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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.

DesignAsCode: Bridging Structural Editability and Visual Fidelity in Graphic Design Generation

Graphic design generation demands a delicate balance between high visual fidelity and fine-grained structural editability. However, existing approaches typically bifurcate into either non-editable raster image synthesis or abstract layout generation devoid of visual content. Recent combinations of these two approaches attempt to bridge this gap but often suffer from rigid composition schemas and unresolvable visual dissonances (e.g., text-background conflicts) due to their inexpressive representation and open-loop nature. To address these challenges, we propose DesignAsCode, a novel framework that reimagines graphic design as a programmatic synthesis task using HTML/CSS. Specifically, we introduce a Plan-Implement-Reflect pipeline, incorporating a Semantic Planner to construct dynamic, variable-depth element hierarchies and a Visual-Aware Reflection mechanism that optimizes the code to rectify rendering artifacts. Extensive experiments demonstrate that DesignAsCode significantly outperforms baselines in both structural validity and aesthetic quality. Furthermore, our code-native representation unlocks advanced capabilities, including automatic layout retargeting, complex document generation (e.g., resumes), and CSS-based animation. Our project page is available at https://liuziyuan1109.github.io/design-as-code/.

cs.GR

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.

cs.CV

Reliability-Aware Monocular Depth Supervision for Sparse-View Neural Reconstruction

Sparse-view neural reconstruction in outdoor driving is challenging due to narrow forward-facing trajectories and limited multi-view overlap, and monocular depth priors, though dense, are noisy and not uniformly reliable. We use Depth Anything V2 (DA-V2) as a dense monocular depth prior, align its per-image scale and shift to metric depth using sparse anchors (LiDAR and COLMAP) and apply depth supervision selectively through photometric masks generated from an RGB-only baseline model, and evaluate on Mip-NeRF-360 and Splatfacto. On KITTISeq02, masked depth supervision gives only marginal gains for Mip-NeRF-360 and does not improve geometry. In contrast, Splatfacto benefits clearly, improving PSNR from 14.903 to 15.932 and reducing RMSE from 0.542 to 0.100. Against global supervision, the proposed mask achieves 0.44-0.70,dB PSNR gains across KITTI sequences 00/02/05 at tied or better RMSE, while yielding no change on Mip-NeRF-360. This indicates the mask primarily enhances rendering fidelity rather than geometry. Matched-ratio ablations and two further KITTI fragments confirm the gains come from selecting reliable low-error regions, rather than from fewer pixels. On the Bicycle scene, depth supervision improves geometry but hurts RGB rendering quality when multi-view coverage is already strong. Using DA-V2 as a representative prior, results suggest that monocular depth priors are valuable for under-constrained sparse-view reconstruction when applied selectively with moderate weighting.

cs.CV

TopoSurfel: Closing the Loop between Gaussian Surfels and Meshes for Surface Reconstruction

3D Gaussian Splatting has achieved remarkable success in novel view synthesis. However, extracting high-fidelity surfaces directly from 3DGS remains challenging due to its discrete and unstructured nature. Existing 3DGS-based reconstruction methods typically rely on multi-view geometric consistency or local constraints. Without an explicit structured geometric prior during optimization, these methods often struggle to resolve structural ambiguities, leading to artifacts and floaters, particularly in textureless or occluded regions. To address this limitation, we propose TopoSurfel, a novel framework that closes the loop between Gaussian surfels and continuous meshes. Unlike recent methods that incorporate mesh extraction into the differentiable pipeline by introducing auxiliary neural networks or extra per-Gaussian parameters, we dynamically extract a continuous proxy mesh via a non-trainable differentiable iso-surfacing process. Leveraging this differentiable connection, we introduce a mesh-guided surfel evolution strategy, including normal alignment and geometry-aware density control, to effectively suppress floaters and fill surface holes. Furthermore, to address the initialization challenges in large-scale environments, we propose a spatially aware hybrid re-initialization strategy that ensures robust reconstruction across complex scenes. Extensive experiments demonstrate that TopoSurfel achieves competitive geometric reconstruction accuracy while maintaining high-quality mesh-based novel view synthesis. The code for our method is available at https://github.com/Fan-Treasure/TopoSurfel.

cs.CV

ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition

Multi-view reconstruction extends beyond surface recovery to editable and relightable mesh assets. Such assets require well-formed topology, valid UV parameterization, and explicit PBR material maps. Existing surface reconstruction approaches optimize implicit fields, Gaussian primitives, or other intermediate representations. Converting them into such assets often requires surface extraction and texture baking. Inverse-rendering methods estimate materials and illumination, yet these components often remain tied to neural fields or point-based primitives rather than the final mesh. Joint optimization of geometry, materials, and lighting may also allow these variables to compensate for one another, leading to ambiguous decomposition. To address these limitations, we present ExMesh++, a staged framework for reconstructing relightable UV-PBR mesh assets from multi-view images. The first stage refines explicit mesh geometry and topology through adaptive vertex splitting and merging, while maintaining UV consistency as the topology changes. The second stage fixes the resulting mesh-UV carrier and optimizes UV-space PBR maps together with environment lighting. Building on this stable carrier, ExMesh++ models one-bounce diffuse indirect illumination through secondary-ray tracing with shared UV-PBR materials. Experiments demonstrate competitive geometry accuracy, strong relighting performance, and direct usability of the exported assets in standard DCC workflows.

cs.GR

Asymmetric Phase Coding Video Watermarking

Existing video watermarking systems are symmetric: the party that can verify a mark holds the extractor weights or generator secret and can therefore also embed one. Benchmarks confirm the consequence, reporting that white-box forgery defeats all evaluated methods. We present a training-free video watermark that removes the shared secret. The signer embeds a complete Ed25519 signature into the phase spectrum of the chroma plane; any party holding the 32-byte public key and public per-video metadata verifies offline, with no model, no registry, and no network. The payload, 1024 bits of signed message with error correction, is an order of magnitude above common learned payloads and is carried by three design elements: a run-length temporal layout whose decoder identifies payload groups by correlation and never reads a frame index, a payload-free search that recovers scale, rotation, and translation from the carrier itself, and a closed-loop signing procedure that selects each video's embedding strength by self-verification through the unchanged public verifier. On 1000 uncurated real-world clips the system ships a verifying signature for 99.3% of the corpus and accepts a wrong public key zero times in 1000 attempts. An attack-aware acceptance gate yields embeddings that survive H.264 re-encoding at 100% and 50% rescaling at 97.4% on gated clips. The signature also verifies through a real display and capture loop, an axis absent from published evaluations.

cs.CR

ECHO: Dyadic 3D Facial Motion Generation with Asymmetric Deterministic Articulation and Stochastic Reaction

We propose ECHO for dyadic 3D facial motion generation under a strict dual-stream audio-only setting, formulating the problem as an asymmetric task involving speech-constrained articulation and one-to-many listener reactions. To address this asymmetry, ECHO decomposes motion into a deterministic anchor that captures stable speech-correlated structure and a stochastic residual that models the remaining one-to-many interaction dynamics. On top of this backbone, Motion Memory acts as a training-only regularizer during brief late-stage fine-tuning to provide local priors for weakly conditioned listening windows, while semantic-group scaling controls residual injection across expression, jaw, and neck. This design balances speaking-side articulatory fidelity with listening-side realism and diversity in a single generation process. Results from unified, state-wise, and ablation evaluations show that conversational 3D motion benefits from decomposing stable and uncertain components rather than applying stochasticity uniformly. ECHO provides a practical formulation and technical basis for deployable conversational digital humans under strict audio-only conditions.

cs.GR

SeMoCo: A Semantic-First Motion Codec for Motion Language Modeling

Discrete motion representations have substantially advanced autoregressive text-to-motion generation. However, most motion tokenizers are optimized for reconstruction and do not explicitly allocate capacity according to semantic role. Action-level meaning and fine-grained kinematic detail must therefore be encoded through the same reconstruction-driven hierarchy. We introduce SeMoCo, a semantic-first motion codec, together with a dual-axis motion generator for language-conditioned motion generation. Each motion token contains one semantic token and a residual sequence of kinematic tokens. The generator models semantic progression across time and autoregressively refines the residual entries. We also construct $Ω$-MotionVerse, a large-scale, multi-source human-motion dataset unified under the SOMA representation. Across the reported comparisons, SeMoCo achieves the best reconstruction accuracy among the compared codecs, while strong text-to-motion results demonstrate the effectiveness of its motion tokens for downstream generation.

cs.CV

Thread-Efficient Decoding for Neural Texture Compression

Neural texture compression (NTC) achieves higher compression ratios than BCn formats but suffers from GPU thread divergence, which significantly reduces runtime performance. In this work, we propose a shared decoder MLP architecture -- trained with a gradual decoder freezing schedule -- combined with texture clustering to reduce thread divergence by 25%-52% while preserving rendering quality. We evaluate our method on over 500 textures and multiple real rendering scenes, demonstrating up to 8.48x speedup on the Radeon RX 9070 XT GPU compared to non-shared baselines. Our key contributions include: (1) a unified shared decoder architecture that reduces divergence by grouping textures; (2) a training recipe with gradual decoder freezing that improves stability and reconstruction accuracy; (3) a semantic clustering strategy using CLIP embeddings that groups similar textures for effective decoder sharing; and (4) comprehensive performance and ablation studies validating our approach.

cs.CV

What Will This Copper Look Like Later? Forecasting Surface Appearance and Rendering It as a PBR Material

Digital design requires predicting how a metal surface will look later in its oxidation; this paper presents such a pipeline for copper. Given a fixed-camera observation, the system forecasts appearance 10 accelerated units ahead and converts it into the albedo, normal, roughness and metallic maps a renderer consumes. Forecasting is evaluated as an authoring tool would use it, on a copper specimen the system has not observed: an entire recording is held out, so training and checkpoint selection use one specimen and the test set is the whole of a second, recorded on a different day and condition. Under this protocol a learned spatio-temporal model with a monotone oxidation state, the most accurate forecaster within a single recording, is less accurate than copying the last observed frame on an unseen specimen, in both directions, as are three further trained architectures. The only forecaster that transfers is a closed-form global color extrapolation with no trained parameters, improving on copy-last-frame by 13.4% and 50.6%, with a margin that increases with horizon to +16.7% and +55.5% at t+10. Two controls qualify this: correcting every frame for the photometric drift measured on a non-oxidizing reference region leaves both margins intact, ruling out uncontrolled exposure as their source, and a moving-block bootstrap over the 6 independent windows each recording contains separates the larger margin from zero but leaves the smaller one not individually significant. The mechanism is measured: a learned susceptibility map encodes where corrosion begins on the training specimen and misleads on a new one, whereas the global color trajectory is what specimens share. The pipeline therefore deploys the closed-form forecaster for unseen specimens and the learned model only for continuing one already observed. Code, splits, protocol and leakage audit are released.

cs.GR

Transparency Rendering in Computer-Aided Design: Methodologies, Trade-offs, and Challenges

This paper surveys the state of transparency rendering in Computer-Aided Design (CAD), with a focus on both practical deployment in industrial systems and the underlying algorithms. We first review current approaches to transparency rendering in CAD environments and outline application scenarios in which accurate and performant transparency is critical for design inspection, communication, and decision-making. We then analyze the trade-offs between approximate and exact transparency techniques, comparing their performance-quality balance on desktop and mobile platforms and discussing criteria for selecting appropriate methods. The survey further identifies the need for robust benchmarks, quality metrics, and evaluation methodologies tailored to CAD-specific visualization tasks. We examine techniques for emphasizing important interior components such as importance-driven transparency, silhouette-based methods, and related approaches to support effective spatial understanding in complex assemblies. Finally, we discuss the unique challenges of rendering transparent constructive solid geometry (CSG) objects, including robustness, correctness, and integration with modern rendering pipelines. Collectively, these contributions characterize current capabilities, systematize open problems, and outline future research directions for transparency rendering in CAD visualization.

cs.GR

mmIR: Frequency-Space Inverse Rendering for 3D Millimeter-Wave Radar ADC Synthesis

High-resolution 3D radar data is scarce. Commodity mmWave sensors use small antenna arrays that limit angular resolution to several degrees, and existing datasets provide only 2D range-azimuth maps or sparse point clouds rather than raw analog-to-digital converter (ADC) signals. Hardware scaling is expensive, synthetic-aperture scanning is impractical at fleet scale, and learned synthesis methods are bottlenecked by the very data shortage they aim to address. We present mmIR, an open-source differentiable frequency-modulated continuous-wave (FMCW) radar inverse renderer that fits a physics-based forward model to real captures and re-renders from dense virtual apertures to synthesize high-resolution 3D radar data. Because radar resolution is too coarse to recover geometry directly, mmIR performs LiDAR-assisted inverse rendering: using LiDAR-derived meshes as a geometric scaffold, mmIR optimizes per-vertex International Telecommunication Union (ITU) physics materials, vertex normals, and antenna beam patterns through end-to-end automatic differentiation of a phase-coherent multiple-input multiple-output (MIMO) forward model with multi-bounce propagation, polarization, and free-space diffraction. On seven outdoor and six indoor ColoRadar scenes, mmIR achieves 0.914 mean Pearson correlation on range-azimuth maps versus 0.307 for Sionna-RT. Scenes trained on a cascaded imaging radar transfer to a co-located single-chip radar without re-training (0.554 correlation), and dense virtual arrays (100x100 elements) produce single-frame 3D occupancy validated against LiDAR. Project page: https://mmwave-inverse-rendering.github.io/

cs.CV

Visual Cue Interactions in AR-Guided Needle Insertion: A Prostate Biopsy-Inspired Phantom Study

Despite the apparent simplicity of the motor action involved during percutaneous needle procedures, manipulating the tool's direction becomes challenging when clinicians cannot directly visualize internal anatomy and must rely on ultrasound images, which increase cognitive demand. Augmented reality (AR) offers the promise to assist with these tasks by providing pertinent visual information in the clinician's field of view. However, simply providing visual information that ignores meaningful visual cues can complicate depth perception and spatial understanding. In this work, we introduce and evaluate three visualization techniques for needle alignment developed during design sessions with medical experts: a localized focus-and-context window, a color-based proximity encoding, and an explicit trajectory overlay. These techniques were evaluated in a user study (n=26) including clinical experts (n=7) using a prostate-biopsy-inspired phantom. Results from this study suggest that cue effects depended on the surrounding cue configuration and user expertise. For novices, explicit trajectory overlay improved targeting accuracy and reduced retreat behavior, but its effect on completion time varied across cue configurations, with slower performance when the overlay was presented alone. For experts, the focus-and-context window reduced completion time and retreat events, while color-based proximity overlay improved completion time. Subjectively, color cues were often perceived as helpful even when their effects on accuracy were not consistent. These results suggest that AR guidance strategies for percutaneous interventions should consider user expertise and visual context.

cs.GR

The Role of Mixed and Augmented Reality in Medical Visualization: Literature Review and A Context-Aware Taxonomy

The discovery and evolution of medical imaging technologies have enabled non-invasive visualization of internal anatomy that has be- come essential for supporting diagnosis, monitoring, and treatment. However, because medical imaging relies on complex physical processes and contrast mechanisms for image formation, imaging alone is not sufficient to enable humans to leverage the resulting in- formation fully. In addition, traditional methods to visualize the resulting information use two-dimensional displays to present three-dimensional anatomical structures. The introduction of Augmented and Mixed Reality (AR/MR) technologies offers an opportunity to provide valuable paradigms for medical imaging visualization, allowing users to observe, explore, and interact with anatomical infor- mation in more spatially intuitive ways. However, naive implementation without careful design considerations can lead to perceptual inconsistencies, potentially compromising utility and effectiveness. In this paper, we present a structured taxonomy of medical AR/MR visualization strategies aimed at providing clearer insight into how visualization design varies across clinical use cases. The taxonomy organizes techniques based on four core design components: image modality, data dimensionality, display technology, and clinical application. In addition, we introduce two critical dimensions that are often overlooked in the literature: visualization anchoring (the spatial relationship between virtual content and the physical world), and perceptual awareness (the use of visual cues to support spatial interpretation). Together, these components form a comprehensive taxonomy, offering a detailed framework for selecting appropriate visualization techniques in medical applications.

cs.GR

ABCD: Alpha-Composited Block Coordinate Descent: Constant-VRAM Training for Large Radiance Fields

We present ABCD (Alpha-Composited Block Coordinate Descent), an out-of-core training framework for alpha-composited radiance fields, instantiated here for 3D Gaussian Splatting. Our method reformulates training as block coordinate descent over spatial partitions: only one block of parameters is active at a time, while all others are frozen. By exploiting the associativity of alpha blending, these inactive regions can be pre-rendered and collapsed into foreground and background RGBA images. As a result, for fixed partition size and image resolution, peak VRAM becomes O(1) with respect to total scene extent, rather than growing with full scene size. This enables GPUs with limited memory to train scenes that would otherwise not fit in core. In experiments, our method closely preserves the reconstruction quality of 3DGS, with less than 5% PSNR degradation, while ABCD with compositing ablated suffers roughly 40% degradation. Our code can be found at https://github.com/shiukaheng/abcd

cs.CV

Evaluating Constrained Iterative Refinement for Scalable Vector Graphics Generation with Off-the-Shelf VLMs

Scalable Vector Graphics (SVGs) power much of the modern visual ecosystem, yet state-of-the-art generative models focus almost entirely on rasterized images. We explore whether inference-time methods can unlock SVG generation capabilities in off-the-shelf vision-language models (VLMs). We systematically evaluate a constrained iterative refinement harness that combines visual feedback, structured editing, and constrained decoding to characterize the capabilities and limitations of current VLMs for SVG generation. Across multiple VLMs and generation settings, we find that constrained decoding improves compilation success rates, while iterative refinement reveals a deficit in visual reasoning and self-correction. Our results highlight both the promise and current limitations of using inference-time methods to adapt general-purpose VLMs for SVG generation.

cs.CV

Electrospun Fields: 3D Nano-Fiber Material Computation as Design Method

We present a robotic electrospinning platform and design method for depositing nanofiber membranes onto non-planar, three-dimensional conductive geometries. Conventional electrospinning relies on fixed emitters and planar grounded collectors, which restricts deposition to flat substrates: on concave geometries, field shielding prevents fibers from reaching recessed regions, and material bridges across elevated features instead. We address this with a custom end-effector integrated with a six-axis UR20 arm. The tool carries a localized stepper-driven syringe pump that maintains consistent polymer flow independent of orientation, and routes high-voltage DC (up to 25 kV) directly to a robot-mounted needle, turning the arm into a mobile emitter with full kinematic control over position, orientation, working distance, and traversal velocity. Toolpaths that continuously reorient the emitter along surface normals give access to concave topologies unreachable by fixed-axis systems. We characterize the resulting deposition behavior in two parts. A catalog of four bio-compatible polymer systems (PEO, PVA, keratin-PEO, silk-PEO) establishes the operating envelope, reporting deposition speed, jet stability, fiber size, alignment, and durability for each. A taxonomy of 3D-printed conductive scaffolds spanning geometric primitives, hybrid compositions, and square, triangular, and hexagonal lattices links collector geometry to fiber alignment, density, and cross-void bridging. We also demonstrate programmable grounding, in which selectively energized pins in an array steer deposition without changing physical geometry. Assembly instructions and toolpath-generation code are released as an open-source repository.

cond-mat.soft

Lipschitz Extension Initialization for Moving Least Squares Reconstruction from Sparse Irregular Samples

The idea of using Lipschitz extensions [1,2], or Gradually Varied Functions (GVFs)[3], for mesh-free scattered data reconstruction was proposed by the author in 2012 [4]. However, its practical application to modern mesh-free reconstruction methods has not been fully explored. Motivated by recent advances in computational tools, including AI-assisted mathematical programming and software development, we revisit this idea and investigate the use of a Lipschitz extension as an initialization step for Moving Least Squares (MLS) reconstruction [5,6]. Our computational experiments indicate that this initialization significantly improves the stability and reconstruction accuracy of MLS under sparse and irregular sampling. This is a preliminary study intended to establish feasibility; a fuller evaluation with additional benchmarks and comparisons is left to future work.

eess.SP
Compare source metadata on this page
WorkPublishedSource identifierSource
DesignAsCode: Bridging Structural Editability and Visual Fidelity in Graphic Design Generation2026-08-292602.17690arxiv
FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image2026-08-292606.24232arxiv
Reliability-Aware Monocular Depth Supervision for Sparse-View Neural Reconstruction2026-08-292607.02554arxiv
TopoSurfel: Closing the Loop between Gaussian Surfels and Meshes for Surface Reconstruction2026-08-292608.20687arxiv
ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition2026-08-292608.24109arxiv
Asymmetric Phase Coding Video Watermarking2026-08-292608.29212arxiv
ECHO: Dyadic 3D Facial Motion Generation with Asymmetric Deterministic Articulation and Stochastic Reaction2026-08-292609.05506arxiv
SeMoCo: A Semantic-First Motion Codec for Motion Language Modeling2026-08-282608.24334arxiv
Thread-Efficient Decoding for Neural Texture Compression2026-08-282608.27888arxiv
What Will This Copper Look Like Later? Forecasting Surface Appearance and Rendering It as a PBR Material2026-08-282608.28102arxiv
Transparency Rendering in Computer-Aided Design: Methodologies, Trade-offs, and Challenges2026-08-282608.28310arxiv
mmIR: Frequency-Space Inverse Rendering for 3D Millimeter-Wave Radar ADC Synthesis2026-08-282608.28913arxiv
Visual Cue Interactions in AR-Guided Needle Insertion: A Prostate Biopsy-Inspired Phantom Study2026-08-272608.27620arxiv
The Role of Mixed and Augmented Reality in Medical Visualization: Literature Review and A Context-Aware Taxonomy2026-08-272608.27644arxiv
ABCD: Alpha-Composited Block Coordinate Descent: Constant-VRAM Training for Large Radiance Fields2026-08-272608.27735arxiv
Evaluating Constrained Iterative Refinement for Scalable Vector Graphics Generation with Off-the-Shelf VLMs2026-08-262608.28678arxiv
Electrospun Fields: 3D Nano-Fiber Material Computation as Design Method2026-08-242609.05487arxiv
Lipschitz Extension Initialization for Moving Least Squares Reconstruction from Sparse Irregular Samples2026-08-182609.02918arxiv

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