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Scene-level 3D generation represents a critical frontier in multimedia and computer graphics, yet existing approaches either suffer from limited object categories or lack editing flexibility for interactive applications. In this paper, we present HiScene, a novel hierarchical framework that bridges the gap between 2D image generation and 3D object generation and delivers high-fidelity scenes with compositional identities and aesthetic scene content. Our key insight is treating scenes as hierarchical "objects" under isometric views, where a room functions as a complex object that can be further decomposed into manipulatable items. This hierarchical approach enables us to generate 3D content that aligns with 2D representations while maintaining compositional structure. To ensure completeness and spatial alignment of each decomposed instance, we develop a video-diffusion-based amodal completion technique that effectively handles occlusions and shadows between objects, and introduce shape prior injection to ensure spatial coherence within the scene. Experimental results demonstrate that our method produces more natural object arrangements and complete object instances suitable for interactive applications, while maintaining physical plausibility and alignment with user inputs.
Gaussian splatting demonstrates proficiency for 3D scene modeling but suffers from substantial data volume due to inherent primitive redundancy. To enable future photorealistic 3D immersive visual communication applications, significant compression is essential for transmission over the existing Internet infrastructure. Hence, we propose Compressed Gaussian Splatting (CompGS++), a novel framework that leverages compact Gaussian primitives to achieve accurate 3D modeling with substantial size reduction for both static and dynamic scenes. Our design is based on the principle of eliminating redundancy both between and within primitives. Specifically, we develop a comprehensive prediction paradigm to address inter-primitive redundancy through spatial and temporal primitive prediction modules. The spatial primitive prediction module establishes predictive relationships for scene primitives and enables most primitives to be encoded as compact residuals, substantially reducing the spatial redundancy. We further devise a temporal primitive prediction module to handle dynamic scenes, which exploits primitive correlations across timestamps to effectively reduce temporal redundancy. Moreover, we devise a rate-constrained optimization module that jointly minimizes reconstruction error and rate consumption. This module effectively eliminates parameter redundancy within primitives and enhances the overall compactness of scene representations. Comprehensive evaluations across multiple benchmark datasets demonstrate that CompGS++ significantly outperforms existing methods, achieving superior compression performance while preserving accurate scene modeling. Our implementation will be made publicly available on GitHub to facilitate further research.
Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These avatars bridge the gap between the physical and digital worlds, improving the user experience through realistic human representation. However, existing avatar creation techniques face significant challenges, including high costs, long creation times, and limited utility in virtual applications. Manual methods, such as MetaHuman, require extensive time and expertise, while automatic approaches, such as NeRF-based pipelines often lack efficiency, detailed facial expression fidelity, and are unable to be rendered at a speed sufficent for real-time applications. By involving several cutting-edge modern techniques, we introduce an end-to-end 3D Gaussian Splatting (3DGS) avatar creation pipeline that leverages monocular video input to create a scalable and efficient photorealistic avatar directly compatible with the Unity game engine. Our pipeline incorporates a novel Gaussian splatting technique with customized preprocessing that enables the user of "in the wild" monocular video capture, detailed facial expression reconstruction and embedding within a fully rigged avatar model. Additionally, we present a Unity-integrated Gaussian Splatting Avatar Editor, offering a user-friendly environment for VR/AR application development. Experimental results validate the effectiveness of our preprocessing pipeline in standardizing custom data for 3DGS training and demonstrate the versatility of Gaussian avatars in Unity, highlighting the scalability and practicality of our approach.
Many works have succeeded in reconstructing Gaussian human avatars from multi-view videos. However, they either struggle to capture pose-dependent appearance details with a single MLP, or rely on a computationally intensive neural network to reconstruct high-fidelity appearance but with rendering performance degraded to non-real-time. We propose a novel Gaussian human avatar representation that can reconstruct high-fidelity pose-dependence appearance with details and meanwhile can be rendered in real time. Our Gaussian avatar is empowered by spatially distributed MLPs which are explicitly located on different positions on human body. The parameters stored in each Gaussian are obtained by interpolating from the outputs of its nearby MLPs based on their distances. To avoid undesired smooth Gaussian property changing during interpolation, for each Gaussian we define a set of Gaussian offset basis, and a linear combination of basis represents the Gaussian property offsets relative to the neutral properties. Then we propose to let the MLPs output a set of coefficients corresponding to the basis. In this way, although Gaussian coefficients are derived from interpolation and change smoothly, the Gaussian offset basis is learned freely without constraints. The smoothly varying coefficients combined with freely learned basis can still produce distinctly different Gaussian property offsets, allowing the ability to learn high-frequency spatial signals. We further use control points to constrain the Gaussians distributed on a surface layer rather than allowing them to be irregularly distributed inside the body, to help the human avatar generalize better when animated under novel poses. Compared to the state-of-the-art method, our method achieves better appearance quality with finer details while the rendering speed is significantly faster under novel views and novel poses.
Large pretrained vision foundation models have shown significant potential in various vision tasks. However, for industrial anomaly detection, the scarcity of real defect samples poses a critical challenge in leveraging these models. While 2D anomaly generation has significantly advanced with established generative models, the adoption of 3D sensors in industrial manufacturing has made leveraging 3D data for surface quality inspection an emerging trend. In contrast to 2D techniques, 3D anomaly generation remains largely unexplored, limiting the potential of 3D data in industrial quality inspection. To address this gap, we propose a novel yet simple 3D anomaly generation method, 3D-PNAS, based on Perlin noise and surface parameterization. Our method generates realistic 3D surface anomalies by projecting the point cloud onto a 2D plane, sampling multi-scale noise values from a Perlin noise field, and perturbing the point cloud along its normal direction. Through comprehensive visualization experiments, we demonstrate how key parameters - including noise scale, perturbation strength, and octaves, provide fine-grained control over the generated anomalies, enabling the creation of diverse defect patterns from pronounced deformations to subtle surface variations. Additionally, our cross-category experiments show that the method produces consistent yet geometrically plausible anomalies across different object types, adapting to their specific surface characteristics. We also provide a comprehensive codebase and visualization toolkit to facilitate future research.
Although 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it still faces challenges such as aliasing, projection artifacts, and view inconsistencies, primarily due to the simplification of treating splats as 2D entities. We argue that incorporating full 3D evaluation of Gaussians throughout the 3DGS pipeline can effectively address these issues while preserving rasterization efficiency. Specifically, we introduce an adaptive 3D smoothing filter to mitigate aliasing and present a stable view-space bounding method that eliminates popping artifacts when Gaussians extend beyond the view frustum. Furthermore, we promote tile-based culling to 3D with screen-space planes, accelerating rendering and reducing sorting costs for hierarchical rasterization. Our method achieves state-of-the-art quality on in-distribution evaluation sets and significantly outperforms other approaches for out-of-distribution views. Our qualitative evaluations further demonstrate the effective removal of aliasing, distortions, and popping artifacts, ensuring real-time, artifact-free rendering.
As 3D Gaussian Splatting (3DGS) gains popularity as a 3D representation of real scenes, enabling user-friendly deformation to create novel scenes while preserving fine details from the original 3DGS has attracted significant research attention. We introduce CAGE-GS, a cage-based 3DGS deformation method that seamlessly aligns a source 3DGS scene with a user-defined target shape. Our approach learns a deformation cage from the target, which guides the geometric transformation of the source scene. While the cages effectively control structural alignment, preserving the textural appearance of 3DGS remains challenging due to the complexity of covariance parameters. To address this, we employ a Jacobian matrix-based strategy to update the covariance parameters of each Gaussian, ensuring texture fidelity post-deformation. Our method is highly flexible, accommodating various target shape representations, including texts, images, point clouds, meshes and 3DGS models. Extensive experiments and ablation studies on both public datasets and newly proposed scenes demonstrate that our method significantly outperforms existing techniques in both efficiency and deformation quality.
Drag-driven editing has become popular among designers for its ability to modify complex geometric structures through simple and intuitive manipulation, allowing users to adjust and reshape content with minimal technical skill. This drag operation has been incorporated into numerous methods to facilitate the editing of 2D images and 3D meshes in design. However, few studies have explored drag-driven editing for the widely-used 3D Gaussian Splatting (3DGS) representation, as deforming 3DGS while preserving shape coherence and visual continuity remains challenging. In this paper, we introduce ARAP-GS, a drag-driven 3DGS editing framework based on As-Rigid-As-Possible (ARAP) deformation. Unlike previous 3DGS editing methods, we are the first to apply ARAP deformation directly to 3D Gaussians, enabling flexible, drag-driven geometric transformations. To preserve scene appearance after deformation, we incorporate an advanced diffusion prior for image super-resolution within our iterative optimization process. This approach enhances visual quality while maintaining multi-view consistency in the edited results. Experiments show that ARAP-GS outperforms current methods across diverse 3D scenes, demonstrating its effectiveness and superiority for drag-driven 3DGS editing. Additionally, our method is highly efficient, requiring only 10 to 20 minutes to edit a scene on a single RTX 3090 GPU.
We propose a method for visualizing uncertain set systems, which differs from previous set visualization approaches that are based on certainty (an element either belongs to a set or not). Our method is inspired by storyline visualizations and parallel coordinate plots: (a) each element is represented by a vertical glyph, subdivided into bins that represent different levels of uncertainty; (b) each set is represented by an x-monotone curve that traverses element glyphs through the bins representing the level of uncertainty of their membership. Our implementation also includes optimizations to reduce visual complexity captured by the number of turns for the set curves and the number of crossings. Although several of the natural underlying optimization problems are NP-hard in theory (e.g., optimal element order, optimal set order), in practice, we can compute near-optimal solutions with respect to curve crossings with the help of a new exact algorithm for optimally ordering set curves within each element's bins. With these optimizations, the proposed method makes it easy to see set containment (the smaller set's curve is strictly below the larger set's curve). A brief design-space exploration using uncertain set-membership data, as well as multi-dimensional discrete data, shows the flexibility of the proposed approach.
We present SOPHY, a generative model for 3D physics-aware shape synthesis. Unlike existing 3D generative models that focus solely on static geometry or 4D models that produce physics-agnostic animations, our approach jointly synthesizes shape, texture, and material properties related to physics-grounded dynamics, making the generated objects ready for simulations and interactive, dynamic environments. To train our model, we introduce a dataset of 3D objects annotated with detailed physical material attributes, along with an annotation pipeline for efficient material annotation. Our method enables applications such as text-driven generation of interactive, physics-aware 3D objects and single-image reconstruction of physically plausible shapes. Furthermore, our experiments demonstrate that jointly modeling shape and material properties enhances the realism and fidelity of generated shapes, improving performance on generative geometry evaluation metrics.
Generating natural and physically plausible character motion remains challenging, particularly for long-horizon control with diverse guidance signals. While prior work combines high-level diffusion-based motion planners with low-level physics controllers, these systems suffer from domain gaps that degrade motion quality and require task-specific fine-tuning. To tackle this problem, we introduce UniPhys, a diffusion-based behavior cloning framework that unifies motion planning and control into a single model. UniPhys enables flexible, expressive character motion conditioned on multi-modal inputs such as text, trajectories, and goals. To address accumulated prediction errors over long sequences, UniPhys is trained with the Diffusion Forcing paradigm, learning to denoise noisy motion histories and handle discrepancies introduced by the physics simulator. This design allows UniPhys to robustly generate physically plausible, long-horizon motions. Through guided sampling, UniPhys generalizes to a wide range of control signals, including unseen ones, without requiring task-specific fine-tuning. Experiments show that UniPhys outperforms prior methods in motion naturalness, generalization, and robustness across diverse control tasks.
The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig, a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL, a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/
We present a technique for Stereoscopic Cylindrical Screen (SCS) Projection of a world scene to a 360-degree canvas for viewing with 3D glasses. To optimize the rendering pipeline, we render the scene to four cubemaps, before sampling relevant cubemaps onto the canvas. For an interactive user experience, we perform stereoscopic view rendering and off-axis projection to anchor the image to the viewer. This technique is being used to project virtual worlds at CMU ETC, and is a step in creating immersive viewing experiences.
The reconstruction of 3D objects from brain signals has gained significant attention in brain-computer interface (BCI) research. Current research predominantly utilizes functional magnetic resonance imaging (fMRI) for 3D reconstruction tasks due to its excellent spatial resolution. Nevertheless, the clinical utility of fMRI is limited by its prohibitive costs and inability to support real-time operations. In comparison, electroencephalography (EEG) presents distinct advantages as an affordable, non-invasive, and mobile solution for real-time brain-computer interaction systems. While recent advances in deep learning have enabled remarkable progress in image generation from neural data, decoding EEG signals into structured 3D representations remains largely unexplored. In this paper, we propose a novel framework that translates EEG recordings into 3D object reconstructions by leveraging neural decoding techniques and generative models. Our approach involves training an EEG encoder to extract spatiotemporal visual features, fine-tuning a large language model to interpret these features into descriptive multimodal outputs, and leveraging generative 3D Gaussians with layout-guided control to synthesize the final 3D structures. Experiments demonstrate that our model captures salient geometric and semantic features, paving the way for applications in brain-computer interfaces (BCIs), virtual reality, and neuroprosthetics.Our code is available in https://github.com/sddwwww/Mind2Matter.
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
Foundation models in digital pathology use massive datasets to learn useful compact feature representations of complex histology images. However, there is limited transparency into what drives the correlation between dataset size and performance, raising the question of whether simply adding more data to increase performance is always necessary. In this study, we propose a prototype-guided diffusion model to generate high-fidelity synthetic pathology data at scale, enabling large-scale self-supervised learning and reducing reliance on real patient samples while preserving downstream performance. Using guidance from histological prototypes during sampling, our approach ensures biologically and diagnostically meaningful variations in the generated data. We demonstrate that self-supervised features trained on our synthetic dataset achieve competitive performance despite using ~60x-760x less data than models trained on large real-world datasets. Notably, models trained using our synthetic data showed statistically comparable or better performance across multiple evaluation metrics and tasks, even when compared to models trained on orders of magnitude larger datasets. Our hybrid approach, combining synthetic and real data, further enhanced performance, achieving top results in several evaluations. These findings underscore the potential of generative AI to create compelling training data for digital pathology, significantly reducing the reliance on extensive clinical datasets and highlighting the efficiency of our approach.
Efficient and accurate evaluation of containment queries for regions bound by trimmed NURBS surfaces is important in many graphics and engineering applications. However, the algebraic complexity of surface-surface intersections makes gaps and overlaps between surfaces difficult to avoid for in-the-wild surface models. By considering this problem through the lens of the generalized winding number (GWN), a mathematical construction that is indifferent to the arrangement of surfaces in the shape, we can define a containment query that is robust to model watertightness. Applying contemporary techniques for the 3D GWN on arbitrary curved surfaces would require some form of geometric discretization, potentially inducing containment misclassifications near boundary components. In contrast, our proposed method computes an accurate GWN directly on the curved geometry of the input model. We accomplish this using a novel reformulation of the relevant surface integral using Stokes' theorem, which in turn permits an efficient adaptive quadrature calculation on the boundary and trimming curves of the model. While this is sufficient for "far-field" query points that are distant from the surface, we augment this approach for "near-field" query points (i.e., within a bounding box) and even those coincident to the surface patches via a strategy that directly identifies and accounts for the jump discontinuity in the scalar field. We demonstrate that our method of evaluating the GWN field is robust to complex trimming geometry in a CAD model, and is accurate up to arbitrary precision at arbitrary distances from the surface. Furthermore, the derived containment query is robust to non-watertightness while respecting all curved features of the input shape.
High resolution panoramic video content is paramount for immersive experiences in Virtual Reality, but is non-trivial to collect as it requires specialized equipment and intricate camera setups. In this work, we introduce VideoPanda, a novel approach for synthesizing 360$^\circ$ videos conditioned on text or single-view video data. VideoPanda leverages multi-view attention layers to augment a video diffusion model, enabling it to generate consistent multi-view videos that can be combined into immersive panoramic content. VideoPanda is trained jointly using two conditions: text-only and single-view video, and supports autoregressive generation of long-videos. To overcome the computational burden of multi-view video generation, we randomly subsample the duration and camera views used during training and show that the model is able to gracefully generalize to generating more frames during inference. Extensive evaluations on both real-world and synthetic video datasets demonstrate that VideoPanda generates more realistic and coherent 360$^\circ$ panoramas across all input conditions compared to existing methods. Visit the project website at https://research-staging.nvidia.com/labs/toronto-ai/VideoPanda/ for results.