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TetraSDF: Analytic Isosurface Extraction with Multi-resolution Tetrahedral Grid

Extracting an explicit surface that exactly matches the zero-level set of a neural signed distance function (SDF) remains challenging. Sampling-based isosurfacing methods such as Marching Cubes introduce discretization error. In contrast, continuous piecewise affine (CPWA) analytic approaches typically require plain ReLU MLPs, which limits the ability to learn high-frequency SDFs in practice. We present TetraSDF, an analytic isosurface extraction framework for SDFs that retains the expressiveness of grid-based encoders while enabling exact zero-level set extraction, by representing the SDF with a ReLU MLP composed with a multi-resolution tetrahedral positional encoder. Our positional encoder's barycentric interpolation preserves a global CPWA structure, allowing us to track ReLU linear regions within an encoder-induced polyhedral complex. We further introduce a fixed analytic input preconditioner derived from the encoder's metric to reduce directional bias, thereby stabilizing training. Across multiple benchmarks, TetraSDF matches or surpasses existing grid-based encoders in SDF reconstruction accuracy, while faithfully recovering the network's zero-level set as a triangle mesh.

cs.CV

HAT-4D: Lifting Monocular Video for 4D Multi-Object Interactions via Human-Agent Collaboration

Extracting dynamic 4D object interactions from massive, in-the-wild monocular videos offers a highly efficient data collection pathway for scaling Embodied AI and training VLAs. However, existing monocular 4D reconstruction methods primarily focus on isolated objects, often failing under the severe occlusions and complex dynamics inherent in multi-object interactions. To bridge this gap, we propose HAT-4D, the first agentic framework designed to reconstruct the 3D geometry, temporal dynamics, and physical interactions of multiple objects from a single video. By integrating VLMs with a multi-level human-in-the-loop feedback mechanism, HAT-4D efficiently resolves depth ambiguities and interaction-induced occlusions during 3D generation and 4D propagation, yielding physically plausible assets without relying on expensive multicamera rigs. As a scalable data engine, HAT-4D facilitates the creation of MVOIK-4D, an open-world benchmark for monocular 4D interaction reconstruction, accompanied by a novel multi-dimensional evaluation protocol focused on physical plausibility and temporal consistency. Extensive experiments demonstrate that HAT-4D achieves SOTA performance on most evaluation metrics, while maintaining competitive semantic alignment. Ablation studies show that introducing a small amount of human feedback improves interaction reconstruction. Moreover, the data produced by HAT-4D effectively improves baseline performance when used for fine-tuning. Our data and code are available at https://lijiaxin0111.github.io/HAT4D/

cs.CV

HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning

Recent advances in cloth simulation have led to accurate garment physics, but the methods are computationally expensive for real-time applications. In contrast, Linear Blend Skinning (LBS) is efficient, but cannot capture the complex dynamics of loose-fitting garments, leading to unrealistic motion and visual artifacts. Neural methods offer a promising alternative, yet they still struggle to animate loose clothing plausibly under strict runtime constraints. We present a fast and physically-informed framework for dynamic garment simulation, consisting of a reduced-space neural dynamics simulator with independent coarse and fine-level components. At the coarse level, the garment is driven by virtual bones integrated with a lightweight neural network for predicting corrections over LBS. Fine-scale wrinkle details are then recovered using a convolutional MLP defined in UV space. By decoupling identity-specific computation from shape conditioning via hypernetwork, our neural framework offers high performance, trained using an effective physics-based self-supervised training paradigm without relying on an offline simulator. Experiments show that our method produces physically plausible garment dynamics, generalizes across diverse motions and unseen body shapes, and delivers over 30x speedup compared to state-of-the-art autoregressive neural simulators, achieving interactive inference at ~1 ms per frame on a consumer GPU.

cs.GR

SCRIPT: Scalable Diffusion Policy with Multi-stage Training for Language-driven Physics-Based Humanoid Control

Controlling physics-based humanoids from natural-language instructions is a critical step toward general-purpose embodied agents. However, existing methods remain constrained by a tension between semantic expressiveness and physical feasibility, often failing to jointly achieve faithful instruction following, high-quality motion, and stable long-horizon control. We propose SCRIPT, a scalable diffusion policy with a multi-stage training framework for language-driven physics-based humanoid control. The core of SCRIPT is a Joint Action-State-Text Diffusion Transformer (JAST-DiT), which represents actions, physical states, and text as dedicated token streams and couples them through joint attention, enabling direct interaction between language semantics and control dynamics. To stabilize autoregressive control, we introduce a nonlinear history conditioning mechanism, which preserves the dense recent context and samples increasingly sparse cues from long-term history. Beyond supervised imitation pre-training, we propose a post-training stage, further improving the performance using Reinforcement Learning with Hybrid Rewards (RLHR). By injecting learnable noise into the flow-sampling process, RLHR effectively improves motion quality and instruction following within closed-loop simulations using hybrid physical feedback and text rewards. Quantitative evaluations demonstrate that SCRIPT outperforms prior state-of-the-art methods, with gains across text alignment, motion quality, and physical realism metrics. Furthermore, scaling studies on the 1200-hour MotionMillion dataset demonstrate consistent performance gains with model scaling, highlighting SCRIPT's robust scalability for large-scale pre-training. Our code will be publicly available for future research.

cs.GR

Proximity3D: Shape from Capacitive Proximity on Sensing Manifold

Most shape reconstruction methods assume measurements defined over planar sensing domains, such as RGB images or depth maps. In this paper, we use a curved capacitive textile as a shape sensor, treating its surface as a non-planar sensing manifold. Each scan is represented as a capacitive proximity field on this manifold, induced by the interaction between the curved electrode layout and nearby object geometry. We introduce a multi-view feedforward reconstruction model that aggregates these fields across known sensor views and recovers the observed object shape. Simulated and physical experiments demonstrate robust reconstruction from capacitive proximity signals acquired on curved sensing surfaces, pointing toward a new route to robotic near-field geometric awareness via embodied sensing.

cs.CV

GradRig: Differentiable Weights for Skinned Gaussian Splat Deformation

Skinned deformation is a common framework to turn a 3D shape from its rest pose into a dynamic pose through the deformation of a coarser kinematic structure, called rig. When applied to a 3D mesh, this rig only needs to displace vertices to deform the polygons that connect them. However, when deforming 3D Gaussian Splats, which do not provide connectivity information, rigidly transforming points is not enough to prevent the creation of holes when stretching shapes. In this paper, we use the spatial gradient of skinning weights to provide a full mesh-free deformation pipeline for Gaussian Splats, that more accurately stretches splats while remaining fully compatible with real-time rendering capabilities, which we demonstrate in a WebGL viewer. We present how we evaluate these gradients when the user creates the rig structure and propose an optional adaptive resampling scheme to split up splats that still produce artifacts.

cs.GR

Compact Neural Appearance Models for Efficient Gaussian Splatting

Explicit primitive-based radiance fields such as 3D Gaussian Splatting typically model view-dependent appearance using low-order spherical harmonics (SH). Although efficient to evaluate, SH coefficients dominate per-primitive storage and memory traffic, while their band-limited basis restricts angular detail. We present a thorough, end-to-end comparison of SH and recent spherical appearance models and introduce an implicit alternative that decodes compact per-primitive latent codes using a tiny shared MLP. We integrate all models into the same optimized pipeline, fusing their forward and backward passes into a differentiable CUDA rasterizer and provide a portable WebGL viewer for laptop and mobile GPUs. Our evaluation across reconstruction quality, memory use, and optimization and rendering performance shows that recent spherical models offer the strongest overall quality-efficiency trade-off. Our neural representation is the most compact model evaluated and, compared to third-degree SH, reduces the per-primitive appearance footprint from 192 to 28 bytes, accelerates optimization by 1.3$\times$, while improving reconstruction quality. We further analyze how appearance parametrization shapes optimization, identifying differences in recovered geometry and the tendency of expressive models to absorb non-static scene content. Together, our framework and analysis provide practical guidance for replacing SH beyond what image metrics alone can capture.

cs.CV

UniMate: One Unified Model to Animate Diverse Skeletons

Recent advances in automatic rigging now deliver animation-ready 3D assets at scale, yet generating the motion to drive them remains a bottleneck. Existing learned animators are topology-constrained: they rely on category-specific templates or require per-skeleton fine-tuning and reference motions at inference. We present UniMate, a unified foundation model that synthesizes articulated motion for arbitrary skeletons from a rigged 3D asset and a text prompt, with no test-time optimization or per-skeleton retraining. UniMate introduces a topology-aware diffusion transformer, which integrates skeletal topology into attention via three mechanisms: (1) a graph-aware attention bias from pairwise joint relations and geodesic distances; (2) a spectral rotary position embedding generalizing RoPE to arbitrary kinematic trees via the graph Laplacian; and (3) a global topological conditioner attention-pooled from the rest-pose skeleton. We also curate UniML3D, 13,006 motion sequences spanning bipedal, quadrupedal, avian, marine, insectoid, serpentine, and articulated rigid objects with unified canonicalization and text pairing. Trained on this dataset, UniMate outperforms state-of-the-art baselines in quality, generalization, and efficiency, and supports zero-shot cross-topology transfer, in-betweening, expansion, and text-guided editing. Our project page is available at https://linzhanmou.com/unimate/.

cs.CV

Srijika: OpenType-Layout-Reusing Font Restyling for Nine Indic Scripts

We present Srijika, a system for producing installable OpenType fonts for nine Brahmic scripts: Devanagari, Tamil, Bengali, Telugu, Kannada, Malayalam, Gujarati, Gurmukhi, and Odia. Rather than generating fonts from scratch, Srijika restyles glyph outlines from shaping-complete template fonts. It preserves the template's cmap and GSUB closure and its GPOS data under a documented metric policy, making every output a complete font by construction. This addresses a central challenge of Indic font generation: hundreds to thousands of conjuncts, half forms, and matra variants must remain mutually consistent under OpenType shaping. Srijika produces 66 TTFs: 57 curated presets and nine open-vocabulary showcase fonts. All pass the OpenType Sanitizer, while HarfBuzz and CoreText reproduce the template glyph-ID sequences on conjunct-heavy probes. A full-closure audit covering 80,915 glyphs and 54,812 anchors quantifies metric changes. Natural-language style selection uses Lipika, a retrieval index over approximately 650 open-license font families. A reference-conditioned latent diffusion model redraws template glyphs in the selected style, followed by content gating, harmonization, and shaped-cluster verification with fallback to template outlines. We evaluate against no-learning baselines. On diffusion-training-family-held-out SSIM gates, template copying outperforms generation on 50 of 56 faces. Style movement is measurable only with an internal same-model embedding whose training corpus includes the held-out families, so these results require caution. A learned baseline, independent style metric, and human study are outside this report's scope. Our contributions are the layout-reusing formulation and pipeline, its nine-script audit and benchmark, and a negative-results catalogue covering failed conditioning, objective choices, and data-hull limits of reference-guided restyling.

cs.CV

RenderFormer-V2: Neural Rendering with Heterogeneous Scene Primitives

We present 'RenderFormer-V2', a unified learned transformer-based neural rendering model, complementary to modern physics-based rendering systems, that can handle diverse light-transport effects such as caustics, volumetric scattering, environment lighting, textured and displaced surfaces and out-of-distribution materials without per-scene training or specialized code. RenderFormer-V2 models global light transport as a sequence-to-sequence transformation. Following its predecessor, RenderFormer-V2 also employs a two stage process: a view-independent stage that resolves intra-scene primitive to primitive transport, and a view-dependent stage that transforms the internal neural scene representation into image pixels. Different from RenderFormer, our model employs a novel combined windowed-attention and rendering-informed attention sink in the view-independent stage to improve scalability while maintaining render accuracy. To further improve versatility, RenderFormerV2 supports heterogeneous scene primitives, including environment maps and participating media, and it employs a material encoding independent of the underlying surface reflectance model that encodes material appearance via a novel neural embedding. We demonstrate the versatility of RenderFormer-V2 on a variety of scenes and perform an extensive ablation of the improved attention mechanism.

cs.CV

ProAct: Harnessing Streaming Motion Generation and Agentic Reasoning for Real-Time Embodied Social Interaction

Real-time embodied social interaction places two equally demanding requirements on an agent: continuously generating fluent multimodal interaction behavior, and proactively reasoning over accumulated dialogue and visual context to decide when to take initiative. These requirements must both be satisfied under a strict latency budget, making them difficult to meet simultaneously. We present ProAct, a dual-system framework that manages these time-critical requirements by integrating a low-latency Behavioral System for streaming multimodal interaction with a slower Cognitive System that performs long-horizon social reasoning and produces high-level proactive intentions. The Cognitive System incorporates an efficient memory mechanism and a user-motivation prediction module to reason over accumulated dialogue and visual context and determine when proactive intervention is appropriate. The Behavioral System further includes an intention-conditioned streaming flow-matching motion generator with a disentangled ControlNet branch, which translates deliberative intentions into continuous non-verbal behavior without disrupting interaction fluency. We deploy ProAct on a physical humanoid robot and validate the framework through comprehensive experiments, including real-world user studies, motion-generation benchmarks, and evaluation on ProActBench, a new, targeted benchmark for evaluating proactive trigger detection and restraint in embodied interaction.

cs.RO

A Real-Calibrated Synthetic-First Data Engine

Modern computer vision systems increasingly encounter performance limitations in data-scarce domains, where collecting large-scale, high-quality labeled data is costly or impractical. While controllable diffusion models enable scalable synthetic image generation, directly applying synthetic augmentation often leads to unstable performance gains due to dataset-level quality issues and insufficient feedback mechanisms. In this work, we present a Real-Calibrated Synthetic-First Data Engine, a modular data engineering framework that combines controllable diffusion generation and multi-stage curation/filtering within a unified pipeline, with optional support for uncertainty-driven selection and human verification. Instead of introducing new generative algorithms, our approach focuses on systematic dataset construction for improving the practical reliability of synthetic augmentation in low-data regimes. The framework is implemented as a modular CLI-based pipeline, where generation, filtering, selection, and validation components can be independently configured and replaced. This design emphasizes reproducibility, flexibility, and practical deployment in real-world data workflows. Through empirical evaluation centered on human pose estimation, we show that synthetic data improves a real-data baseline when used as near-zero-human-annotation-cost augmentation alongside real anchors, while synthetic-only training remains substantially below real-only performance. Supplementary segmentation diagnostics show the same domain-gap pattern. These results highlight the practical value of data-centric orchestration for low-data augmentation.

eess.IV

MidSurfNet: Learning Face Pairing for Mid-surface Abstraction of Thin-walled CAD Models

Mid-surface abstraction is an important preprocessing step for finite element analysis of thin-walled CAD models, and face pairing is its central subproblem. Existing face-pairing methods rely on handcrafted geometric criteria whose thresholds are hard to tune when a model has multiple local wall thicknesses; their groupings depend on threshold settings and processing order, so the same model can yield inconsistent results. We present MidSurfNet, a learning-based face-pairing method that couples a learned face-pair scorer with a deterministic face-group composition. The scorer evaluates every unordered face pair with two separately learned evidence streams: a geometry stream combining continuous pairing criteria with a conditional shape correction, and an attributed-topology stream over the B-Rep face-adjacency graph. A pair-conditioned gate fuses the two streams, and independent per-pair decisions retain opposing-face support relations at one operating threshold selected once on validation data, replacing rather than adding to the per-model thresholds of rule-based pipelines. Under a connected-and-bipartite condition, the composition stage organizes the retained relations into variable-cardinality m-to-n face groups, each independent of processing order for a fixed support graph and unique up to its two side labels. We also construct the MidSurf dataset, a benchmark of 1,575 manually annotated CAD models. On the test set, MidSurfNet attains a pair-level F1-Score of 87.32%, 23.22 percentage points above the strongest rule-based baseline, and an end-to-end Completion Rate of 75.42%, including 61.90% on the multi-wall-thickness category the evaluated rule-based implementations do not support. We demonstrate practical utility by generating mid-surfaces from the composed face groups through an industrial mid-surface API and running finite element analyses on the resulting shell models.

cs.GR

PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations

We present PointGT, a point-based 3D representation that enables simultaneous editing of object geometry and appearance. Existing reconstruction and view synthesis techniques produce volumetric 3D representations that are high-quality and photorealistic, but are difficult to edit. In particular, recent efforts to enable texture editing for 3D Gaussian Splatting representations are not compatible with geometry edits and deformations. Our method combines a point-based representation that is well-suited for geometry deformations with a learned UV mapping technique that enables high-resolution texture editing. We show that PointGT enables fine-grained editing of both geometry and texture in point-based neural representations with high rendering quality.

cs.CV

P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing

Advances in neural rendering have enabled high-fidelity multi-view reconstruction of 3D scenes. However, free-form non-rigid shape editing remains a significant challenge. Point-based neural representations are highly desirable for multi-view reconstruction because they lack fixed connectivity, which does not constrain the learned surface topology to that of the initialization. Yet this same property causes point-based representations to struggle with holes and surface discontinuities under large deformations. To address this, we propose a novel self-supervised method to enable point-based representations to adapt to large deformations without requiring ground truth multi-view images of deformed geometry. The key idea is to generate random deformations and to ensure consistency in the predicted surface before and after deformation. In particular, the surface prediction from the deformed point cloud should be the same as the deformation applied to the surface prediction from the original point cloud. We incorporate our approach into attention-based point representations, which differ from splatting-based point representations in their use of a learned interpolation kernel between points as opposed to a Gaussian kernel around each point. This learned interpolation kernel can learn to adapt to large deformations, without requiring addition or removal of points. We show that our framework significantly enhances its robustness to large deformations. Experiments on synthetic geometry editing benchmarks (Neural Editor, Objaverse) demonstrate that our approach outperforms existing point-based methods in zero-shot editing and significantly reduces artifacts. Furthermore, qualitative results on the DTU and Mip-NeRF 360 datasets demonstrate our method's effectiveness on real-world scenes.

cs.CV

TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

3D Gaussian Splatting has become a de facto scene representation for novel view synthesis, yet robustly learning 3D Gaussian primitives from visual input remains challenging. Standard optimization relies on gradient-based updates, but a common issue is the gradient vanishing phenomenon: a pixel far from a Gaussian primitive often has diminishing gradient magnitudes to influence primitive attributes, resulting in suboptimal scene reconstruction. In this paper, we propose a method to address gradient vanishing with a piecewise truncated gradient formulation that improves the optimization stability and robustness to initializations. We show that our method consistently improves 3D Gaussian Splatting with random and COLMAP initializations while being generalizable across static and dynamic Gaussian Splatting. As a by-product, we also examine the limitations of current benchmarks for dynamic scenes, and introduce a novel dataset for benchmarking dynamic Gaussian Splatting using synthetic 3D scenes. We demonstrate the effectiveness of our method in both static and dynamic settings for the public benchmarks and our proposed dataset.

cs.CV

Building Pretraining Data for World Models: An Unreal Engine-Based Pipeline for Action-Conditioned Video Generation

Action-conditioned video models require large-scale visual data paired with control signals that are temporally aligned with the resulting scene transitions. Such supervision is difficult to obtain from ordinary real-world video because the actions that caused each visual change are typically unknown. We present a large-scale synthetic data production pipeline built on Unreal Engine for generating action-conditioned, multi-view video. To accommodate the different execution requirements of real-time physics and high-quality offline rendering, the pipeline executes trajectory generation and final rendering in two stages: Stage I runs real physics in PIE and records per-frame character states, control inputs, and camera states into an intermediate trajectory representation; Stage II replays those trajectories in a new engine process and renders them offline with Movie Render Queue (MRQ). Around this core, we develop a distributed production system with cache-aware task partitioning, node-local slot scheduling, automated scene screening, aesthetic and luminance filtering, partial-output recovery, asynchronous upload, and continuous cluster health monitoring. The production cluster contains 25 servers with eight NVIDIA RTX 5090 GPUs per server. From 2,384 asset packs, 429 levels were retained for production together with a pool of 40 humanoid characters. The pipeline has produced 2,691 hours of 1080p video and 6,076 hours of 720p video. We describe the system architecture, the implementation decisions that emerged from production failures, and the limitations of using perceptual quality proxies for world-model data curation. The pipeline described in this report constitutes the Unreal Engine synthetic-data production component used in EchoWM.

cs.CV

ReRoom: Blending Virtual and Physical Contexts for In Situ Room Planning in Mixed Reality

Planning a real domestic space is an in situ authoring process: users evaluate candidate layouts at true scale, refine their intent, and carry accepted decisions into later iterations. Existing approaches either separate layout editing from the physical room or provide limited support for evaluating and refining whole-room proposals in situ. We present ReRoom, a mixed-reality system for in situ room-layout authoring. ReRoom presents a shared layout state through a virtual room proxy spatially registered to the target room, allowing interaction and layout generation to remain grounded in the physical context. Users refine the current proposal through direct manipulation or language and preserve accepted placements, allowing each generated update to continue the same evolving design. To balance layout quality with generation efficiency, ReRoom uses a skill-guided layout agent whose room-layout design skill operationalizes three principles that we formulate by synthesizing established interior-design guidance for real-room layout generation. The skill grounds these principles in a normalized representation of the scanned room and reusable geometric checks. Evaluations show that ReRoom produces high-quality layouts for non-rectangular rooms, while its in situ workflow improves the room-planning experience over an otherwise equivalent off-site VR workflow. Code will be released upon acceptance of the paper.

cs.GR