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Adaptive Strategies for GR(1) Games

We consider two-player GR(1) games on graphs, where the system player Eve must satisfy \[ \Box\Diamond A_1\land\cdots\land\Box\Diamond A_m \;\implies\; \Box\Diamond G_1\land\cdots\land\Box\Diamond G_n \] against the environment player Adam. Here $A_1,\ldots,A_m$ are assumptions on the environment, $G_1,\ldots,G_n$ are guarantees the system must provide, and $\Box\Diamond S$ denotes ``always eventually $S$''. Traditional static strategies are overly conservative: they may actively violate assumptions to trivially satisfy the implication, or abandon all guarantees when any assumption is violated. Existing methods to prevent such behaviors incur doubly exponential blowup. We introduce an adaptive framework treating Adam as a non-adversarial agent with unknown objectives. Eve monitors which assumptions Adam actually meets and adapts her strategy at runtime to maximize satisfied guarantees. Central to our approach is a novel algorithm for monitoring liveness properties $\Box\Diamond S$, enabling Eve to maintain real-time likelihood estimates of which assumptions will be fulfilled. Eve pre-computes strategies optimal for different assumption subsets, deploying a probability distribution over them that dynamically adjusts based on monitor outputs. We prove that when assumptions are violated, Eve's randomized adaptive strategy converges asymptotically to the deterministic strategy maximizing guarantees. A prototype demonstrates effectiveness and superior computational performance compared to the state of the art.

cs.LO

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

Standard bases for shift-stable groups and Subgroup Membership in wreath products

We develop a notion of standard bases for subgroups of the restricted direct product $G^{(\mathbb{N}^n)}$ that are stable under translation by $\mathbb{N}^n$, where $G$ is an arbitrary finite group. We construct an algorithm that computes standard bases for such subgroups and use them to solve several algorithmic problems, including membership, saturation, and variable elimination. Our approach is inspired by Buchberger's algorithm and the theory of Gröbner bases for ideals in polynomial rings. Building on the standard bases and our solutions to the algorithmic problems above, we prove that Subgroup Membership is decidable in wreath products $G \wr \mathbb{Z}^n$ for finite $G$ and $n \in \mathbb{N}$.

math.GR

Deep and Fast Approximate Order Independent Transparency

We present a machine learning approach for efficiently computing order independent transparency (OIT). Our method is fast, requires a small constant amount of memory (depends only on the screen resolution and not on the number of triangles or transparent layers), is more accurate as compared to previous approximate methods, works for every scene without setup and is portable to all platforms running even with commodity GPUs. Our method requires a rendering pass to extract all features that are subsequently used to predict the overall OIT pixel color with a pre-trained neural network. We provide a comparative experimental evaluation and shader source code of all methods for reproduction of the experiments.

cs.GR

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

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

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

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

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

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

Cycle Counting and Character Expectations Using Alternating Structures

Recently, two related papers [arXiv:2412.13941, arXiv:2409.03626] found a connection between two subjects: the w-cycle theorem, which is a theorem about counting appearances of cycles reading out a word w in certain graphs, and character expectations on word measures. The w-cycle theorem was proven independently by [arXiv:1410.2540] using stackings and by [arXiv:1410.2579] using bislim structures. In the current work, we generalize stackings and bislim structures to alternating stackings and alternating bislim structures. We show how this significantly strengthens the w-cycle theorem for words admitting such alternating structures, and as a result, also strengthens the recent results of [arXiv:2412.13941] and [arXiv:2409.03626]. We show that generic words admit alternating bislim structures, and therefore, the strengthened results hold for generic words. Using our new machinery, we address conjectures of Wilton, of Hanany-Puder and of Puder-Shomroni. We prove that all three conjectures hold for generic words, but we also find counterexamples for the first two.

math.GR

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.

cs.CV

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

DReSG: Diffusion Residuals for Stylized Gaussian Splatting

Reference-guided stylization of scenes represented by 3D Gaussian Splatting (3DGS) is important for efficient and controllable 3D content creation. Existing VGG-feature-based 3D stylization methods provide stable rendered-view optimization, but often under-represent expressive reference style cues; diffusion models offer stronger image priors, yet direct per-view or score-based diffusion guidance can lead to view drift, local artifacts, and hard-to-control appearance updates. We present DReSG, a 3D-grounded residual-feedback framework for stylized Gaussian splatting. DReSG represents attention-guided diffusion proposals as residual targets relative to the current render, and progressively absorbs these residuals into a shared Gaussian scene through multi-view Gaussian feedback. To make this feedback stable and controllable, DReSG modulates residual strength during target construction and combines coverage-aware view selection with conflict-filtered color updates during multi-view fitting. Extensive experiments demonstrate that DReSG achieves competitive reference-guided stylization while better preserving scene structure and cross-view stability. Our project page is available at https://vpx-ecnu.github.io/DReSG-website/.

cs.CV

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

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

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

Inverse Rig Optimization from Line Drawings

Stylized 3D character animation is largely hand-authored, with animators authoring rig parameters one keyframe at a time to find the best pose. Because stylized work reads chiefly through contour lines, drawing contours in the camera view is the most direct and precise way to express artistic intent. This mismatch between the rig controls and the artist's goal forces a laborious trial-and-error workflow, with animators repeatedly manipulating rig controls against the rendered view to match the desired contour. To address this, we propose a method that recovers rig parameters from screen-space contour strokes, enabling effective keyframing from sketches. Given strokes that redraw the current contour, our method optimizes the high-level rig parameters defined in the DCC tool. The key is to use a pre-trained MLP rig surrogate that provides a differentiable map from rig parameters to mesh vertices, replacing the original black-box rig within the optimization process. We match user-drawn lines to mesh contour lines and backpropagate the resulting screen-space error through the surrogate to update the rig parameters. Our results demonstrate that the method works for diverse characters and practical scenarios.

cs.GR