
ALT Body deformation caused by muscle contraction plays a vital role in the visual realism of character animation, yet in most 3D animation pipelines artists have to manually specify muscle activations, which is time-consuming and gives no guarantee of physical realism. To address this, we propose a new method in which a reinforcement learning (RL) controller discovers per-muscle activations that track reference motions without manual tuning. Existing RL muscle controllers stop at 1D muscles; we go one step further, keeping the 1D model inside the RL control loop as a fast surrogate, and using a 3D volumetric simulation to produce the final deformation. Because both stages share the very same constitutive law, the muscle deformation is produced by the same activations that generated the motion. We further add a measured electromyography (EMG) prior that steers the redundant activation solution toward real human muscle recruitment. To achieve stable, efficient, and realistic simulation, we

ALT Reasoning about fine-grained placement constraints, such as support and containment, is essential for realistic 3D scene creation. It remains a significant challenge for existing methods that rely on simplified object representations like oriented bounding box (OBB), which are blind to the detailed geometry. To address this limitation, we introduce GALA, a geometry-aware language model with explicit point cloud perception for controllable object placement. Our model performs autoregressively by predicting the 6D pose of one target object at a time conditioned on the scene context and placement instruction. We utilize a two-stage training strategy: the first stage aligns geometric and textual modalities through pretraining tasks, and the second stage fine-tunes the model for placement. To facilitate this task, we also curate a multi-source scene dataset covering diverse room types and fine-grained furniture arrangements, which will be open-sourced for community benefit. Experiments on o

ALT Sprite-based animation remains prevalent in video game development, but production workflows require capabilities beyond traditional in-betweening. While existing neural interpolation methods can generate intermediate frames, animators also need forward extrapolation to predict motion continuations and backward extrapolation for editing and reverse-engineering existing sprite sheets. Current video generation models either operate on natural video content with stochastic diffusion sampling incompatible with production requirements, or focus exclusively on interpolation without addressing extrapolation tasks. We present a deep learning approach for controlled directional frame generation in sprite animation using three specialized expert models that share identical U-Net encoder-decoder architectures and several domain-specific modifications, including RGBA-aware processing, multi-scale flow refinement, pixel-shuffle upsampling, and alpha-gated blending. Each model is trained on differen

ALT Branching Walk-on-Spheres (WoS) solves semilinear PDEs without meshes, but its computational cost grows sharply near critical branching rates. We introduce Walk in Envelopes (WiE), which uses certified solution bounds to transform branching diffusion rather than prune existing trees. The transformation suppresses reproduction, introduces controlled termination, and preserves unbiasedness with an envelope-dependent variance bound. We realize the transformed process through exact rejection sampling using standard screened WoS kernels, supported by certified spline envelopes and adaptive sampling, and further prove that suitable harmonic envelopes yield bounded expected reproduction counts even as conventional BBM diverges.

ALT B-spline lofting through closed cross-sections is common in reverse engineering, but interpolating each section on its own knot vector can produce an unnecessarily large control net. We construct a common-knot method for closed section curves of odd and even degree by minimizing the strain energy of each section subject to its interpolation constraints. Feasibility for closed section data and uniqueness of the resulting saddle-point solution require full row rank of the periodic collocation matrices, a property that a previously proposed periodic Schoenberg-Whitney window condition does not always guarantee. We establish the exact parity distinction: the condition is sufficient at odd point counts but admits singular configurations at every admissible even point count. For the odd and even degrees used here, the natural and shifting anchor knots are nonsingular; at odd point counts the window condition certifies the selected candidate, whereas at even point counts a rank test with an a

ALT Lattice inverse-design methods can generate cells that match prescribed effective properties, but property feasibility does not imply material efficiency. Removing redundant material from an existing lattice while preserving its homogenized elasticity ordinarily requires solving a separate constrained topology optimization problem for each cell, making large-scale refinement computationally expensive. We introduce SLIM (Structural Lightweighting via Implicit Mapping), a neural lattice-refinement model that replaces this per-instance iterative optimization with a single forward prediction. SLIM uses a dual-octree implicit network to predict the signed-distance field of a lightweight lattice and is trained on inputβoutput pairs generated by property-constrained topology optimization. To improve stiffness preservation, we use homogenization sensitivities computed on the optimized target to estimate how residual voxel errors in a prediction affect its homogenized stiffness, and penalize th

ALT Recent advances in general-purpose AI models and agentic systems have enabled them to perform some CAD tasks. A systematic assessment is now needed to establish what these systems can accomplish and how well their outputs meet engineering requirements. This paper presents an empirical study of GPT-6 Astra, a SOTA general-purpose AI model, across four basic CAD tasks: model understanding, generation, editing, and evaluation. We design test cases spanning different levels of complexity and engineering requirements. The results show that GPT-6 Astra can support multiple stages of CAD workflows, with successful outcomes in cases involving nontrivial geometric complexity. This suggests that general-purpose AI is beginning to offer practical value in almost all steps in CAD workflow. However, gaps remain between generating visually plausible geometry and producing valid, functional, and editable CAD models. Recurring errors in freeform geometry, parameter dependencies, and mating relationshi

ALT Residual stress remains in an object even in the absence of external forces or thermal pressure, which, in turn, may cause significant plastic deformations. In case the residual stress creates unwanted effects on the material and so is undesirable, an efficient solution is necessary to track and eliminate this stress. Smoothed Particle Hydrodynamics has been extensively used in solid mechanics simulations and the inherent colour-field generation approach is a promising tracker for the residual stress. In this paper, we propose a way to use the colour-field approach for eliminating the residual stress and prevent the undesirable premature failure of solid objects.

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 minimumβmaximum 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 VΒ³, 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 BΓ©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

ALT The design of ergonomic products and workspaces requires a deep understanding of human anatomy and posture. In particular, the head-neck-shoulder region is critical for many applications such as cervical orthoses, helmets, and other head-worn or neck-worn devices. This paper presents a framework that integrates posture neutralization with statistical shape modeling (SSM) for the head-neck-shoulder (HNS) region. We acquire a single three-dimensional (3D) scan of the head-neck-shoulder region from each of 200 Chinese adults in a natural posture for each subject. Every scan is then posture-neutralized before SSM. We fit a parametric head-neck model to each scan to separate cervical pose from anatomy, and reset the cervical pose to a common neutral configuration, so that the resulting model captures anatomical shape variation rather than posture-induced deformation. The resulting shape space yields a standardized template and population-wide modes of variation, providing baselines for para

ALT Holographic devices must reconstruct an entire light field given a finite number of spatial light modulator (SLM) pixels, and must do so using scalar-wave diffraction from coherent illumination alone. As a result, computer-generated holography (CGH) often has speckling artifacts. We propose HoOPOE (Holography-Optimized Perceptual ObjectivE function), a CGH-specific, perceptually-aware loss function that hides speckles from human vision. HoOPOE is effective for CGH optimizations because it accounts for the human visual system's sensitivity to spatio-temporal frequencies and color, and its parameters are tuned to maximize its performance as a loss function for CGH. We use HoOPOE to generate holograms for mesh-derived focal stacks. We then conduct a user study to benchmark HoOPOE-generated holograms against existing loss functions. HoOPOE yields the most visually pleasing results; users prefer HoOPOE 68% of the time over the next best objective function on average.
