Meshes

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Period ending 2026-09-21

6 new papers

A weekly snapshot of new work published in Meshes.

Period ending 2026-09-14

4 new papers

A weekly snapshot of new work published in Meshes.

Period ending 2026-09-07

4 new papers

A weekly snapshot of new work published in Meshes.

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274 papers

Latest in Meshes

Jul 14, 2026cs.CV

SeamGen: Artist-Aligned UV Seam Generation via Graph Flow Matching

UV seam placement is a critical yet labor-intensive step in 3D content creation, requiring artists to balance chart shape, seam concealment, and alignment with semantic and geometric features. Existing automatic methods are primarily based on per-object optimization, relying on handcrafted objectives to avoid distortion or on proxies from pretrained models to inject semantic information. However, these strategies are not always well aligned with seams used in industrial production pipelines, often resulting in layouts that deviate from artist-preferred seam patterns and practical production requirements. To address these limitations, we propose SeamGen, a generative model for UV seam generation that aligns with artist preferences and production requirements. Instead of depending on manually designed objectives and constraints, SeamGen learns the distribution of per-edge seam labels from a large corpus of existing seam layouts using a flow-matching generative model. A key challenge is that typical Transformer architectures used in flow matching models are designed for sequential representations, such as point clouds, and cannot naturally account for mesh topology. To enable mesh-native learning, we design a Mesh Transformer backbone that interleaves local graph attention over mesh edges with global self-attention across vertices, capturing both fine-grained geometric cues and long-range topological coherence. To further improve inference-time controllability and quality, we exploit the training-free inpainting capability of flow models for both localized seam refinement and constraint-guided seam generation. Extensive experiments show that by learning priors from professional seam layout data, SeamGen produces UV layouts that better align with artist-authored preferences and achieve superior perceptual quality compared with distortion-based and semantic-proxy baselines.
Hao Xu, Yuqing Zhang, Yiqian Wu +5
Jul 14, 2026cs.HC

Real-time Generation of Listener Nodding via Prediction of Kinematic Parameters for Avatar Dialogue Systems

In human dialogue, we achieve smooth communication by expressing nonverbal cues such as eye contact, nodding, and facial expressions with precise timing. It is expected for conversational avatars to express these cues appropriately to realize natural and human-like interactions. This study focuses on nodding, which is crucial for demonstrating active listening and encouraging further user utterances. We propose a model that predicts both timing and kinematic parameters representing the motion features of listener nodding in real time. The proposed model consists of a timing prediction module and a kinematic parameter prediction module. Each implements a dyadic attention network over the speaker and listener channels based on the technique of Voice Activity Projection (VAP). Unlike conventional models, this approach enables real-time prediction of kinematic parameters based on the specific context of the dialogue rather than just predicting the timing. Furthermore, we demonstrate the effectiveness of fine-tuning the kinematic parameter prediction module initialized from the trained timing prediction module. The proposed model is lightweight and capable of real-time operation, and it has been integrated into an avatar dialogue system. Subjective evaluation experiments shows that our proposed method significantly outperforms both a baseline with stochastic timing and another with fixed-motion nodding. The code and trained models are available at https://github.com/MaAI-Kyoto/MaAI.
Kazushi Kato, Koji Inoue, Taiga Mori +2
Jul 13, 2026cs.CV

RegHead: Non-Humanoid Head Blendshapes via Feed-Forward Registration

We present RegHead, a framework for constructing semantic blendshape sets for animatable non-humanoid head avatars. With a fixed expression vocabulary, semantic blendshapes provide a low-dimensional and interpretable animation interface and support cross-identity retargeting. Building such blendshape sets remains expensive because (i) expression-consistent supervision is scarce, (ii) generated 4D assets typically lack correspondence, and (iii) facial motion is highly localized. We propose (1) a large-scale dataset of non-humanoid identities paired with a shared expression vocabulary, obtained by expanding a small artist-rigged library via fine-tuned image editing; (2) a dense stochastic anchor motion representation tailored to localized facial deformations; and (3) a fast feed-forward registration model that converts unregistered expression meshes into a corresponded blendshape basis by predicting anchor-based deformations from the neutral shape. Experiments show that our approach produces higher-fidelity expression meshes than baselines, while running orders of magnitude faster than optimization. We further demonstrate real-time retargeting from human face tracking signals to non-humanoid characters, capturing both head pose and localized facial motions. Our project page is available at https://snap-research.github.io/RegHead/.
Jiahao Luo, Hao Zhang, Jianqi Chen +9
Jul 13, 2026cs.LG

A multi-scale feature enhanced graph neural network for fluid dynamics prediction in complex geometries

Industrial design in fields such as vehicle and aerospace engineering often relies on large-scale numerical simulations to evaluate fluid dynamics performance, which can incur substantial computational costs. Deep neural networks have shown promise in improving simulation efficiency, especially graph neural networks (GNNs), which demonstrate great potential due to their flexibility with unstructured data. However, GNNs face challenges when dealing with tasks involving complex geometries and large-scale meshes. In this paper, we propose the Multi-scale Feature Enhanced Graph Neural Network (ME-GNN) to tackle these challenges. ME-GNN employs a graph neural network with a two-step message-passing mechanism to capture detailed local features effectively. Additionally, it integrates an Attention U-Net with uniform grid discretization, enabling the extraction of both fine and coarse features. The model also utilizes K-hop sampling to construct subgraphs, facilitating efficient training on large datasets while preserving detailed local features. We evaluated ME-GNN on three benchmark datasets and achieved state-of-the-art results: a relative L2 error of 0.0196 for the velocity field and 0.0556 for the surface pressure on ShapeNet-Car, a normalized mean squared error of 0.0033 for the flow field on AirfRANS, and a relative L2 error of 0.1416 for the surface pressure on DrivAerNet.
Li Xiao, Tianyu Li, Yiye Zou +2
Jul 13, 2026cs.GR

IBPA: Real-time Free-form Manifold Mesh Reconstruction via Incremental Ball Pivoting with Integrated Hole Detection

Both Remotely Operated underwater Vehicles (ROVs) and Autonomous Underwater Vehicles (AUVs) are frequently deployed to acquire geometric bathymetric data. However, it is often discovered post-survey that the acquired data coverage is incomplete. Given the high operational cost associated with underwater deployments, it is essential to incrementally visualize surface coverage in real-time to support informed decision-making by both the operators of ROVs and the AUVs during data collection. In addition, traditional incremental surface reconstruction methods, such as Digital Terrain Models (DTMs), are inherently limited in expressiveness: they represent surfaces as height fields, allows only one elevation value per (x,y)(x, y) coordinate and thus cannot capture overhangs or vertical structures. To overcome these limitations, we adapt the original Ball Pivoting Algorithm (BPA) into an incremental, real-time, and free-form surface reconstruction method, referred to as Incremental BPA (IBPA). Our method incrementally constructs an orientable, manifold mesh from streaming point cloud data without imposing assumptions regarding point cloud overlap or spatial distribution. Furthermore, we introduce a hole detection mechanism that identifies and highlights incomplete mesh regions. Compared to existing approaches, our method supports more complex surface topologies without prior structural assumptions. The source code of our reference implementation is available: https://github.com/Mauhing/Incremental-BPA
Mauhing Yip, Mohit Singh, Kostas Alexis +2
Jul 13, 2026cs.HC

Toward Inclusive Avatar Design with Limb Differences Through Artificial Intelligence

As extended reality becomes more popular for social interaction and entertainment, 3D avatars must represent the full diversity of body types. Most 3D avatar systems only support normative bodies and do not accurately depict people with limb differences, amputations, or other morphological variations. This paper reviews emerging technical approaches for inclusive 3D avatar customization for this group and current guidelines that promote respectful and accurate representation. We highlight persistent challenges, including the scarcity of diverse datasets and the limitations in animation for non-normative anatomies. This paper positions artificial intelligence as a promising path to overcoming these limitations and advancing inclusive 3D avatar generation.
Fernanda Miyuki Yamada, João Paulo Gois, Hiroki Takahashi
Jul 13, 2026cs.CL

The In-Car Sign Language Corpus (ICSL): A Multi-Modal Resource for Constrained-Space Sign Language Recognition

This paper addresses the challenges of using sign language within shared mobility services, such as taxis, carpools, or ride-sharing platforms. The use of sign language recognition (SLR) in real-world, confined environments, specifically vehicle interiors remains largely unexplored. To motivate research in this area, we present the In-Car Sign Language (ICSL) dataset for Brazilian Sign Language (Libras), with the long-term goal of improving public transport accessibility for the Deaf and Hard-of-Hearing community. The dataset consists of: (1) high-precision laboratory motion capture (MoCap) data to establish an idealized linguistic baseline and (2) real-world multi-modal in-car recordings captured using a 2D camera and 3D Time-of-Flight sensors. The dataset provides a basis for comparative analyses between synthesized signing avatar animations and recorded real signing interpreter videos, which enable future research into robust "in-the-wild" SLR models and domain adaptation. We describe in detail the use cases, the setup, the data collection protocol, and the metadata structure of the corpus. In total, we recorded a multimodal dataset exceeding 1.5 million frames, comprising the synchronized multimodal streams described above featuring Libras users across various in-car scenarios. The corpus is provided with gloss annotation of lexical signs and non-lexical sign language elements specially designed to support the training and evaluation of deep neural networks for constrained space recognition. In-vehicle signing offers a technically significant example of a constrained, occluded, and non-frontal environment. While recognizing the diverse communication strategies already employed by the Deaf community, identifying automotive-specific limitations provides a useful stepping stone for research into enhancing in-car accessibility and passenger quality of life.
Raviteja Boddu, Guilherme Vieira Leite, Joed Lopes da Silva +9
Jul 13, 2026cs.LG

Learning to Discretize: Diffusion-Based Adaptive Mesh with Spectral Guidance

Most neural partial differential equation (PDE) surrogates learn how fields evolve after a grid has already been chosen. However, before any operator is applied, the grid has already determined how modeling capacity is allocated across space, resolution, and spectral bandwidth. We argue that this hidden design choice should itself be learnable, leading to a question different from standard operator learning: can a surrogate learn where resolution should exist before predicting field evolution? We formulate adaptive discretization as a physics-constrained conditional generation problem over valid mesh displacements. The success of diffusion models in PDE field prediction suggests their potential for learning adaptive discretizations under similar structured constraints. This leads to a two-stage diffusion framework: Stage 1 learns an r-adaptive displacement mesh conditioned on the observed dynamics, while Stage 2 predicts the solution evolution from the mesh-informed representation. The mesh generator is regularized by physics-aware proxy channels, geometric validity constraints, and local spectral concentration so that adaptation remains physically interpretable and numerically legal. Across five PDE regimes, the results show that diffusion-based learned discretization is competitive with adaptive-mesh and reduced-order baselines, with particularly strong gains in regimes where fixed or handcrafted allocation is insufficient. The main conclusion is not that there exists a universal optimal mesh rule, but that discretization should be learned in a regime-dependent manner: different spatial and spectral structures favor different allocation behaviors. This reframes adaptive meshing for neural PDE solvers from a solver-specific heuristic into a generative representation-learning problem.
Zixuan Shen, Bingchuan Wang, Zhi Wang +1
Jul 12, 2026cs.CV

Incremental Online Scene Reconstruction by 3D Gaussian Triangulation

Incremental scene reconstruction is essential for real-world applications. Although 3D Gaussian Splatting shows strong potential, most existing approaches require offline conversion of the optimized Gaussians into an intermediate implicit field for explicit mesh extraction, which hinders seamless integration with downstream tasks. To address this limitation, we propose a novel online framework that incrementally reconstructs and updates high-fidelity explicit meshes by directly triangulating a dense geometric Gaussian representation, which supports both high-quality rendering and incremental surface reconstruction. Moreover, we present a direct meshing algorithm that efficiently extracts and updates the mesh from the Gaussian set. To ensure mesh accuracy, we enforce a plane-based pulling constraint that dynamically aligns 3D Gaussian primitives to the approximated local surface. Furthermore, our framework significantly reduces memory and computational overhead during long-sequence processing by dynamically freezing fully optimized historical regions. Experiments on public datasets demonstrate that our method outperforms conventional Gaussian-based methods on both rendering quality and reconstruction accuracy.
Yanjin Zhu, Shaofan Liu, Jianke Zhu
Jul 12, 2026cs.GR

LATO.2: Factorized 3D Mesh Generation with Vertex and Topology Flow

Flow matching over carefully designed latent representations has recently emerged as a powerful paradigm for topology-aware mesh generation. Existing approaches, however, model vertices and connectivity jointly in a joint latent space, entangling continuous vertex geometry with discrete combinatorial structure; this complicates flow learning and manifests as drifting vertices and broken surfaces. We present LATO.2, a factorized flow matching framework that decomposes mesh generation into a vertex flow followed by a connectivity flow conditioned on the realized vertices, with both stages anchored to a shared coarse voxel scaffold. Dedicated VAEs underpin the two stages, recovering vertices at sub-voxel precision and embedding discrete connectivity into a continuous latent space. We demonstrate two advantages unique to this factorization: (i) part-wise generation, in which the scaffold is partitioned and each part synthesized at full latent capacity, yielding substantially higher-resolution meshes than a monolithic latent permits; and (ii) topology-adaptive editing, in which manipulating first-stage vertices induces the corresponding connectivity without re-optimization. Experiments show that LATO.2 surpasses state-of-the-art topology-aware mesh generators in geometric fidelity and connectivity quality.
Hang Long, Tianhao Zhao, Junkai Lin +7
Jul 12, 2026cs.GR

PoseAlign: Sculpting Pose-Consistent Meshes via Text-Guided Deformation

Mesh deformation, the process of altering the vertex positions of a 3D mesh while preserving its topological structure, is a cornerstone of computer graphics. Despite the recent emergence of numerous text-guided 3D mesh deformation methods, deforming an initial mesh into one that both adheres to text prompts and preserves its pose remains challenging. This paper proposes PoseAlign, which decomposes text-guided mesh deformation into two stages: global pose scaling and local detail sculpting. Specifically, in the first stage, we introduce the Laplacian as a differentiable mesh representation to enable more efficient yet smoother global deformation. Then, we propose a novel pose-aligned SDS loss by adapting score distillation sampling (SDS) with an attention-sharing mechanism, which sculptures fine-grained geometric details for the deformed mesh while preserving its original pose. PoseAlign significantly enhances the controllability of the overall deformation process, achieving a favorable balance between pose preservation and text alignment. Experiments demonstrate the competitive advantages of our method in text alignment and mesh quality. Code is available at: https://cousingrade6.github.io/PoseAlign
Shijin Wang, Zichong Chen, Yang Zhou +1
Jul 10, 2026cs.CV

DETRAM: End-to-end DEtection, Tracking and Recovery of HumAn Meshes

In the task of human mesh recovery (HMR), multi-person scenes are particularly difficult to handle due to the many entities that appear and occlusions between them over time. In particular for video inputs, there is a need to track each entity reliably and consistently. Existing methods rely on pretrained human detection modules, increasing their runtime and limiting the number of tracked entities. We present DETRAM, a unified framework for multi-person HMR and tracking that simultaneously detects, reconstructs, and tracks humans across time, both automatically and via user prompts. DETRAM uses a single transformer decoder with an identity-consistent set of learnable query embeddings that persist across frames: detection queries discover new people, tracking queries maintain pose and shape for existing individuals, and prompt queries follow user-specified identities. Our approach achieves state-of-the-art tracking results on PoseTrack21, 3DPW, BEDLAM, and MuPoTS-3D, and competitive reconstruction accuracy on BEDLAM and 3DPW, while uniquely supporting prompt-based tracking of individuals in multi-person scenes. To our knowledge, this is the first method to unify promptability and multi-person HMR with tracking in an end-to-end trainable framework, enabling user-directed human analysis in videos.
Chunggi Lee, Seonwook Park, Wanhua Li +2
Jul 9, 2026cs.GR

HoloTetSphere: Unified TetSphere Mesh Reconstruction for Physical Simulations

Standard pipelines for physics-ready 3D reconstruction rely on a decoupled two-stage paradigm: extracting surface geometry followed by an error-prone tetrahedralization process. While recent Lagrangian methods like TetSphere Splatting attempt to bypass this by directly optimizing volumetric primitives, their homeomorphic constraints prevent topology-adaptive optimization. Consequently, they produce disjoint tetrahedra rather than a single connected mesh, rendering the structures unsuitable for further physical simulations. To address this, we propose a topology-adaptive framework for holistic tetrahedral mesh reconstruction through end-to-end topological and geometric optimization. First, by coupling Gaussian spheres to tetrahedral elements and leveraging edge connections, we estimate a continuous opacity field for differentiable element pruning. Next, jointly minimizing mesh smoothing energy and multi-view Gaussian rendering error drives alternating geometric refinement while preserving topological adaptivity. Consequently, our approach effectively constructs a unified and topologically coherent tetrahedral mesh. Extensive experiments demonstrate that our method outperforms state-of-the-art techniques by achieving superior geometric accuracy and producing coherent, single-connected tetrahedral meshes, thereby effectively bypassing the error-prone conventional tetrahedralization step for reconstructed surface meshes and streamlining downstream physical simulation.
YaQiao Dai, Renjiao Yi, Zhirui Gao +3
Jul 9, 2026cs.CV

SkelGen4D: Weakly-Supervised Skeleton-Based 4D Generation for Text-Driven Mesh Animation

We study 4D generation to synthesize temporally coherent sequences of 3D geometry for animation and content creation. In contrast to existing SDS-based optimization methods and video-driven animation approaches, we adopt a skeleton-driven animation framework aligned with standard industrial pipelines, which enables explicit control and editing. To this end, we propose SkelGen4D, a weakly supervised feed-forward framework for text-driven mesh animation that generates explicit skeleton motions without requiring per-frame skeleton annotations. SkelGen4D first recovers temporally consistent pseudo-skeletons from animated meshes via differentiable fitting, and then generates text-conditioned skeleton motion sequences in a feed-forward manner, further refined with Motion-GRPO to ensure temporally coherent, physically plausible, and articulated animation. We evaluate our method on two large-scale benchmarks, Truebones Zoo and Diffusion4D. Our results show that our weakly supervised skeleton modeling matches or surpasses fully supervised baselines while scaling to diverse object categories for high-quality text-driven mesh animation. Further, our method supports flexible motion editing and is aligned with standard animation production pipelines.
Hao Feng, Zhi Zuo, Jia-Hui Pan +6
Jul 9, 2026cs.GR

Programming-by-Example for Batch-Editing Collision Meshes in 3D Software

As 3D software proliferates, software artifacts now extend beyond code and 2D user interfaces to include 3D assets. Among these assets, collision meshes are critical as they define the geometry used by physics engines for collision detection and physical interaction. Although existing tools can automatically generate collision meshes from visual meshes, they often fail to capture the intended interaction behavior. As a result, developers need to manually edit many heterogeneous collision meshes, a process that is time-consuming and challenging to scale. To address this problem, we present a neuro-symbolic program synthesis approach for batch-editing collision meshes. We formulate the task as a programming-by-example problem: given a family of collision meshes with the same editing intent and a small number of user demonstrations, our approach synthesizes a reusable program that captures the editing intent and applies it to non-demonstration meshes. We implement this in a tool named MeshForge, and evaluate it across 24 tasks on 600 collision meshes. MeshForge successfully synthesizes 23/24 tasks, requiring 2.2 demonstrations and 3.5 seconds of synthesis time on average.
Gengyang Xu, Dongwei Xiao, Hengcheng Zhu +4
Jul 9, 2026cs.LG

PGD-NO: A Neural Operator with Precomputed Geometry Decomposition for 3D Million-scale Physics Simulations

While neural PDE solvers have demonstrated significant potential for accelerating engineering simulations, existing architectures remain constrained by high memory consumption and the single node bottleneck, where the maximum processable mesh resolution is strictly limited by the VRAM of a single compute unit. To address these challenges, we propose PGD-NO, a neural operator with Precomputed Geometry Decomposition, that relocates the computational overhead of geometric encoding to a deterministic pre-computation phase. By utilizing an iterative geometry decomposition algorithm to extract geometry tokens, our model decouples feature extraction from solution querying. This architecture enables linear memory scalability, allowing high fidelity learning on meshes exceeding 10 million nodes, a scale where existing architectures typically encounter memory exhaustion. PGD-NO demonstrates competitive predictive accuracy across diverse industrial benchmarks and provides intrinsic interpretability through attention mechanisms. By effectively overcoming traditional mesh-size constraints, PGD-NO offers a robust and efficient solution for the next generation of large-scale, high-fidelity industrial design applications.
Weiheng Zhong, Jing Bi, Victor Oancea +1
Jul 8, 2026cs.GR

GReFEM: Multimodal LLMs as Zero-Shot Semantic Assistants for Physics-Guided 3D Mesh Refinement

Adaptive volumetric finite element meshing is a critical step in computer-aided engineering and analysis that dictates the computational budget of a given problem. It traditionally requires iterative PDE solvers or heavily supervised, data-driven surrogates trained on large-scale simulation data. While Multimodal Large Language Models (MLLMs) excel in 2D visual tasks, their zero-shot capability to semantically ground regions based on geometric understanding and physics remains an open question. Overall, this study explores a significant question: can the high-level semantic understanding of off-the-shelf MLLMs serve as a viable, zero-shot geometric proxy for finite element mesh refinement? To investigate this, we introduce GReFEM (Geometric Reasoning Enhanced Multimodal LLMs for Finite Element Meshing), a framework that utilizes MLLMs to visually localize stress-critical regions based on physics-guided textual prompts. To bridge the gap between 2D MLLM pre-training and 3D geometries, we introduce orthoViews, a view-selection module that maximizes the observability of key geometric features. We conduct an in-depth empirical evaluation across diverse CAD geometries, loading cases, and SOTA MLLMs, comparing them against a tuned geometric heuristic under a strict, matched refinement budget. Our findings reveal that MLLMs demonstrate robust zero-shot capacity to accurately follow complex spatial-physical instructions, isolating stress-relevant features with higher precision than blind heuristics. By mapping both the successes and current limitations of MLLMs in physical grounding, this study defines the frontier of foundation models as semantic assistants in automated simulation workflows.
Kartik Bali, Mahish K. Guru, Christian J Cyron +1
Jul 7, 2026cs.CV

DeSeG: Decoupling Semantic Intent and Geometric Constraints for Physically Plausible Human-Scene Interaction

Synthesizing physically plausible human-scene interactions (HSI) remains a critical challenge in computer vision and the development of human avatars. Although recent generative models enable diverse motion synthesis, they suffer from an inductive bias referred to as semantic-geometric entanglement. Because spatial constraints often strongly correlate with specific actions in training data, monolithic models will learn the shortcut bias, aggressively overriding the semantic intent when faced with strict geometric cues. Furthermore, this entanglement exacerbates physical hallucinations, such as body-scene penetrations. To address these limitations, we propose DeSeG, a hierarchical framework that explicitly decouples semantic intent from geometric constraints. First, we introduce a Residual Semantic Planner that encodes textual instructions and canonicalized goal voxels into a compact latent space, enabling fine-grained semantic control independent of spatial trajectories. Second, we propose a physics regularized diffusion executor that incorporates differentiable repulsive potential fields directly into the diffusion objective, enforcing collision-aware motion generation. Extensive experiments on the Lingo dataset demonstrate that DeSeG achieves state-of-the-art performance, reducing mean scene penetration by 47% and improving semantic alignment by 29% over the SOTA baselines.
Jiakun Li, Zhe Li, Wenqiang Wu +4
Jul 6, 2026cs.CV

Hierarchical Classification via Cascading Feature Elimination: Application to Human Phenotype Ontology-Aligned Facial Phenotyping (FaceMesh2HPO)

FaceMesh2HPO is a framework for classifying facial phenotypic descriptors aligned with the Human Phenotype Ontology (HPO) to support clinical diagnosis. Using annotations from 124 clinicians across 10 disorders (107 HPO terms) combined with non-syndromic controls, we generated 3D facial meshes (478 landmarks) from 2D images and trained a hierarchical PointNet-based pipeline with cascading classification and feature elimination. The best models, incorporating 3D meshes, facial outline, and demographic metadata, achieved AUROCs between ~0.55 and ~0.89, with higher performance at parent nodes than leaf terms. External validation showed variable generalizability across disorders. Results demonstrate that hierarchical modeling of 3D facial geometry enables interpretable, ontology-linked phenotype classification, though performance on rare leaf terms remains limited. Improved data diversity and feature selection strategies are needed to enhance robustness and clinical utility.
Fabio Hellmann, Alexander Hustinx, Benjamin D. Solomon +4
Jul 6, 2026cs.CV

GUSH3R: Everyone Everywhere All at Once as Gaussians

Reconstructing dynamic human-scene environments from monocular videos is a challenging problem that requires jointly modeling scene geometry, camera motion, and non-rigid human dynamics while enabling photorealistic rendering. Recent feed-forward methods can efficiently predict geometry, but they are often limited to non-photorealistic representations such as point clouds and meshes, or they fail to handle non-rigid objects, particularly dynamic humans. To fill this gap, we present GUSH3R (Gaussian-Unified Scene Human 3D Reconstruction), a feed-forward framework for online dynamic human-scene reconstruction. From a monocular human-scene video, our method reconstructs dynamic humans (everyone) and static scenes (everywhere) in a single forward pass (all at once) as 3D Gaussian Splatting (3DGS) primitives (as gaussians), which are geometrically consistent and capable of novel view synthesis. Experiments on monocular human-scene datasets demonstrate that our approach achieves competitive novel view synthesis quality while significantly improving inference efficiency compared to optimization-based methods.
Keito Abe, Kaede Shiohara, Takashi Otonari +1
Jul 5, 2026cs.GR

How to Build Digital Humans? From Priors to Photorealistic Avatars

This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a personalized avatar, and (iii) animating the avatar. To limit the scope, we focus on the prior learning and avatar creation stages. We define current avatar representations and introduce a taxonomy that categorizes existing work along multiple axes, including body regions and employed priors. We review methods for full-body and head avatars, as well as layered representations that decompose the body into components such as hands, hair, and garments. Finally, we outline common underlying principles, reference key literature for newcomers, and discuss open challenges and future research directions.
Wojciech Zielonka, Tobias Kirschstein, Timo Bolkart +8
Jul 4, 2026cs.LG

LLT: Local Linear Transformer for PDE Operator Learning

Neural operators have become a common approach for learning PDE solution maps and accelerating numerical simulations. Transformer-based neural operators are of particular interest, since attention can learn long-range dependencies in the computational domain. However, standard attention has two major limitations when applied to PDEs: it scales quadratically with the number of computational nodes, and it lacks an explicit bias toward local interactions. To address these issues, we introduce Local Linear Transformer (LLT) for PDE operator learning. The architecture combines linear global attention with local spatial mixing, and incorporates coordinate and geometry information. We evaluate LLT on several PDE problems, including elasticity, plasticity, airfoil flow, pipe flow, and Darcy flow. The reference data for these problems span finite-element, finite-volume, and finite-difference discretizations on structured and unstructured meshes. Compared with other neural-operator and transformer baselines from prior studies, LLT achieves competitive or lower relative L2L_2 error across these problems. On matched structured discretizations, wall-clock time per training iteration is reduced by factors of 1.8 to 2.5 relative to Transolver. We also scale the approach and apply it to a three-dimensional car aerodynamics dataset with 32,186 unstructured mesh points per sample. Together, these results indicate that LLT provides an accurate and computationally efficient operator for PDE problems across discretizations, mesh types, and problem settings.
Oded Ovadia, Eli Turkel
Jul 2, 2026cs.CV

Conversational Human Audio-visual Talking Dialogue Generation

Large-scale dyadic interactive audio-visual dialogue (DIAD) datasets provide fundamental data resources for developing humanoid interactive virtual agents and digital humans. However, collecting such data is time-consuming, expensive, and ethically sensitive. To address this, we propose CHAT, a new dyadic interactive audio-visual dialogue generation (DIADG) framework that generates diverse, paired, and mutually responsive speech-face dialogue clips from a single textual prompt. CHAT unifies large language models and talking face models with interactive audio and facial behaviour refinement modules, enabling the generation of aligned dyadic dialogue clips with diverse contents and facial identities. Experiments show that CHAT outperforms existing related methods designed for similar tasks under both objective and subjective evaluations. Moreover, our synthesised CHAT-AVD-50k dataset serves as effective pre-training data for downstream interactive head generation, consistently improving PerFRDiff and ReactDiff on REACT 2024. CHAT offers a scalable alternative to the costly and ethically sensitive collection of real dyadic interaction data.
Junhao Song, Lluis Guasch, Xilin He +8
Jul 2, 2026cs.LG

Fourier Neural Operators for Rayleigh-Bénard Convection

We propose an improved Fourier Neural Operator (FNO) for modeling two-dimensional Rayleigh-Bénard convection by predicting time increments instead of full solutions, achieving higher accuracy than a standard FNO baseline. The resulting model is compact (314k parameters, 1.26 MB) and fast (7 ms inference), while maintaining similar accuracy as demonstrated in previous benchmarks. We show that although FNOs generalize to finer meshes, accuracy remains limited by the resolution of the training data.
Chelsea Maria John, Thibaut Lunet, Sebastian Götschel +3
Jul 2, 2026cs.CV

Personalized 4D Whole-Heart Mesh Reconstruction from Cine MRI via Multi-Scale Temporal Modeling and Differentiable Contour Rendering

Accurate 4D whole-heart mesh reconstruction from sparse cine MRI is critical for creating cardiac digital twins, but remains challenging due to limited 2D slice coverage and the complex coupling between cardiac shape and motion. Existing methods often rely on intermediate contour fitting and typically reconstruct static, single-phase, or partial cardiac geometries, limiting their ability to capture full-chamber dynamics. We propose a novel end-to-end framework for reconstructing temporally resolved whole-heart meshes from multi-view 2D cine MRI sequences by learning an image-to-mesh mapping. The framework incorporates a differentiable contour renderer inspired by the Beer-Lambert attenuation principle, enabling anatomy-aware supervision of 3D+t mesh deformation through contour-based projection losses. To improve temporal consistency across the cardiac cycle, we further introduce a multi-scale temporal modeling module that integrates global cycle-level dynamics with local inter-frame coherence to generate smooth and physiologically plausible mesh trajectories. The proposed method achieved a whole-heart mean absolute error of 1.68 ±\pm 0.31 mm and a motion jitter of 0.77 ±\pm 0.17 mm/frame3\mathrm{mm}/\mathrm{frame}^{3}, outperforming existing methods with lower reconstruction error and substantially improved motion smoothness. It also improved 2D contour alignment across multiple cine MRI views and supported downstream proof-of-concept electrophysiological simulation. The code will be released publicly upon acceptance of the manuscript for publication.
Xiaoyue Liu, Dongcheng Cang, Xiaohan Yuan +3
Jul 2, 2026cs.CV

Multi-THuMBS: Multi-person Tracking of 3D Human Meshes Beyond Video Shots

Tracking multi-person 3D human meshes from in-the-wild videos is a highly challenging problem due to complex interactions, frequent occlusions, and severe truncation inherent in unconstrained environments. While recent approaches have improved robustness against these issues, they largely overlook the critical challenge prevalent in real-world footage: frequent shot changes. These abrupt transitions in camera viewpoints often cause existing methods to lose track of human identities and fail in reconstructing temporally coherent trajectories. Although several recent works have explored 3D human mesh tracking under shot changes, they are still limited to single-person scenarios, making them inadequate for real-world videos where multiple people interact and appear simultaneously. To address this limitation, we propose Multi-THuMBS (Multi-person Tracking of 3D Human Meshes Beyond Video Shots) that leverages a state-of-the-art 3D scene prior to reconstruct the two boundary frames in a single shared 3D space. Human meshes are then registered within the shared 3D space, maintaining per-person identity and motion consistency across shot changes. Extensive experiments demonstrate that our approach yields significant improvements in 3D human mesh recovery, camera pose estimation, and identity tracking, thereby ensuring high-fidelity motion reconstruction with consistent identity preservation across shots compared to previous state-of-the-art methods.
Jeongwan On, Muhammad Salman Ali, Muneeb A. Khan +6
Jun 30, 2026cs.CV

LUNA: Learning Universal 3D Human Animation Beyond Skinning

Creating photorealistic, animatable 3D human avatars from monocular images still largely depends on Linear Blend Skinning (LBS) and parametric body models, which constrain expressivity and often introduce artifacts due to imperfect fitting. We propose LUNA, an LBS-free universal neural animation model that directly maps multiple 2D controls like images, keypoints, sketches, and unseen characters into 3D Gaussian deformations, bypassing explicit body fitting. At its core, a transformer-based motion regressor disentangles global rigid motion from fine-grained local dynamics to capture both coherent movement and subtle non-rigid effects. To resolve the inherent ambiguity of 2D-to-3D lifting while scaling beyond fitted datasets, we introduce hybrid supervision that distills soft structural priors from an LBS teacher and a loss that supports training on both limited fitted data and large in-the-wild unlabeled videos. Extensive experiments show LUNA achieves competitive visual fidelity compared to LBS-based approaches, while delivering realistic human motion and zero-shot cross-identity generalization across diverse driving modalities. To the best of our knowledge, LUNA is the first end-to-end 3D animatable model that supports implicit 2D driving.
Peng Li, Rawal Khirodkar, Junxuan Li +6
Jun 30, 2026cs.CV

Mesh BDF: Barycentric Dominance Field for 3D Native Mesh Generation

Autoregressive (AR) modeling has recently achieved remarkable progress in native 3D mesh generation, largely due to its natural ability to handle variable-length, discrete data structures. However, the inherent constraints of the AR paradigm severely restrict the generated meshes, leading to limited face counts, bounded vertex resolutions, and difficulties in supporting textures. To overcome these bottlenecks, we propose the Barycentric Dominance Field (BDF), a continuous representation defined on triangular mesh surfaces that elegantly encodes vertex topological connectivity. BDF bridges the fundamental gap between discrete mesh topology and continuous diffusion-based generative modeling by transforming connectivity into a continuous surface signal. As an intrinsic mesh property, BDF shares strong similarities with texture maps, enabling its seamless integration into existing 3D diffusion pipelines without requiring architectural modifications. Extensive experiments demonstrate that BDF empowers diffusion models to generate native meshes with significantly higher quality, greater scalability, and stronger robustness compared to state-of-the-art autoregressive methods.
Gaochao Song, Haohan Weng, Luo Zhang +2
Jun 30, 2026cs.CV

MV-GEL: Language-Driven Multi-View Geometric Entity Localization on Meshes

Identifying and grounding precise geometric entities, such as edges, planar regions, and curved surfaces within 3D objects, is foundational to computer-aided design (CAD), robotic manipulation, and scientific simulation. Although modern Vision Language Models (VLMs) have advanced referring segmentation (RIS) in the image domain, extending such language-driven localization to structured 3D geometry is substantially harder. The 3D object appearance is highly sensitive to viewpoints; a single perspective may render a target entity clearly observable, while another may suffer from severe occlusion or foreshortening. In this work, we attempt to solve these challenges with MV-GEL (Multi-View Geometric Entity Localization), a framework for localizing fine-grained geometric entities on polygon meshes from natural language queries. Our key insight is that reliable CAD entity (i.e., faces, edges or solids) localization depends on selecting views that make the queried entity maximally interpretable. We introduce GELviews, a prompt-conditioned ranking module that prioritizes viewpoints based on language prompted observability of geometric CAD entities. Selected views are processed by a VLM-based reasoning segmentation backbone, and predicted masks are lifted to the corresponding meshes via geometry-aware ray casting. Our framework is completely CAD agnostic and relies only on 3D meshes. Experiments show up to a 1.7X improvement in face-level IoU and over 4.5X gains in edge-level F1 compared to vanilla baselines, substantially outperforming CLIP-based and random view sampling, particularly for thin and view-sensitive structures.The dataset, code and trained checkpoints are available at https://github.com/kbali1297/MV-GEL.
Kartik Bali, Roland Aydin
Jun 30, 2026cs.CV

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce \textbf{OVOW}, the first training-free system that reconstructs \emph{instance-level, simulation-ready} 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for \emph{structured Video-to-4D} evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for \emph{synthesizing} paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.
Junhao Chen, Boran Zhang, Mingjin Chen +7
Jun 30, 2026cs.CV

JacobianAvatar: Temporally Consistent Semi-rigid Avatar Reconstruction from a Monocular Video

Generating realistic human avatars in complex motions--such as clothing dynamics--requires modeling of global and local deformations which remains challenging in monocular settings. We address this problem by leveraging neural Jacobian fields (NJFs) for representing semi-rigid deformations. We train self-supervised neural networks for predicting Jacobian matrices that give the pose-dependent deformations, by solving a Poisson equation. However, monocular input presents several difficulties such as self-occluded regions and invisible surfaces. To address these issues, we introduce three key components: a constrained Poisson solver, signed distance-based Jacobian regularization, and a deformation-guided residual flow loss, which together suppress boundary artifacts, recover frequently occluded regions such as armpits and thighs, and enforce temporal consistency during motion. Experiments on benchmark and in-the-wild videos demonstrate that our method generates temporally stable and geometrically coherent avatars, outperforming state-of-the-art approaches.
Changyeon Won, Min-Gyu Park, Seonghwan Park +2
Jun 29, 2026cs.CV

FFAvatar: Feed-Forward 4D Head Avatar Reconstruction from Sparse Portrait Images

We present FFAvatar, a Transformer-based 3D Gaussian framework for fast construction of high-quality and animatable 4D head avatars from one or more reference portrait images. Unlike existing feed-forward approaches that require a fixed number of input views, FFAvatar supports incremental reconstruction, progressively refining the avatar representation as additional reference images become available. At the core of our method is an alternating attention mechanism that disentangles identity appearance from expression and viewpoint variations, enabling the reconstruction of a canonical 3D appearance that remains consistent across poses and facial expressions. To balance visual fidelity and computational efficiency, we introduce a sparse-to-dense learning paradigm. Coarse appearance features are first learned using sparse primitives anchored to the FLAME vertex level and are subsequently densified in the UV domain to capture fine-grained geometric and texture details. We further propose a plug-and-play motion refinement module that enables subject-specific dynamic personalization by modeling residual motion beyond parametric deformation. Extensive experiments demonstrate that FFAvatar efficiently produces high-fidelity and controllable 4D head avatars, achieving superior flexibility, driving efficiency, and identity-consistent rendering across diverse expressions and viewpoints.
Jianjiang Yao, Ke Xian, Renxiang Dai +1
Jun 29, 2026cs.CV

The Surprising Effectiveness of Video Diffusion Models for Hand Motion Reconstruction

4D hand motion reconstruction from egocentric video is bottlenecked by clear limitations of existing methods: image-based pipelines depend on a detector that fails under heavy occlusion, while video-based methods rely on temporal modules learned only from scarce hand-pose annotations, a narrow signal insufficient to model motion dynamics, occlusion reasoning, and hand-object interaction. These capabilities, however, are exactly what video generative models must implicitly acquire when trained to synthesize coherent video at internet scale. Motivated by this, we present ViDiHand, which leverages the representations of a pretrained video diffusion model to reconstruct 4D two-hand pose. We adapt it via a hand-overlay rendering objective that specializes its features for hands while preserving its world priors. A decoder then recovers metric-scale pose from the adapted features. The whole pipeline operates directly on full frames--no detector, no infiller, and no test-time optimization. On ARCTIC, HOT3D, and HOI4D, ViDiHand substantially outperforms prior methods, establishing video diffusion models as a powerful new foundation for hand motion reconstruction and a promising route to scalable in-the-wild data collection for embodied AI. Project page: https://vidihand.github.io.
Yuxi Wang, Chengkai Jin, Yufei Liu +6
Jun 28, 2026cs.CV

HiReFF: High-Resolution Feedforward Human Reconstruction from Uncalibrated Sparse-View Video

Uncalibrated volumetric video streaming for human reconstruction is essential for holographic communication and AR/VR, yet remains challenging due to the need for temporal consistency and computational efficiency from sparse-view inputs. Existing methods rely on per-scene optimization or calibrated cameras, while recent feed-forward models are limited to low-resolution (0.5K) single-frame synthesis. We present HiReFF, a feed-forward method for 2K-resolution 360° human video reconstruction from uncalibrated sparse-view videos. Our framework decomposes the problem into two key tasks: foreground 3D Gaussian reconstruction from sparse-view videos (four views separated by 90°) and computationally efficient high-resolution synthesis. To enable the former, we propose Scale-synchronized Camera Calibration to resolve scale ambiguity for multi-view supervision, and Gaussian-wise Foreground Masking to reconstruct clean foregrounds by modulating Gaussian parameters. For efficient high-resolution synthesis, our High-resolution Side-tuning achieves 2K rendering by augmenting the Gaussian head with supplementary features while keeping the backbone at 0.5K, drastically reducing computational overhead. Experiments demonstrate that HiReFF significantly outperforms existing methods in high-resolution streaming volumetric video reconstruction. https://iridescentjiang.github.io/HiReFF
Yiming Jiang, Hanzhang Tu, Wenfeng Song +5
Jun 28, 2026cs.LG

PCGD: Physics-Guided Conditional Graph Diffusion for TCAD Device Simulation

Technology computer-aided design (TCAD) semiconductor device simulation is fundamentally constrained by the high computational cost of iteratively solving coupled drift-diffusion equations. Existing ML surrogates either reduce internal physics to macroscopic scalar regressions, or rely on single-step mappings that lack the iterative refinement required to resolve stiff, coupled fields. To address this, we introduce PCGD, a Physics-Guided Conditional Graph Diffusion framework operating natively on unstructured TCAD meshes to predict coupled electrostatic and carrier density fields. PCGD employs a Condition-Aware MeshGraphNet denoiser that explicitly injects boundary conditions and device structure context via global cross-attention. By augmenting data-driven denoising with a physics-guided hybrid objective that integrates exponent-free quasi-Fermi gradient matching with noise-aware PDE residuals, PCGD progressively enforce physical constraints in the iterative diffusion trajectory. This strategy successfully bypasses the numerical instabilities typical of stiff drift-diffusion equations. Evaluated on a challenging mixed PN/MOS benchmark, PCGD significantly outperforms deterministic one-step regression (1.207% error) and local diffusion (1.585% error) baselines by achieving a sub-percent mean relative field error of 0.835%, while concurrently reducing maximum PDE residual errors by nearly three orders of magnitude compared to pure diffusion. It also transfers robustly to unseen SOI topologies (0.815% error) via LoRA adaptation, using 5.30×\times less data and 14.34×\times fewer parameters than full fine-tuning. Ultimately, PCGD bridges the computational efficiency of generative surrogates with the rigorous physical fidelity of traditional TCAD, unlocking highly scalable, field-level analysis for robust device engineering.
Yihan Zhang, Zhiteng Zhang, Kun Chen +1
Jun 26, 2026cs.CV

Monocular Avatar Reconstruction via Cascaded Diffusion Priors and UV-Space Differentiable Shading

Reconstructing high-fidelity, relightable 3D avatars from a single in-the-wild image is a challenging ill-posed problem, primarily hindered by the scarcity of high-quality PBR data and the complexity of disentangling illumination from intrinsic materials. In this paper, we present a data-efficient framework that leverages the robust priors of a unified pre-trained diffusion backbone to sequentially address texture completion, delighting, and material decomposition. Unlike existing methods that rely on fragmented pipelines or extensive proprietary datasets, we utilize cascaded Low-Rank Adaptations (LoRAs) to adapt the strong generative prior of the diffusion model for each sub-task in UV space. Specifically, we first employ an Inpainting LoRA to complete missing UV textures caused by occlusion, leveraging the model's semantic understanding to generate semantically and photometrically coherent details. Subsequently, a Light-Homogenization LoRA and a novel Cross-Intrinsic Attention mechanism are introduced to remove baked-in lighting and collaboratively synthesize pixel-aligned PBR maps (Albedo, Normal, Roughness, Specular, and Displacement). To ensure physical plausibility, we impose a UV-space differentiable BRDF shading loss during the decomposition stage, forcing the generative process to adhere to the rendering equation without the artifacts typical of rasterization-based supervision. Extensive experiments demonstrate that our method, trained on fewer than 100 real 3D scans, generates comprehensive, 4K-resolution PBR assets with superior realism and generalization compared to state-of-the-art methods, and all training code and model weights will be released upon acceptance.
Hong Li, Minqi Meng, Yanjun Liang +10
Jun 26, 2026cs.GR

DANTE-W: Diffuse Albedo Neural Texturing in the Wild

Classical mesh texturing techniques blend captured multi-view images directly, which inevitably suffer from baked-in shading and casted shadows that compromise visual fidelity during relighting. To circumvent this issue, we present a neural texturing framework, namely DANTE-W, to enable high-fidelity diffuse albedo texture recovery from unstructured image collections for large-scale, in-the-wild scenes, which integrates seamlessly with traditional 3D reconstruction pipelines. Given a reconstructed mesh and its surface parameterization, our method fuses view-space generative albedo priors into a coherent texture space via an expressive neural representation, while substantially enhancing fine-grained textural details through physically principled neural rendering. To comprehensively evaluate our method, we curate a benchmark dataset featuring diverse, fine-grained textures, comprising both real-world in-the-wild scenes and synthetic objects. Extensive experiments verify the effectiveness of our approach in reconstructing accurate albedo textures and boosting relighting fidelity. Project page: dante-wild.github.io.
Guangyu Wang, Tianheng Lu, Ruqi Huang +1
Jun 26, 2026cs.CV

Scene and Human in One World: Reconstruction in a Feedforward Pass

Reconstructing humans in dynamic scenes from moving monocular cameras remains challenging due to scale ambiguity, human-scene misalignment, and occlusion interference. Rather than treating human mesh recovery and scene reconstruction as separate tasks, we believe that accurate human-scene reconstruction requires the two tasks to mutually inform each other: parametric human models offer semantic structure and metric-scale priors, while scene geometry provides spatial context for human localization and alignment. Built on this insight, we introduce SHOW, a mask-promptable human mesh recovery framework that couples feed-forward 3D scene reconstruction with Human Mesh Recovery in a unified metric space. SHOW injects human semantics and scale priors from parametric human models into normalized point-map prediction, enabling metric-scale scene reconstruction from inherently scale-ambiguous monocular input. In turn, the recovered scene geometry constrains human mesh estimation, encouraging spatially consistent human placement and improved human-scene alignment. To handle complex multi-person and cluttered scenes, SHOW further incorporates a promptable masking mechanism that enables flexible target-human selection while suppressing background distractions and occlusion interference. Through joint training, the model learns both human-aware geometric features and geometry-constrained human features, producing aligned metric-scale reconstructions from monocular human-centric videos. Extensive experiments demonstrate that SHOW improves metric-scale consistency, human-scene alignment, and reconstruction accuracy under challenging camera motion, occlusion, and cluttered backgrounds.
Boao Shi, Qiao Feng, Yiming Huang +1
Jun 25, 2026cs.GR

PolyFlow: Continuous Topology Embedding Flow Matching for Artist-style Mesh Generation

Autoregressive Transformers dominate high-quality mesh generation by producing artist-worthy topologies, yet their inherent sequential decoding induces substantial computational overhead, falling orders of magnitude slower than parallel generative models. On the other hand, while continuous diffusion and flow-matching methods support efficient parallel synthesis across a variety of domains, they cannot be directly applied to meshes: mesh connectivity is inherently discrete and incompatible with standard continuous noise injection and denoising operations. To resolve this fundamental incompatibility, we introduce a compact topology embedder that projects discrete mesh vertex positions and normals into continuous per-vertex embeddings, where the original discrete adjacency information can be faithfully recovered via spacetime distance thresholding. After pretraining and freezing this embedder, any raw mesh can be fully converted into a continuous per-vertex state space unifying position, normal, and implicit topological attributes. Built upon this novel continuous mesh representation, we present PolyFlow, a Transformer-based flow-matching framework that achieves fully parallel vertex state denoising conditioned on extracted point-cloud features. During inference, our model completes generation rapidly via an ODE solver, and supports explicit, precise control over output mesh resolution by directly specifying the target vertex count. Extensive evaluations on the Toys4K benchmark demonstrate that PolyFlow surpasses state-of-the-art autoregressive baselines in both Chamfer Distance and Hausdorff Distance.
Chunshi Wang, Haohan Weng, Junliang Ye +9
Jun 25, 2026cs.CV

SubdivAR: Autoregressive Next-Scale Prediction for Neural Mesh Subdivision

Mesh subdivision is a fundamental operation for converting coarse, editable meshes into high-resolution surfaces, with broad applications in digital asset creation. Classical rule-based schemes rely on fixed local refinement rules and often produce over-smoothed surfaces. Recent neural subdivision methods improve detail synthesis, but remain constrained by local modeling and exhibit limited generalizability. We present SubdivAR, a neural mesh subdivision framework based on our proposed Mesh Autoregressive Representation (MAR). MAR arranges meshes at different subdivision levels into an ordered scale sequence, reformulating subdivision as autoregressive next-scale prediction. To support this formulation, we introduce a Hybrid Topology-Aware Transformer that combines global semantic attention with topology-constrained local feature aggregation. SubdivAR adopts a next-scale coordinate prediction paradigm, regressing vertex offsets at each refinement stage to preserve subdivision topology while recovering fine-grained geometric details. To enable reliable learning, we construct FII-40K, a curated dataset of nearly 40,000 high-quality meshes with multi-level subdivision supervision. Experiments show that SubdivAR outperforms state-of-the-art baselines, reducing Hausdorff Distance and Chamfer Distance by 18.8% and 14.2%, respectively, and demonstrates strong robustness on complex open-surface geometries.
Huipeng Guo, Zikai Song, Hang Long +7
Jun 25, 2026cs.LG

On the Necessity of a Liquid Substrate for Mesh Intelligence

A mesh of sovereign agents has no center: no shared clock, no shared model, and no coordinator to gather data or retrain. Its competence rests on each agent folding the projections its peers emit into a single internal state, online, from observations that arrive at irregular, unscheduled times, on a substrate whose weights it cannot retrain. Any one of these constraints is tractable on its own; folding optimally under all three at once is not. We ask what such a substrate must be, and prove two necessary conditions from one model of a self-evolving latent observed at irregular, exogenous times. Because the latent changes, its optimal estimator is time-varying: an adaptive timescale is necessary, and every fixed-gain filter is strictly suboptimal. And because arrivals are clock-free, the optimal estimate depends on the elapsed gap between them, which no gap-blind network recovers at any width or depth. This second condition is capacity-independent: scale cannot substitute for the missing dependence. The two conditions intersect in the continuous-time liquid class. An LSTM satisfies the first, a fixed continuous-time filter the second, and a multi-timescale liquid network both. Synthetic experiments confirm each: the network attains the timescale, and the separation is computed exactly. The characterization is necessary, not sufficient, and binds fixed-weight substrates: a network free to retrain reaches the class by other means. Proved per agent, the necessity binds every agent of a mesh, a structural condition on mesh intelligence.
Hongwei Xu
Jun 24, 2026cs.CV

TryOnCrafter: Unleashing Camera Trajectories for Realistic Video Virtual Try-on via a Renderable 4D Try-on Proxy

While Video Virtual Try-on (VVT) has achieved remarkable progress in synthesizing realistic garment overlays on dynamic subjects, existing paradigms remains fundamentally constrained by a passive dependency on source camera trajectories, failing to accommodate the requisite interactive freedom for omnidirectional viewpoint exploration. To address this limitation, we define a pioneering research frontier: Camera-controllable Video Virtual Try-on (CaM-VVT). Unlike conventional VVT, CaM-VVT not only necessitates viewpoint-agnostic texture hallucination but also strict structural synchronization between non-rigid human dynamics and background contexts under arbitrary, unconstrained camera movements. To tackle these challenges, we present TryOnCrafter, the first unified DiT-based framework specifically architected for the CaM-VVT task. Departing from implicit pixel-space manipulation, we introduce a Renderable 4D Try-on Proxy that explicitly decouples the human subject from the environment. This is achieved by distilling high-fidelity 2D try-on priors into a clothed 3DGS-based avatar, which is subsequently animated via SMPL-X sequences and metric-aligned into a reconstructed background point cloud. This proxy establishes a robust structural foundation with superior texture density and motion integrity. Our Proxy-Anchored Video DiT leverages this robust structural foundation as a primary geometric anchor, ensuring that the synthesized photorealistic videos are strictly constrained by prescribed trajectories and physically plausible deformations. Benefiting from the inherent editability of the 4D proxy, TryOnCrafter facilitates diverse downstream applications, including human relocalization, ``bullet time'' effects, and 360360-degree orbital viewing.
Hao Sun, Hao Yan, Mengting Chen +7
Jun 23, 2026cs.CV

FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image

We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.
Kim Youwang, Zhengyu Yang, Liuhao Ge +8
Jun 22, 2026eess.SP

Integrated Sensing and Communications for Real-time Avatar Control in XR over 5G

Extended Reality (XR) presents a challenging use case for 5G and 6G networks, requiring high data-rates and lowlatency communication to deliver a truly immersive experience. Moreover, in order to seamlessly translate physical actions to the virtual world, accurate gesture recognition and pose estimation are required. Current XR interaction solutions based on handheld controllers and cameras cannot easily capture full-body poses, inhibit the free use of hands, and require good visibility and a clear line of sight. In this work, we propose a multimodal sensing architecture for XR that combines 5G MillimeterWave (mmWave) Integrated sensing and communication (ISAC) and surface electromyography (sEMG) signals. 5G mmWave ISAC cannot only be used to deliver content wirelessly to the Head-mounted display (HMD), but also the same communication signals can be used to derive coarse body-level gestures and poses of the user, to support real-time avatar control. For fine-grained finger-level gestures, our architecture leverages lightweight sEMG sensors that capture forearm muscle activity. To illustrate the need of both modalities, we present evaluations of both sensing technologies. At the body level (5G), our architecture relies on power-per-beam-pair (PPBP), which can be computed from standard beam management or beam sweeping procedures of the 5G NR standard. PPBP-based sensing achieves 82.2±\pm5.9% average accuracy when evaluated on users not seen during training. For fine-grained finger-level interactions, we show that surface electromyography (sEMG) carries strong discriminative information achieving consistent promising performance across different movement settings. Thus, combining the two modalities enables multi-scale gesture recognition, at the body level via existing 5G signals and finger level via lightweight sEMG sensors, forming a complete XR framework.
Nabeel Nisar Bhat, Javad Sameri, Rreze Halili +3
Jun 22, 2026cs.GR

MeshFlow: Mesh Generation with Equivariant Flow Matching

Meshes are among the most common 3D scene representations, but directly generating meshes is challenging because the representation contains important symmetries, including permutation invariance of faces and vertices. MeshFlow learns to generate triangle meshes directly as triangle soups, avoiding the need to serialize meshes into long autoregressive sequences. We adopt equivariant optimal-transport flow matching models that respect the key symmetries of triangle soups: arbitrary permutations of faces and permutations of the vertices within each face. Toward this goal, we propose a simple yet effective modification to the Diffusion Transformer architecture, resulting in a scalable network capable of modeling a velocity field while maintaining the desired equivariance. We further introduce an optimal-transport-based training objective that improves convergence by eliminating supervision signals that violate these symmetries. MeshFlow achieves mesh quality comparable to state-of-the-art autoregressive mesh generators while providing about an 18×\times speedup during inference. Project page is at https://qiisun.github.io/MeshFlow/.
Qi Sun, Kiyohiro Nakayama, Jing Nathan Yan +6
Jun 22, 2026cs.GR

VolHuMe: a High-Resolution Large Scale Dataset of Volumetric Human Meshes

We introduce VolHuMe, a dataset of high-quality 4D human scans captured with a state-of-the-art volumetric studio using 64 RGB and 32 depth cameras. VolHuMe contains individual captures of 104 subjects and provides extensive ground truth, including SMPL-X, high-resolution meshes, multi-view RGB/depth images, rigged meshes, point clouds, garment segmentation, and detailed hand and facial geometry. Unlike prior datasets that primarily rely on full-body imagery, VolHuMe uses a close-range, high-resolution capture setup that preserves fine-grained body-part details, improving geometric fidelity and texture resolution. We benchmark VolHuMe on state-of-the-art methods across 3D and 4D human reconstruction tasks, showcasing the dataset's quality and exposing the limitations of current evaluation testbeds.
Giulia Martinelli, Niccolò Bisagno, Nicola Garau +2
Jun 22, 2026cs.CV

Can Single-View Mesh Reconstruction Generalize to Robot Camera Rotation?

Single-view mesh reconstruction predicts object meshes and spatial layouts from a single observation, making it attractive for fast robot spatial reasoning and real-to-sim digital twins. However, robot-mounted cameras naturally rotate during manipulation and navigation, while learned single-view reconstruction models often rely on view-dependent priors and may generalize poorly to out-of-distribution camera rotations. Such rotations can introduce 3D inconsistencies, incorrect layouts, and violations of physical constraints, but this failure mode remains under-evaluated. We introduce an evaluation protocol with controlled axis-wise roll, pitch, and yaw sweeps to trace errors in monocular depth estimation (MDE), canonical object meshes, camera-space layout, and physical plausibility within a representative SAM3D-style pipeline. On the Aria Digital Twin dataset and a real Franka wrist-camera sequence, camera rotations induce MDE distortion, layout drift, and collision penetration, while canonical mesh predictions remain relatively stable. A two-stage SAM3D+FoundationPose pipeline is more robust than one-stage feed-forward layout prediction, and our Gravity-Aware Refinement reduces one-stage pairwise ICP-based layout-orientation error by 47.1%\%. Our evaluation reveals that current single-view mesh reconstruction methods generalize poorly to robot camera rotation, and suggests that explicit gravity cues are important for reliable robotic single-view mesh reconstruction.
Yu Zhan, Guangcheng Chen, Hanjing Ye +4
Jun 22, 2026cs.CV

InteractiveAvatar: Real-Time Streaming Video Generation for Consistent and Intent-Aware Avatars

Recent diffusion-based models have enabled realistic audio-driven avatar generation in real-time streaming. However, existing approaches struggle to maintain visual temporal consistency and fail to explicitly perceive user intent in complex interactive streaming scenarios. To address these challenges, we propose InteractiveAvatar, a real-time infinite-streaming video generation framework that supports visually consistent avatar video generation and intent-aware interactions. With autoregressive distillation, InteractiveAvatar achieves real-time str-eaming generation of human avatars over arbitrarily long durations. For visual consistency, we introduce a Long-Short Visual Memory (LSVM) mechanism that flexibly compresses historical visual information into compact tokens, preserving both short-range coherence and long-term consistency. To generate avatars with speeches and actions aligned with user intent, we propose a Reasoning-Reaction Module (RRM), which incorporates a State-Cycling strategy and a Cache-Switching mechanism. Extensive experimental results over diverse scenarios demonstrate that our method achieves state-of-the-art visual consistency in long-duration generation, while enabling complex user-avatar interaction in real time.
Quanyue Song, Yishan He, Yanfei Zhang +6
Jun 21, 2026cs.CV

Generative Relightable Avatars

We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation. In contrast to fully regressive relightable avatar methods, GRA follows a hybrid approach that combines controllable, physics-grounded relighting with probabilistic refinement. Starting from a tracked animated mesh, we optimize material parameters in UV-space and render a coarse relit appearance under a target HDR environment map. Next, we refine the textures with a feed-forward model to capture pose-dependent texture dynamics and illumination effects beyond simplified reflectance assumptions. Finally, a fine-tuned video-to-video diffusion model transforms the physically grounded renderings into temporally coherent, high-detail videos while preserving 3D control, with an error-recycling strategy for generating long videos. Experimental evaluations demonstrate our method's improved perceptual quality over prior relightable avatar baselines. Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/
Kunwar Maheep Singh, Christian Theobalt, Rishabh Dabral
Jun 20, 2026cs.CV

Feed-forward Motion In-betweening for Any 4D

4D dynamics (3D geometry evolving over time) is a fundamental representation of the physical world and plays a crucial role in world modeling (e.g., animation and games). Owing to the scarcity of large-scale, long-horizon 4D mesh data with arbitrary shapes, early text-to-4D methods rely on distillation or test-time optimization from video diffusion priors, making inference prohibitively slow. Recent feed-forward generators greatly reduce inference cost but offer limited spatiotemporal controllability, and short-horizon generation often leads to error accumulation in long-horizon sequences. We propose a novel feed-forward in-betweening framework for arbitrary 4D meshes with keyframe conditioning. Building on universal mesh-animation latents, we introduce a frame-wise mesh VAE that encodes each frame into topology-agnostic latent tokens anchored by a reference mesh for keyframe conditioning. We further introduce a keyframe-conditioned rectified flow model with an MMDiT backbone that synthesizes non-keyframe frames conditioned on sparse keyframes. Experiments show strong performance and improved controllability on both DyMesh16 and DyMesh32 benchmarks.
Hiroki Nishizawa, Hubert P. H. Shum, Yoshihiro Fukuhara +2
Jun 20, 2026cs.GR

Mesh2GS: White-Box 3DGS Construction via Plenoptic Sampling

3D Gaussian Splatting (3DGS) has emerged as a promising method for high-quality, real-time 3D reconstruction. To associate 3DGS with mesh representations, existing methods primarily focus on 3DGS-to-mesh reconstruction from multi-view images. In contrast, the problem of converting a mesh into 3DGS has received comparatively less attention. Instead of relying on heuristic strategies that bind 3D Gaussians to the mesh, we propose a novel white-box 3DGS construction framework, termed Mesh2GS, which generates 3DGS directly from mesh geometry based on plenoptic sampling theory, achieving Nyquist-level performance for high-quality global illumination rendering. Firstly, we propose a plenoptic sampling guided 3DGS construction strategy that theoretically derives the minimum sampling rate of the sampled views and the distribution of 3D Gaussians. Second, we propose a novel 3DGS update procedure with albedo--shading decomposition for efficient global-illumination capture. Finally, we introduce a neural illumination enhancement module to handle non-Lambertian effects. Experimental results demonstrate that our method surpasses state-of-the-art baselines and is practically effective for both real-time shared rendering and non-Lambertian effects capturing specular highlights. The project code will be released upon acceptance.
Haoran Zhu, Youcheng Cai, Huangsheng Du +2
Jun 19, 2026cs.GR

PIAvatar: Physically Interactive Avatars via Deformation Gradient Decoupling

3D human avatars have shown impressive visual fidelity driven by pose-conditioned models, yet they still lack the physical ability required for interactions with each other and environments. Although recent studies have made various attempts to incorporate physical characteristics into 3D avatars, they only exhibit limited physical deformations, often leading to constrained interaction behaviors. To resolve this issue, we present PIAvatar, a framework to simultaneously enable physically aware interactions between avatar-avatar and avatar-environment, and a non-rigid deformable human body simulation. In this work, our key insight is to decouple kinematic velocity from deformation gradient. When external forces act on avatars, the kinematic velocity induces stress which hinders the avatar's ability to achieve a desired pose. In addition, we integrate a skeletal framework within the avatar. It allows estimating its poses and real-time tracking in a closed form, even during non-rigid physical interactions. Our approach is implemented within a conventional Material Point Method framework to ensure physically consistent dynamics. We lastly evaluate the method on both human-object and human-human interaction scenarios to assess its behavior under diverse interaction settings.
Sang-Hun Han, Min-Gyu Park, Jisu Shin +3
Jun 18, 2026cs.LG

Agentic Symbolic Search: Characterizing PDEs Beyond Hand-crafted Expressions, Meshes, and Neural Networks

Mathematicians understand a PDE solution through mathematical structures rather than tables of computed values. Historically, this has been the product of mathematical analysis, carried out by hand for each problem individually. Neither numerical simulation nor neural networks produce those structures directly. We propose Agentic Symbolic Search (ASYS), a prior-guided framework in which an agent translates PDE theory, public problem constraints, and accumulated search experience into testable differentiable symbolic programs. The mathematical forms are refined under evolutionary search, while their continuous parameters are fit by gradient-based optimization. This makes the search an automated form of inductive-bias injection rather than blind symbolic regression. For problems with known analytical forms, ASYS recovers these forms naturally; for other problems, ASYS constructs analytical approximations which can guide mathematicians toward further analysis. In our experiments, across five problems spanning bounded dynamics, finite-time blow-up, and free-boundary focusing, ASYS produces interpretable representations, including a geometric interface formula for Allen-Cahn 2D dynamics and a nine-parameter contraction law for Keller-Segel chemotactic blow-up, in settings where no closed-form description was previously available. ASYS shows the possibility of a new paradigm for characterizing PDE solutions, beyond handcrafted analytical solutions, mesh-based numerical solutions, and neural network approximations.
Zongmin Yu, Liu Yang
Jun 18, 2026cs.LG

Judging to Improve: A De-biased VLM-as-3D-Judge Protocol for Single-Image 3D Generation

A companion study established a de-biased, cross-model VLM-as-3D-judge that reliably ranks single-image-to-3D mesh quality where cheap geometry and CLIP proxies fall short. This paper asks: can that judge's preferences specialize a strong open generator, TRELLIS, on one asset class (furniture), cheaply and without human labels? Taking the judge from ranking to optimization is where the work lives. Pushing a VLM judge into the training and evaluation loop exposes failure modes ranking never triggered, so our contribution is an optimization-grade hardening of the judge: a training judge (Qwen2.5-VL-7B) held distinct from an evaluation judge (InternVL3-8B) to break circularity; position-bias correction; and fixes for three failure modes (image overload, geometry-hiding splat renders, and reference-free judging that rewards clean-but-wrong outputs), with calibration evidence (clear-gap win-rate 0.83-1.0; base-vs-base ~0.5). Using this protocol as an independent evaluator, and working only from public models and data with lightweight parameter-efficient adaptation, we find our methods match the strong base rather than exceed it. Independent base samples carry essentially no learnable preference (0.94 order-flip rate), so signal must be engineered by quality-contrastive construction. Across six adaptation methods, two input regimes, and a severity sweep, the most targeted - conditioner repair under severe degradation - reaches parity (0.50) with the base, while no method clears the >=65% win-rate target. The result is mechanistic: clean inputs saturate the judge, flow-DIT fine-tuning washes out through the sampler, and conditioning repair is the locus that moves geometry. Win-rates are directional at n=8 objects. Matching a strong public-data base with cheap adaptation is itself informative: exceeding it needs more than lightweight PEFT on public data, and the judge protocol is reusable.
Ali Asaria, Tony Salomone, Deep Gandhi
Jun 18, 2026cs.CV

TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields

We present TriFlow, a new generative approach for producing compact 3D meshes with artist-like triangle topology directly from input geometry conditions such as signed distance fields. Our key insight is to represent mesh topology as a nearest-vertex vector field (NVF) defined over the surface, where each point encodes its association to the nearest triangle vertex in the local barycentric frame. We train a latent flow-matching model to synthesize this field, enabling topology generation conditioned on the input geometry. To extract a coherent mesh, we cluster surface regions using the generated NVF and guide a constrained quadric error metric (QEM) mesh simplification with topology-aware optimization. This yields output meshes that closely match the input geometry while exhibiting structured, artist-like connectivity. Experiments demonstrate that TriFlow achieves stronger generalization and significantly improved topology quality compared to state-of-the-art learning-based approaches, alongside 90% lower Chamfer Distance and an 8x speedup.
Haoxuan Li, Ziya Erkoç, Daniele Sirigatti +4
Jun 18, 2026cs.CV

One-Shot Novel View and Pose Human Image Synthesis via 3D Prior Guided Diffusion Model

This paper addresses the challenge of one-shot novel view and pose human image synthesis. The existing methods transfer the reference human image to a target pose using a set of 2D pose keypoints or synthesize human images based on generalizable human NeRF which uses human model priors to extract point-wise features. However, pose transfer based methods can not handle complex human pose using ambiguous 2D pose as the condition, while generalizable human NeRFs may be inaccurate to recover occluded/invisiable human parts without extracted reliable features. To solve these problems, we propose a novel approach for novel view and pose synthesis from a singe human image via conditional denoising diffusion model. Our diffusion model divides the novel view and pose synthesis problem into a sequence of conditional denoising steps. Specifically, to generate humans with complex and arbitrary poses, we introduce 3D human priors, i.e., 3D normal map and color prompt, as geometry and color conditions into the generation process. By transferring the reference human into the target human with a series of diffusion steps, our diffusion model enables high-quality synthesis including the occluded/invisible parts. Further, we propose a self-reconstruction based customized refinement to enhance fine details when tested on novel persons.Experimental results on different public datasets demonstrate that our approach significantly outperforms previous methods and also shows better generalization ability across datasets. The code will be made publicly available at https://github.com/Yankeegsj/3DPGDM.
Shenjian Gong, Kangkan Wang, Shanshan Zhang +1
Jun 16, 2026cs.LG

A Cross-Model VLM-Judge Protocol for Single-Image 3D Mesh Quality (and Why Cheap Proxies Fall Short)

Single-image-to-3D generators are improving quickly, but there is no agreed, human-free way to tell whether one generated mesh is better than another. Practitioners commonly rely on cheap automatic proxies (render-space CLIP similarity and mesh geometry-validity statistics), yet how well these track perceived quality is unestablished. We make two contributions. First, we propose and validate a reproducible VLM-judge evaluation protocol: a fixed 24-view headless render rig, two independent vision-language judge families, and a mandatory position-bias correction that queries both presentation orders and keeps only order-consistent verdicts. The two judge families agree substantially with each other (Cohen's kappa = 0.66), well above the chance-agreement floor. Second, using this protocol as the reference, we show the cheap proxies do not substitute for it. Geometry validity is only a weak signal on average (because, as we show, it is bimodal) and stays below our pre-registered target, while render-CLIP is at chance. A learned Bradley-Terry head collapses onto a single manifoldness statistic (giving render-CLIP a negative weight) and matches geometry-only exactly, so learning the feature weights buys nothing. The proxy is also bimodal: it is significantly above chance on contrasts with visible geometric defects but at chance on ambiguous contrasts, consistent with geometry validity tracking the judge only when the defect is visually salient. We therefore recommend the VLM-judge protocol as a reliable, reproducible evaluator under the conditions tested (two feed-forward generators on Google Scanned Objects, with a face-drop degradation regime) and advise against geometry/CLIP proxies as optimization targets.
Ali Asaria, Tony Salomone, Deep Gandhi
Jun 16, 2026cs.GR

Blended Chart Surfaces: A Seamless Explicit Representation for Smooth Surface Fitting

A surface representation suitable for geometry processing should be compact and explicit, provide global smoothness guarantees, support a wide range of surface topologies, and offer reliable access to differential quantities such as normals and surface energies, while remaining compatible with modern differentiable optimization. Existing neural representations typically sacrifice one or more of these properties: implicit fields typically require iso-surfacing for downstream use, while explicit neural maps are constrained by canonical-domain parametrizations or exhibit seam artifacts between local charts. We introduce Blended Chart Surfaces, a compact, network-free, explicit representation that is smooth by construction and anchored to user-provided topology. Given a coarse proxy mesh encoding the intended surface topology and approximate geometry, Blended Chart Surfaces jointly optimize for a polynomial map at each proxy vertex using an off-the-shelf optimizer to fit to an implicit target shape, avoiding the need for an input parametrization. Neighboring maps are fused using a smooth 'one-ring coordinate' blending scheme, decoupling topology and coarse geometry (carried by the proxy) from geometric details (carried by the local patches). The surface is globally smooth, fully differentiable, and enables stable evaluation of derivatives, making differential quantities and surface energies directly accessible. Additionally, our construction is equivariant to rigid motions and scaling of the proxy mesh. We evaluate Blended Chart Surfaces on various topologies and geometric complexity, and compare against explicit alternatives including interpolating-function baselines and mesh-displacement MLPs. Across these, Blended Chart Surfaces achieve a favorable trade-off among compactness, simplicity, access to differential quantities, and expressivity while remaining smooth across patch boundaries.
Romy Williamson, Niloy Mitra
Jun 16, 2026cs.HC

Toward Accessible Psychotherapy Training Using AI-Driven Interactive Patient Avatars

Training psychotherapists in evidence-based interventions such as Acceptance and Commitment Therapy (ACT) requires repeated practice with meaningful feedback, yet opportunities for safe, standardized training are limited by ethical, logistical, and resource constraints. We introduce a system designed to support ACT-oriented psychotherapy training through spoken dialogue with an embodied virtual patient. The system uses large language models to simulate patient behavior conditioned on profiles derived from real therapy sessions and configurable clinical scenarios, while a separate automated evaluator provides turn-by-turn feedback on therapist responses based on established ACT fidelity criteria. Rather than aiming to replace supervision, the system is intended to support deliberate practice by enabling experimentation, reflection, and immediate feedback in low-risk settings. Expert evaluation with practicing psychologists confirmed high realism in patient behavior and demonstrated that immediate turn-by-turn ACT feedback increased therapists' awareness of intervention choices and enabled effective experimentation with alternative responses. Quantitative evaluation across 49 therapy transcripts identified GPT-4o-mini as the optimal feedback model, achieving the lowest mean absolute error (MAE = 6.12) in replicating human supervisor ACT fidelity ratings with statistically significant agreement. This work demonstrates the potential of fidelity-aware simulated patients as a scalable complement to psychotherapy training.
Pascal Riachi, Sofie Kamber, Stella Brogna +2
Jun 16, 2026cs.GR

Edit3DGS: Unified Framework for Dynamic Head Editing via 2D Instruction-Guided Diffusion and 3D Gaussian Splatting

We present Edit3DGS, a unified framework for dynamic 3D head editing that integrates 2D instruction-guided diffusion with 3D Gaussian splatting. Unlike prior approaches that separately address frame-based edits or static 3D reconstruction, our method couples semantic controllability in the image domain with photorealistic, temporally consistent 3D representations. Given an input video, editable facial regions are masked and modified using a text-conditioned diffusion model to support fine-grained operations such as expression transformation, attribute modification, and appearance refinement. The edited frames are then aggregated through 3D Gaussian splatting to produce a coherent, high-fidelity avatar that preserves both identity and motion dynamics. To enforce consistency, Edit3DGS incorporates multi-view batch editing and lightweight inpainting strategies that recover lost expressions across timesteps. Experimental results demonstrate that our framework enables controllable, artifact-free head editing with smooth temporal transitions, offering practical applications in virtual avatars, immersive communication, film production, and interactive media.
Duy-Dat Tran, Trung-Nghia Le