
ALT Additive manufacturing, also known as 3D printing, is significant for its use in industries such as aerospace, robotics, medicine, and construction. However, digital mesh files remain vulnerable to geometry defects which can be introduced through malicious tampering or designer error. This can lead to hampered structural integrity and impede its use due to unexpected degradation of the part. To address these challenges, we propose SAMS, a multi-layered hierarchical graph framework designed to analyze meshes to enhance the Security of Additive Manufacturing Systems. SAMS captures geometric and topological information across mesh, facet, and surface levels, providing an adaptable architecture for targeted mesh processing tasks. We evaluate SAMS's accuracy against existing mesh processing tools. The graph construction results in rich structural representation and has the potential to significantly reduce downstream analytical complexity when detecting vulnerabilities. This paper presents

ALT Unit quaternions are widely used in computer graphics making their efficient compression critical for reducing memory consumption and bandwidth requirements. In this paper, we present a novel method for encoding uniformly distributed unit quaternions. Our thorough analysis of several quaternion parameterizations compares their theoretical error properties, quantization behavior, computational cost, and memory efficiency and provides both an analytical and empirical characterization. We show that an infinity-norm parameterization with our optimized warp function consistently offers the smallest maximum error and the best storage efficiency, at a decompression cost equal to or lower than that of parameterization methods found in practice. We demonstrate the practical benefits of the proposed approach in several graphics applications, including tangent-space normal mapping, skeletal animation with blend weights, and Gaussian splatting.

ALT Sketching is one of the most natural ways for people to express visual ideas. Unlike the text prompts that most generative systems rely on today, a sketch captures spatial structure and intent directly, including where a designer wants highlights and shadows to appear. Yet current sketch-to-3D pipelines have no input for that intent: they bake the drawn shading into the texture as dark paint, and the light cannot be moved. We propose a system that transforms a rough garment sketch, marked with sparse annotations (a star for a highlight and a moon for a shadow), and a short text prompt describing the texture, into a textured 3D mesh with an explicit directional light, as a scene that can be relit and edited after generation. The two symbols are the most frequent proposals in an elicitation study with art students. From the marked sketch the system predicts the scene's directional light and, separately, a displacement field that bends the surface so that the moon-marked regions fall into

ALT Displacement maps encode fine geometric detail in compact textures and simplify surface authoring, but using them typically requires pre-tessellating surfaces into dense triangle meshes, incurring a heavy memory cost. Recent tessellation-free methods enable direct ray tracing. However, broader geometric queries such as surface sampling, specular manifold search, and closest-point queries remain less explored. Supporting these operations requires surface enclosures, area estimates, and normal bounds, which scalar height intervals alone do not fully provide. We present a first-order texture-space hierarchy that unlocks these queries directly without pre-tessellation. Each node stores a local affine height plane and a conservative residual bound, retaining spatial height variation that scalar minimum鈥搈aximum bounds discard. The plane and residual provide surface enclosures for intersection and distance searches, while the plane's height and slopes supply area estimates for sampling. Addit

ALT Real-time mobile volumetric video enables immersive free-viewpoint experiences, but delivering high-quality 3D content under constrained bandwidth and computation remains challenging. Recent 3D Gaussian Splatting (3DGS) systems, such as V鲁, enable efficient mobile streaming by encoding time-varying Gaussian attributes with commodity video codecs and hardware decoding. However, existing pipelines treat all Gaussians as frame-varying signals, which is poorly suited to full-scene content where large portions remain temporally stable. Our empirical study shows that frame-wise adaptation and video coding of all Gaussians cause quality degradation in complex full-scene content, particularly in temporally stable regions. To address this issue, we propose ResStreamGS, a residual-sensitive dual-stream framework that processes Gaussians according to their temporal behavior. ResStreamGS identifies residual-sensitive primitives through lightweight probe adaptation and reuses stable Gaussians withi

ALT We study the problem of learning diffusion-based world models that jointly capture scene geometry and visual appearance in complex first-person environments. Existing approaches typically train a single action-conditioned model that predicts future RGB frames, but they either ignore geometry or require action supervision for all modalities, limiting scalability to large unlabeled video datasets. In this work, we introduce a two-stage diffusion world model that separates geometric and appearance prediction while maintaining joint temporal coherence. Our key idea is a staggered RGB-depth formulation: depth at time t+1 is predicted first using an action-conditioned diffusion transformer, and the RGB frame at the same timestep is then generated conditioned on this predicted depth using a second diffusion model without action inputs. We show that this decoupled design faithfully approximates a hypothetical joint RGBD diffusion model trained with diffusion forcing, enabling the second stage

ALT Contact-rich inverse problems require efficient gradients and reliable enforcement of non-penetration. Existing differentiable methods provide fast simulation and rigid-deformable coupling, but contact treatments based on penalties or velocity-level constraints can permit penetration or positional drift. Incremental Potential Contact (IPC) maintains non-penetration through geometric barriers and continuous collision detection (CCD). However, repeated forward and backward evaluations remain costly in full-space finite-element (FEM) implementations, particularly when nearly rigid components retain many vertex degrees of freedom (DoFs). We present DiffGIPC, a GPU-accelerated differentiable IPC framework for optimizing interacting deformable and nearly rigid bodies. Our affine-body derivatives enable rest-shape design, initial-state optimization, and articulated control while retaining only twelve motion DoFs per affine body. These gradients account for how changes in geometry, placement,

ALT In this paper, we formulate a novel form of conditional layout generation for graphic design, termed content-edited layout generation(CELG). CELG extends conventional content-aware layout generation (CLG), which generates a foreground layout for a fixed background image. The key distinction is that CELG treats the input image as an editable visual asset and, conditioned on a textual design intention and a foreground requirement that may be empty, produces an adapted background together with its layout. To study this task, we introduce Search-Compare-Edit(SCE), a data construction framework that supplies the paired supervision missing from existing design datasets. Starting from professional design canvases and their layouts, SCE synthesizes plausible pre-edit source images and corresponding editing instructions, yielding InstructEdit, a dataset of aligned source images, target canvases, instructions, and layouts. Based on the generated data, we train a two-flow multimodal flow matching

ALT We present a method for constructing a simple quadrangulation of the sphere from an unordered set of n direction vectors, with application to parametric volumetric models of skeletal joints. We first select a quadrangulation encoding the joint topology by exhaustively enumerating candidate dual graphs, prioritizing convexity and regularity of the resulting quads. We then realize this topology on the sphere without crossings by solving a conflict-constrained assignment problem with lazy cyclic-order separation, and recover the corresponding primal graph. Experiments on direction sets from spherical Fibonacci sampling of size 3 to 20 show that the method robustly produces valid, high-quality quadrangulations across a range of input configurations. The resulting primal graph is directly converted into exact rational B茅zier shell and column volumes, yielding a compact and precise volumetric representation of the joint. The approach extends naturally to multi-joint assemblies, enabling the

ALT In this paper, we introduce TempFit, a novel approach for the problem of Panoptic Symbol Spotting on CAD drawings. Existing methods treat symbol spotting as a per-primitive classification or mask-prediction task, with no explicit constraint enforcing that the primitives assigned to one instance form a spatially connected group. As a result, predictions may erroneously merge primitives from distant symbols into a single instance or fragment a coherent symbol across multiple predictions. Motivated by the professional "retrieve-and-transform" CAD design workflow, we reformulate this task as a Template Fitting problem, where each foreground instance is detected by retrieving and aligning a canonical template from a library, enforcing structural completeness by construction. Building on this formulation, we present an autoregressive transformer that unifies template retrieval and pose prediction within a single end-to-end pipeline. The framework treats the template library as an explicit ge
