that pushes physically based rendering into the latent space used by diffusion models. The approach aims to make image generation more controllable by simulating light...

Vuk Radovanovic, Vishesh Gupta, Adrien Gruson, Binh-Son Hua 9h ago
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S4R: Scaling for Rigid-Body Interpenetration Resolution

arXiv cs.GR details S4R, a scale-continuation method that repairs rigid-body interpenetration in large procedural scenes. It shrinks bodies to a collision-free state, then restores full size through...

Zhiyang Dou, Ang Zhao, Chen Peng, Minghao Guo, Haixu Wu, Cheng Lin, Yuan Liu, Junfeng Yao, Xiaohu Guo, Wenping Wang, Wojciech Matusik Friday
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PointGrade: Geometric Priors for Grading MoonBoard Problems

arXiv cs.GR details PointGrade, a machine-learning method that grades MoonBoard bouldering problems by sampling point clouds from pre-scanned hold meshes. By folding geometric priors into a...

Beatrice Stotz, Ningna Wang, Daria Nogina, Caroline Zhang, Jiyang Yin, Amy Huang, Ben Yang, Jace Li, Joel Salzman, Steven Feiner, Silvia Sell\'an Thursday
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EMODY Flow: Emotion-Aware Audio-Driven Full-Body Motion Generation

EMODY Flow tackles a common failure in audio-driven character animation: emotion labels get ignored, and motion collapses toward the same result. The 35M-parameter system couples a frozen Qwen-3 Omni...

Harsh Kumar Agarwal, Xavier Alameda-Pineda, Olivier Perrotin Wednesday
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HairCS: Reconstructing Strand-Based Hair from Hair Cards

HairCS turns hair-card assets into strand-based hairstyles, aiming to keep the original silhouette while adding finer geometric detail. The pipeline also enforces production-friendly constraints like...

Zixuan Lu (University of Utah), Tongtong Wang (LIGHTSPEED), Yuefan Shen (LIGHTSPEED), Zhongtian Zheng (LIGHTSPEED), Chenfanfu Jiang (UCLA), Yin Yang (University of Utah), Kui Wu (LIGHTSPEED) Wednesday
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ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

A new pipeline turns text prompts into physically consistent dynamic 3D scenes that can run in Unreal Engine. The system builds an Evolutive Scene Graph, then optimizes layout and motion with...

Xintong Fang, Zhiyuan Fang, Rengan Xie, Xuhong Zhang, Guoyuan An, Zeran Liu, Jingyan Zhang, Jiarui Guo, Yuchi Huo Sep 15
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A Variational Optimal Transport Operator on Incompressible Flow

A new neural operator called VIOT predicts divergence-free transport fields for incompressible density flow, turning what was an hour-scale solve into seconds per pair. For graphics and simulation...

Jinjin He, Shenyifan Lu, Sinan Wang, Zhiqi Li, Duowen Chen, Bo Zhu Sep 15
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KaiNinja: Extending Native 3D Generators to the Part Level

KaiNinja extends native 3D generation from whole objects to editable parts, targeting the pain point of fused meshes that are awkward to rig, simulate, or modify. Built on TRELLIS.2, it keeps...

Ruihan Yu, Lian Fu, Muyao Niu, Zheng-hui Huang, Yu-Ju Tsai, Sho Kuno, Fengbo Lan, Yonghao Yu, Erwin Wu, Ming-Hsuan Yang, Kaipeng Zhang, Zhixiang Wang Sep 15
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UniMo: Unifying Human and Animal Motion Generation

A new motion-generation system aims to cover both humans and animals with one model, sidestepping the topology mismatch that usually forces separate pipelines. UniMo pairs a point-cloud...

Zeyu Zhang, Zhiyuan Zhang, Siheng Wang, Yiran Wang, Danning Li, Ian Reid, Richard Hartley Sep 14