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cs.GR: explore 76 source-linked works published from 2023 to 2026, with original documents and citations.

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Includes records with this source-supplied label or an explicit phrase match in their metadata. Matches indicate a mention, not proof that a paper uses a method or tests a material. Source versions are consolidated by DOI.

Sources: arxiv. Collection updated 2026-09-15. Counts describe this index, not the complete source archives.

No Pixel Left Behind: Filling Gaps in Anime Colorization

Animation production workflows often involve digital colorization of line art, where small unpainted regions ("gaps") frequently occur and remain an underexplored challenge. We conducted a formative study in Japanese animation (anime) pipelines and found that while the paint bucket tool is widely used for base coloring, tiny enclosed areas are frequently overlooked, resulting in time-consuming manual detection and filling. We introduce GapFill, a tool grounded in professional practices that reduces the effort of gap detection, zooming, and color selection. Our deep-learning method suggests appropriate fill colors by referencing surrounding regions, leveraging the flat-color nature of anime-style images. In a user study with 13 professional colorists, our system improved performance and usability in gap-filling tasks over conventional methods. The study also suggested that prediction accuracy alone is not the primary factor for usability, that appropriate colors can be contextually ambiguous, and that GapFill can complement existing tools depending on users' trust in new AI-powered assistance.

cs.HC

HyperSketch: Controllable Video Sketching in a Style Hyperspace

Vector sketch animation offers tremendous advantages for multimedia and creative design through concise line expressions and flexible editing. Learning-based generation methods of sketch animation have made significant progress in the last decade, but still suffer from limited style diversity and controllability. This paper presents a controllable video sketching method that automatically converts videos into multi-style vector sketch animations. A continuous style hyperspace is constructed by multi-dimensional sketch styles (fidelity, simplicity, text guidance strength) and the timeline. With this hyperspace, stroke control points are parameterized as 4-variable Bernstein polynomials, ensuring smooth and differentiable style transitions. A multi-task, multi-stage optimization framework is designed to learn stroke hyperparameters accurately and efficiently. We further developed a web-based interactive interface that allows real-time style manipulation via editable curves. Experiments show the style controllability, high-quality, and user-friendliness of our method, which outperforms SOTA methods.

cs.GR

Figures as Programs: Recursive Generation of Editable Scientific Figures

Scientific methodology figures are essential for communicating complex methods clearly, yet creating them remains labor-intensive and typically requires multiple rounds of refinement. Recent image-generation models can synthesize visually appealing raster figures, but producing a human-satisfactory result in a single generation step remains difficult. Moreover, precise edits to raster figures are challenging for both humans and models. We formulate scientific figure generation as recursive SVG program construction and propose \textsc{FigTree}, a \textit{multi-agent} system that automatically transforms a scientific paper into a structured vector figure. \textsc{FigTree} grounds figure content in the source paper, decomposes a figure into a hierarchy of local regions, generates each region as a short SVG program, and assembles the resulting fragments. A render-critic refinement loop jointly inspects the rendered figure and its underlying program, enabling visual defects to be traced to specific statements and accurately repaired. We conduct extensive evaluations of \textsc{FigTree} on figure quality and editability, showing that \textsc{FigTree} produces high-quality figures, while also enabling more effective editing than existing raster-based methods.

cs.AI

MeshSplatBench: A Unified Benchmark for Triangle-Based Neural Rendering

Triangle-based neural rendering bridges neural scene representations and conventional graphics pipelines by optimizing explicit geometric primitives compatible with standard rasterization hardware. However, existing approaches are evaluated almost exclusively within custom research renderers, obscuring their practical deployability in production engines. To bridge this gap, we introduce \textbf{MeshSplatBench}, a unified benchmark that systematically investigates triangle-based neural rendering across the complete pipeline from native optimization to game-engine deployment. MeshSplatBench establishes a standardized evaluation protocol while preserving each method's native optimization semantics, reproducing published results within $0.8\%$ PSNR deviation. Furthermore, we introduce a hierarchical Unity deployment protocol spanning three rendering tiers: native CUDA renderers, method-specific dedicated engine shaders, and standard opaque mesh pipelines, isolating the exact fidelity losses caused by engine adaptation \textit{vs.} representation reduction. Finally, we conduct a topological audit of reconstructed surfaces, demonstrating that explicit connectivity and shared indexing alone are insufficient to guarantee production-ready assets due to prevalent non-manifold structures, fragmented components, and boundary artifacts. Overall, MeshSplatBench demonstrates that rasterizability is merely a primitive-level attribute, whereas graphics readiness requires jthe holistic alignment of representation, topology, and engine compatibility. Source code will be released.

cs.GR

Anisotropic Green Coordinates

We live in a world filled with anisotropy, a ubiquitous characteristic of both natural and engineered systems. In this study, we concentrate on space deformation and introduce Anisotropic Green Coordinates (AGC), which provide versatile effects for cage-based and variational deformations in both two and three dimensions. The AGC are derived from the anisotropic Laplace equation $\nabla\cdot(\mathbf{A}\nabla u)=0$, where $\mathbf{A}$ is a symmetric positive definite (SPD) matrix. Based on this equation, we establish the boundary integral formulation, which is subsequently discretized to derive the deformation coordinates defined on the vertices and normals of oriented simplicial cages. Our method satisfies basic properties such as linear reproduction and translation invariance, and possesses closed-form expressions for both 2D and 3D scenarios. We also give an intuitive geometric interpretation of the approach, demonstrating that our method can generate a quasi-conformal mapping. We demonstrate both theoretically and empirically that the deformation effect is more pronounced when the normal of the cage face aligns with the eigenvector corresponding to the larger eigenvalue of $\mathbf{A}$. This indicates that anisotropy amplifies the deformation sensitivity along this direction, enabling more targeted cage design and matrix selection. Furthermore, we derive the gradients and Hessians of the deformation coordinates and employ the local-global optimization framework to facilitate variational shape deformation, enabling flexible shape manipulation while achieving as-rigid-as-possible (ARAP) shape deformation. Experimental results demonstrate that AGC offer versatile and diverse deformation options, providing artists with enhanced flexibility and introducing a novel perspective on spatial deformation.

cs.GR

VectorGym: A Multi-Task Benchmark for SVG Code Generation, Sketching and Editing

We introduce VectorGym, a comprehensive benchmark suite for Scalable Vector Graphics (SVG) that spans generation from text and sketches, complex editing, and visual understanding. VectorGym addresses the lack of realistic, challenging benchmarks aligned with professional design workflows. Our benchmark comprises four tasks with expert human-authored annotations: the novel Sketch2SVG task (VG-Sketch); a new SVG editing dataset (VG-Edit) featuring complex, multi-step edits with higher-order primitives; Text2SVG generation (VG-Text); and SVG captioning (VG-Cap). Unlike prior benchmarks that rely on synthetic edits, VectorGym provides gold-standard human annotations that require semantic understanding and design intent. We also provide a multi-task reinforcement learning baseline that jointly optimizes across all four tasks using rendering-based rewards. This baseline, built on GRPO with curriculum learning, trains a Qwen3-VL 8B model that achieves state-of-the-art performance among open-source models, surpassing much larger models including Qwen3-VL 235B and matching GPT-4o. We also introduce a VLM-as-a-Judge metric for SVG generation, validated through human correlation studies. Our evaluation of frontier VLMs reveals significant performance gaps, positioning VectorGym as a rigorous framework for advancing visual code generation.

cs.GR

DiffHDR: Re-Exposing LDR Videos with Video Diffusion Models

Most digital videos are stored in 8-bit low dynamic range (LDR) formats, where much of the original high dynamic range (HDR) scene radiance is lost due to saturation and quantization. This loss of highlight and shadow detail precludes mapping accurate luminance to HDR displays and limits meaningful re-exposure in post-production workflows. Although techniques have been proposed to convert LDR images to HDR through dynamic range expansion, they struggle to restore realistic detail in the over- and underexposed regions. To address this, we present DiffHDR, a framework that formulates LDR-to-HDR conversion as a generative radiance inpainting task within the latent space of a video diffusion model. By operating in Log-Gamma color space, DiffHDR leverages spatio-temporal generative priors from a pretrained video diffusion model to synthesize plausible HDR radiance in over- and underexposed regions while recovering the continuous scene radiance of the quantized pixels. Our framework further enables controllable LDR-to-HDR video conversion guided by text prompts or reference images. To address the scarcity of paired HDR video data, we develop a pipeline that synthesizes high-quality HDR video training data from static HDRI maps. Extensive experiments demonstrate that DiffHDR significantly outperforms state-of-the-art approaches in radiance fidelity and temporal stability, producing realistic HDR videos with considerable latitude for re-exposure.

cs.CV

Training and Agentic Inference Strategies for LLM-based Manim Animation Generation

Generating programmatic animation using libraries such as Manim presents unique challenges for Large Language Models (LLMs), requiring spatial reasoning, temporal sequencing, and familiarity with domain-specific APIs that are underrepresented in general pre-training data. A systematic study of how training and inference strategies interact in this setting is lacking in current research. This study introduces ManimTrainer, a training pipeline that combines Supervised Fine-tuning (SFT) with Reinforcement Learning (RL) based Group Relative Policy Optimisation (GRPO) using a unified reward signal that fuses code and visual assessment signals, and ManimAgent, an inference pipeline featuring Renderer-in-the-loop (RITL) and API documentation-augmented RITL (RITL-DOC) strategies. Using these techniques, this study presents the first unified training and inference study for text-to-code-to-video transformation with Manim. It evaluates 17 open-source sub-30B LLMs across nine combinations of training and inference strategies using ManimBench. Results show that SFT generally improves code quality, while GRPO enhances visual outputs and increases the models' responsiveness to extrinsic signals during self-correction at inference time. The Qwen 3 Coder 30B model with GRPO and RITL-DOC achieved the highest overall performance, with a 94% Render Success Rate (RSR) and 85.7% Visual Similarity (VS) to reference videos, surpassing the baseline GPT-4.1 model by +3 percentage points in VS. Additionally, the analysis shows that the correlation between code and visual metrics strengthens with SFT and GRPO but weakens with inference-time enhancements, highlighting the complementary roles of training and agentic inference strategies in Manim animation generation.

cs.AI

Real-Time Neural Hair G-Buffer Anti-Aliasing

We propose a lightweight real-time method for reconstructing strand-based hair G-Buffers from severely undersampled rasterized inputs. Our pipeline first applies neural spatial reconstruction and temporal accumulation to recover hair coverage, i.e., fractional hair visibility within a pixel, and tangent. It then uses a tangent-guided reconstruction step to complete the position, which is subsequently used for physically based deferred hair shading. We evaluate our method across a diverse set of hairstyles, including straight, wavy, afro, and ponytail styles, under both static and dynamic scenarios. Our method achieves higher hair reconstruction quality than general industrial neural reconstruction solutions such as DLSS and FSR.

cs.GR

ExMesh: Explicit Mesh Reconstruction with Topology Adaptation

Reconstructing surface meshes from multi-view images has remained a core challenge in recent years. Most existing methods, whether implicit or explicit, depend on intermediate representations and post-processing steps like Marching Cubes or TSDF fusion, often resulting in artifacts and fragmented geometry. Directly optimizing explicit meshes is a promising approach. However, it presents two critical challenges. The first is how to adaptively refine mesh topology to capture detail without introducing degenerate faces. The second is how to maintain consistent UV coordinates for high-fidelity texturing as the mesh structure evolves. To overcome these, we propose ExMesh, a novel framework that directly optimizes explicit meshes by integrating differentiable optimization with discrete topology updates. Specifically, we introduce an adaptive vertex splitting and merging strategy, along with real-time UV maintenance, to enable coarse-to-fine optimization while preserving geometric integrity. To our knowledge, ExMesh is the first framework to seamlessly integrate discrete topology operations into a continuous differentiable optimization pipeline. Extensive experiments demonstrate that ExMesh achieves a balance among accuracy, computational efficiency, and mesh conciseness.

cs.CV

PXDepth: Pixel-Space Modeling for Structure Preserving Monocular Depth Estimation

Recent monocular depth estimators achieve strong zero-shot generalization, yet often struggle to preserve fine-grained structures and object boundaries. We attribute this limitation to the prevalent combination of large-patch ViT encoders and convolutional decoders, as coarse tokenization can weaken pixel-level cues that upsampling cannot fully recover. To address this issue, we propose PXDepth, a discriminative monocular depth model that separates global context modeling from pixel-level depth prediction. Specifically, a large-patch ViT captures global scene context, while a pixel-space predictor composed of Context-Modulated Pixel Transformer blocks maintains high-resolution spatial representations throughout depth estimation. This design preserves fine structures and sharp boundaries without sacrificing global depth consistency. Across diverse zero-shot benchmarks, PXDepth combines faithful local geometry with competitive global depth accuracy while remaining efficient at inference. Our code and model are available at https://yuanzhy29.github.io/PXDepth-Page/.

cs.CV

When Images Look Right and Retrieve Wrong: Coverage-Guided Cross-Scale Re-Indexing for Knowledge-Faithful Generative Perception

Multimodal information systems increasingly route generated visual content back through the same vision-language index that informed its production, so the output must remain retrievable by the queries it was meant to serve. When the scene contains entities at vastly different scales, existing language-guided generators condition on a single, globally pooled text embedding and quietly drop scale-specific concepts, breaking concept-query retrieval even when pixel fidelity is high. We formalise this failure as semantic collapse and propose CERES, a closed-loop multimodal indexing framework that builds a three-level semantic pyramid, mines implicit concepts via a co-occurrence-aware router, performs scale-routed cross-attention into a lightweight U-Net generator, and verifies coverage by re-indexing the generated image with the same frozen VLM. A continuously differentiable soft-Jaccard coverage objective returns dense gradients to the 0.39 M-parameter generator under explicit non-degeneracy conditions, and coverage is verified by an independent DINOv2 linear probe trained only on external scene and object labels. On four pansharpening benchmarks across seven settings, CERES delivers the new state of the art with the largest gains where scale variation is most extreme (+4.64% relative Q2n and +9.7 mAP for DOTA detection). It also improves concept-query retrieval Recall@5 by +14.0 points and image-text mean reciprocal rank by 0.19 over the strongest baseline, showing that the closed loop preserves queryable content rather than self-referential feature consistency.

cs.MM

FoldingAgent: Inferring Parametric Origami Procedures from Demonstration Videos

We present FoldingAgent, an agentic framework for inferring explicit parametric folding programs directly from origami demonstration videos. Our framework leverages the reasoning power of a pre-trained Vision-Language Model (VLM) equipped with a suite of specialized tools that enable the agent to simulate geometric transitions, verify physical plausibility, retrieve and compare visual content, and evaluate its own predictions. To translate visual content into folding programs, we define a parametric space that consists of the paper's geometry and a set of parametric folding actions. Unlike models that predict static crease patterns, our agent operates sequentially and possesses the ability to re-plan its actions, effectively mitigating the compounding errors inherent in multi-step folding. Our approach takes a step toward closing the gap between human origami knowledge, which is primarily shared through unstructured visual demonstrations, and computational methods, which typically rely on structured, parametric representations such as a crease pattern or an executable parametric plan. We evaluate our approach on PurelandFold, a newly curated benchmark of diverse Pureland origami videos with ground-truth geometry and action labels. Our results demonstrate that by combining VLM reasoning with a set of specialized tools and physical simulation, we can successfully transform unstructured visual demonstrations into executable, physically plausible folding procedures.

cs.CV

It's Not Just a Phase: Creating Phase-Aligned Peripheral Metamers

Novel display technologies can deliver high-quality images across a wide field of view, creating immersive experiences. While rendering for such devices is expensive, most of the content falls into peripheral vision, where human perception differs from that in the fovea. Consequently, it is critical to understand and leverage the limitations of visual perception to enable efficient rendering. A standard approach is to exploit the reduced sensitivity to spatial details in the periphery by reducing rendering resolution, so-called foveated rendering. While this strategy avoids rendering part of the content altogether, an alternative promising direction is to replace accurate and expensive rendering with inexpensive synthesis of content that is perceptually indistinguishable from the ground-truth image. In this paper, we propose such a method for the efficient generation of an image signal that substitutes the rendering of high-frequency details. The method is grounded in findings from image statistics, which show that preserving appropriate local statistics is critical for perceived image quality. Based on this insight, we extrapolate several local image statistics from foveated content into higher spatial frequency ranges that are attenuated or omitted in the rendering process. This rich set of statistics is later used to synthesize a signal that is added to the initial rendering, boosting its perceived quality. We focus on phase information, demonstrating the importance of its alignment across space and frequencies. We calibrate and compare our method with state-of-the-art strategies, showing a significant reduction in the content that must be accurately rendered at a relatively small extra cost for synthesizing the additional signal.

cs.GR

RefRetouch: Personalized Image Retouching without Test-time Fine-tuning

Personalized image retouching aims to adapt retouching styles of individual users from reference examples, but existing methods often require user-specific fine-tuning or fail to generalize effectively. To address these challenges, we introduce \textbf{RefRetouch}, a general framework for personalized image retouching that instantly adapts to user retouching styles without any test-time fine-tuning. It employs an \textit{asymmetric auto-encoder} to encode the retouching style from paired examples into a content disentangled latent representation that enables faithful transfer of the retouching style to new images. To adaptively apply the encoded retouching style to new images, we further propose \textit{retrieval-augmented retouching} (RAR), which retrieves and aggregates style latents from reference pairs most similar in content to the query image. With these components, \textbf{RefRetouch} enables superior and generic content-aware retouching personalization across diverse scenarios, including single-reference, multi-reference, and mixed-style settings, while also generalizing out of the box to photorealistic style transfer.

cs.GR

FrameTwin: Curve-Anchored Gaussian Alignment from Sparse Views for Adaptive Wireframe 3D Printing

We present FrameTwin, a curve-anchored Gaussian alignment framework that uses sparse-view images to close the control loop for adaptive wireframe 3D printing. Our key idea is to capture the deformation of thin wireframe structures from sparse-view images using Gaussian kernels anchored to parametric curves, yielding a compact and geometry-aware encoding that explicitly captures strut topology. Driven by a differentiable rendering pipeline, FrameTwin estimates a neural deformation field that aligns the partially printed target model with the deformed structure observed during fabrication, where the optimized curve-Gaussian representation serves as a digital twin of the evolving wireframe. Unlike general Gaussian-splatting approaches, our formulation constrains kernel placement along parametric curves, substantially reducing the ambiguity inherent in sparse-view observations of thin structures. The resultant deformation-field alignment enforces global consistency across all struts. By using the estimated deformation field to blend the distorted printed geometry with the remaining unprinted geometry, FrameTwin enables adaptive updates to future printing trajectories. We demonstrate that FrameTwin can robustly capture and compensate for deformation in wireframe models fabricated using a robotized 3D printing system.

cs.GR

TailorCoPilot: Enabling Agentic Pattern Making with Version-Controlled State Tracking

Experience-driven manufacturing, such as garment pattern making, faces a severe generational skills gap because its core expertise relies on undocumented tacit knowledge forged through day-to-day practice. To address this challenge, we present TailorCoPilot, an agentic pattern-making system built upon a specially designed version-control backend TailorTrace. TailorTrace models sewing patterns as structured, discrete states and records their transformations during the pattern-making process as explicit operation sequences defined upon the geometry primitives in the sewing pattern (panels, edges, vertices and stitches). Integrated into a conventional pattern-making GUI, TailorTrace enables seamless documentation of senior experts' tacit pattern-making knowledge without breaking their daily workflow. The documented knowledge further offers interactive, pedagogical scaffolding for novices, while providing a robust foundation to power TailorCoPilot and train future generative AI models. In a user study with novices and advanced novices, TailorCoPilot improved task completion rates, reduced time and perceived workload, and yielded higher-quality artifacts compared to skill-appropriate baselines. Ultimately, TailorCoPilot demonstrates a viable pathway to capture practice-based expertise, operationalizing it to support both generative AI advancements and human apprenticeship.

cs.HC

As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.

cs.GR
Compare source metadata on this page
WorkPublishedSource identifierSource
No Pixel Left Behind: Filling Gaps in Anime Colorization2026-09-012609.00800arxiv
HyperSketch: Controllable Video Sketching in a Style Hyperspace2026-09-012609.00919arxiv
Figures as Programs: Recursive Generation of Editable Scientific Figures2026-09-012609.01006arxiv
MeshSplatBench: A Unified Benchmark for Triangle-Based Neural Rendering2026-09-012609.01306arxiv
Anisotropic Green Coordinates2026-08-312512.20386arxiv
VectorGym: A Multi-Task Benchmark for SVG Code Generation, Sketching and Editing2026-08-312603.29852arxiv
DiffHDR: Re-Exposing LDR Videos with Video Diffusion Models2026-08-312604.06161arxiv
Training and Agentic Inference Strategies for LLM-based Manim Animation Generation2026-08-312604.18364arxiv
Real-Time Neural Hair G-Buffer Anti-Aliasing2026-08-312605.17557arxiv
ExMesh: Explicit Mesh Reconstruction with Topology Adaptation2026-08-312606.07288arxiv
PXDepth: Pixel-Space Modeling for Structure Preserving Monocular Depth Estimation2026-08-312608.16984arxiv
When Images Look Right and Retrieve Wrong: Coverage-Guided Cross-Scale Re-Indexing for Knowledge-Faithful Generative Perception2026-08-312608.20810arxiv
FoldingAgent: Inferring Parametric Origami Procedures from Demonstration Videos2026-08-312609.00377arxiv
It's Not Just a Phase: Creating Phase-Aligned Peripheral Metamers2026-08-302601.19425arxiv
RefRetouch: Personalized Image Retouching without Test-time Fine-tuning2026-08-302602.17044arxiv
FrameTwin: Curve-Anchored Gaussian Alignment from Sparse Views for Adaptive Wireframe 3D Printing2026-08-302605.09362arxiv
TailorCoPilot: Enabling Agentic Pattern Making with Version-Controlled State Tracking2026-08-302608.25462arxiv
As-Rigid-As-Possible Deformation of Gaussian Radiance Fields2026-08-302608.29538arxiv

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