The Inference Report

August 29, 2026
Research Papers — Focused

Computer graphics research across this collection clusters around three interconnected methodological shifts: the displacement of dense, globally-optimized representations with sparse, geometry-aware alternatives; the substitution of differentiable equation solvers with direct solver-level adjoints and query-efficient rendering strategies; and the integration of learned priors and neural fields into production-grade pipelines. In the first cluster, methods like BrainLinear demonstrate that selective feature extraction in tangent spaces can outperform full-complexity graph and transformer baselines while reducing memory by 68%, while STEP-Parts and Geometry Gaussians show that decoupling appearance from geometry and respecting intrinsic topological structure improve both efficiency and fidelity compared to undifferentiated monolithic representations. The second methodological thread, replacing expensive global operations with local, structured computation, appears across differentiable simulation (reverse-sweep adjoints matching autodiff precision while delivering 33x speedup), volume rendering (delta tracking with ray budgeting achieving 30-40 FPS on time-varying INRs), and geometry processing (Monte Carlo Steklov operators scaling to 450,000 shapes where boundary-element methods fail). A third pattern integrates learned models into constrained, feedback-driven workflows: CAD generation agents iterate with finite element validation rather than treating synthesis as a single forward pass, motion in-betweening balances learned interpolation with animator intent through adaptive scheduling, and cutscene generation uses closed-loop perception to refine multi-agent orchestration of engine operations. Across these threads runs a consistent principle: structure, whether geometric, topological, physical, or procedural, is leveraged to reduce parameter count, memory, and query cost while improving interpretability and alignment with domain constraints.

Cole Brennan

Showing of papers

BrainLinear: A Linear Model for Brain Network Analysis in Sparse Tangent Subspaces cs.GR

Functional connectome analysis examines brain-region interactions to understand and identify disorders such as autism spectrum disorder and Alzheimer's disease. Existing methods typically use GNNs and Transformers to model the full functional connectivity matrix. However, processing tens of thousands of connections introduces redundancy and noise, increases computational cost, and limits connection-level interpretability. This raises a central question: do we really need complex interaction modeling, or is identifying a small set of disease-relevant connectivity patterns sufficient? To answer this question, we propose BrainLinear, a lightweight geometry-aware framework for mining disease-discriminative connectome patterns. BrainLinear first maps each functional connectivity matrix to a shared tangent space centered at the Fréchet mean of the training set, capturing subject-specific deviations while respecting matrix geometry. It then scores each ROI-pair tangent direction by its classification contribution and disease--control difference, retaining Top-$K$ directions as a compact representation. Finally, a shallow multilayer perceptron performs classification on the selected representation. Experiments on ABIDE and ADNI show that BrainLinear matches or exceeds strong GNN and Transformer baselines at a fraction of their cost: it improves AUC and ACC over the best baseline for each metric by up to $3.54$ and $1.39$ percentage points, while reducing runtime and peak GPU memory by $84.0\%$ and $68.4\%$ relative to the closest baseline in AUC. The selected directions are directionally consistent with between-group displacements and organized across major functional systems, supporting connection-level interpretation.

Differentiate the Solver, Not the Equation: Reverse-Sweep Adjoints for Block Implicit Simulation cs.GR

Differentiable simulation is a key component in learning, control, and inverse problems, where gradients through nonlinear implicit solvers are required. Existing approaches either rely on unrolled automatic differentiation, whose memory grows with solver depth, or on equation-level implicit differentiation, which assembles global Jacobians and solves large sparse adjoint systems, discarding the locality of the forward solver -- and differentiating the converged equation rather than the finite computation that actually ran. We propose solver-level differentiation, which differentiates the executed solver itself. When a solver is composed of block implicit updates, its discrete adjoint is obtained by applying the corresponding adjoint updates in reverse order, yielding a reverse-sweep formulation whose backward pass mirrors the forward solver. From an operator perspective, the forward pass realizes an approximate inverse through ordered local solves, and the backward applies its transpose through reverse local adjoint solves, constructing no global system. We instantiate this idea on Vertex Block Descent, yielding a differentiable solver whose reverse colored Gauss-Seidel sweeps are composed entirely of local $3\times 3$ adjoint solves. The backward matches automatic differentiation through the identical executed forward to machine precision at every solver depth, where the equation-level adjoint is off by 37% after one sweep; in a controlled same-codebase, same-GPU comparison it is 33x faster and uses 71x less memory than unrolled automatic differentiation; and the same construction is exact on projective dynamics and extended position-based dynamics. We scale differentiable elastodynamics to $10^6$ contact-coupled soft bodies (8M vertices) on one GPU. Overall, this work highlights solver structure as a practical organizing principle for efficient differentiable simulation.

GenGA: Editable and Data-Grounded Graphical Abstract Generation for Academic Papers cs.GR

Graphical Abstracts (GAs) visually summarize the key findings of academic papers, playing a crucial role in facilitating the understanding of research content. Recently, advancements in vision-language models and image generation models have enabled the automatic generation of scientific figures based on paper content. However, most conventional methods output the generated results as raster graphics, making post-editing (e.g., text modification and layout changes) highly difficult. This poses a significant challenge, as they are unsuitable for the iterative figure revision process inherent in paper writing and peer review. To tackle these challenges, we define the novel task of generating editable GAs from paper content and propose GenGA, a new GA generation framework that directly produces figures in vector format. By generating figures as a collection of vector elements with a hierarchical structure, GenGA produces outputs that can be seamlessly imported into existing drawing tools for intuitive, element-level editing. Furthermore, we introduce the Structural Independence Coefficient (SIC), a metric that quantifies the editing simplicity of a figure based on the degree to which local modifications propagate to other elements. Experimental results show that GenGA achieves superior editing simplicity compared to conventional methods, and even surpasses human-authored GAs in conciseness and semantic alignment. We also validate SIC as an effective metric correlated with manual editing costs. This study fundamentally redefines GA generation as an editable vector graphic generation problem grounded in the practical workflows of researchers, significantly promoting effective scientific communication.

A Query-Efficient Stochastic Volume Rendering Framework for Time-Varying Implicit Neural Volumes cs.GR

Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data. However, interactive volume rendering of INRs is challenging, as cheap memory lookups are replaced by expensive neural inferences, hindering the performance. Therefore, conventional volume rendering methods such as ray marching with dense sampling are often impractical. While resampling, caching, and retraining can mitigate this cost, they compromise convenience and accuracy and become impractical for time-varying data. We tackle these challenges using a query-efficient stochastic volume rendering framework based on delta tracking. Our system employs a four-stage pipeline that exploits heterogeneous parallelism, using ray tracing cores for traversal and tensor cores for batched neural evaluation. Furthermore, we present strategies to reduce INR queries via ray budgeting and query pruning, thereby increasing per-frame performance. Using our renderer, many time-varying INRs can be rendered directly from their original representation. The system achieves ~30-40 FPS at 1024x1024 resolution on an RTX 4090 GPU and converges to high-fidelity images. Moreover, the system enables interactive temporal exploration of the continuous domain, with timestep updates taking approximately 1-2 ms.

Two2Four: Generative Quadruped Puppeteering from Human Motion cs.GR

Realistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications.

Neural Representation of Minimal Surfaces cs.GR

We propose a neural representation for minimal surfaces. Unlike prior approaches based on discretization or Physics-Informed Neural Networks (PINNs), where meshes or neural fields are optimized to approximate the governing equations, our method builds on an exact representation, similar to the classical Weierstrass--Enneper parameterization, yielding minimal surfaces up to negligible quadrature error in evaluation. We formulate a training objective for the Plateau problem that optimizes over this representation.

Feature-Guided Diffusion for Non-Differentiable Inverse Rendering cs.GR

Inverse rendering is traditionally solved via differentiable renderers and gradient descent, which requires substantial problem-specific engineering and is prone to getting stuck in local minima due to ambiguities. Derivative-free approaches alleviate engineering requirements, but often heavily depend on a good problem initialization. In this work, we propose Feature-Informed Diffusion Evolution (FIDE), a fully black-box framework that requires no gradients or specific initialization: the renderer is treated as an opaque function whose only requirement is to produce images. Our key insight is feature guiding: rather than reducing each candidate rendering to a scalar loss value, we use a Vision Transformer (ViT) to extract dense visual features from it. We subsequently use these features to train a diffusion-based candidate proposal model, allowing the network to use visual cues to predict parameters that would match the target image. The candidate solutions proposed by this diffusion model are then refined in a closed loop with a CMA evolution strategy, continuously narrowing the proposal region as optimization progresses. We validate across diverse inverse problems from path tracing, vector splines, Voronoi shaders, and robotics, and demonstrate that feature-guiding substantially improves convergence over scalar-loss baselines and reliably escapes local minima where gradient-based methods stall.

EVOLVE: Efficient Learned Volume Compression with Variable-Rate Encoding on a Cross-Domain Database cs.GR

Large-scale scientific simulations generate volumetric data at rates that far outpace advances in storage and network bandwidth, making effective lossy compression increasingly critical. However, conventional compressors often struggle to preserve fine structural details at high compression ratios (CRs), and implicit neural representations (INRs) require costly per-volume optimization and produce models with fixed CRs. To respond, we present EVOLVE, an autoencoder (AE)-based volume-compression framework that targets high CRs for offline compression, with three key contributions. First, we construct a large-scale cross-domain database of 6,376 volumes from 21 scientific simulations, curated via perceptual hashing to ensure diversity, enabling the optimized model to extract features that generalize across volumes within the covered scientific simulation domains. Second, we reexamine the design space of AE-based compressors and incorporate several macro- and micro-designs into a vanilla AE to develop EVOLVE, which substantially improves the expressive power and compression capability. Third, we develop a learnable gain mechanism with a three-stage training strategy to enable variable-rate encoding, allowing a single model to support continuous CR adjustment at inference time. Experiments on multiple unseen scientific simulation datasets demonstrate that EVOLVE achieves substantially higher CRs than conventional compressors at comparable reconstruction quality, while delivering compression speeds that are orders of magnitude faster than INR-based methods, highlighting its promise as a strong alternative for compressing scientific data. The code, model weights, and results are available on our project page at https://evolve-vis.github.io.

Instant NuRec: Feed-Forward 3D Gaussian Reconstruction for Driving Scene Simulation cs.GR

3D simulation platforms are critical for autonomous driving because they enable end-to-end policy evaluation, thereby reducing development costs and improving safety. In recent years, neural simulation has become predominant, with methods such as NuRec playing a central role; however, these methods remain relatively slow and typically require per-scene tuning. In this work, we present Instant NuRec, a feed-forward neural reconstruction model that turns a short multi-view driving log into a fully simulatable 3D Gaussian Splatting (3DGS) world in a single forward pass. The model accepts multi-view input from a calibrated camera rig and emits a layered output consisting of static and dynamic 3DGS layers, a sky cubemap, and per-camera ISP corrections, while providing native support for non-pinhole camera models via 3DGUT. It reconstructs a 10-20-second multi-camera scene in roughly 1.5 seconds and achieves a PSNR on the Waymo Open Dataset that is 2.01 dB above the strongest evaluated baseline. Instant NuRec is deeply integrated into NuRec and is compatible with AlpaSim for closed-loop simulation.

ARDY: Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation cs.GR

Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic constraints, they lack the inference speed required for interactive settings. Conversely, existing online methods enable real-time synthesis but often sacrifice controllability or struggle with complex text semantics and long-horizon goals due to limited context windows. In this work, we introduce ARDY, a streaming generation framework that bridges this gap by enabling high-fidelity motion generation controllable via online text prompts and flexible kinematic constraints. ARDY employs a hybrid representation that combines explicit root features with a latent body embedding, balancing precise trajectory control with efficient generative learning. We propose a two-stage autoregressive transformer denoiser that features variable history context and supports conditioning on flexible, long-horizon kinematic constraints. By training on a large-scale motion capture dataset and being directly conditioned on text labels and kinematic constraints sampled from ground truth poses, ARDY natively learns controllable generation that supports online prompting and flexible long-horizon goals. Extensive evaluations on the HumanML3D benchmark and the large-scale, high-fidelity Bones Rigplay dataset demonstrate ARDY's high motion quality and constraint adherence, validating the efficacy of our key architectural decisions. Finally, we demonstrate the method's practical versatility through an interactive demo featuring dynamic text control, diverse keyframe pose constraints, path following, and interactive locomotion control via mouse and keyboard. Supplementary video results, code, and model releases can be found at https://research.nvidia.com/labs/sil/projects/ardy/.

CGGS: Consistency-Augmented Geometric Gaussian Splatting for Ego-centric 3D Scene Generation cs.GR

Challenges remain in ego-centric 3D scene generation due to limited view overlap and the dominant influence of individual perspectives on scene interpretation. These factors hinder the creation of viewpoint-consistent and semantically aligned visual content, as well as the construction of accurate geometric structures. In this paper, we propose CGGS, a text-to-3D framework aiming to enhance 3D-content-awareness and address geometric distortions in ego-centric scene generation. Firstly, the Ego-centric Generator is proposed by fine-tuning a Multi-View Latent Diffusion Model with consistency-augmented loss to generate consistent, high-fidelity 2D content aligned with textual descriptions. Then, Layout Decorator leverages optical flow and point-track correspondence to estimate depth, therefore producing dense point clouds as coarse layouts from the ego-centric 2D priors. Building on this initialization, Geometric Refiner is proposed to enhance 3D Gaussian reconstruction via an entropy-based Mutual Information Depth Loss (MID) combined with a hierarchical optimization scheme for improving visual quality and geometric structure. Comprehensive experiments demonstrate that \textcolor{softred}{CGGS} outperforms previous methods in generating coherent and accurate text-driven 3D scenes. Project page: https://cggs-26.github.io/cggs26/.

How to Build Digital Humans? From Priors to Photorealistic Avatars cs.GR

This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a personalized avatar, and (iii) animating the avatar. To limit the scope, we focus on the prior learning and avatar creation stages. We define current avatar representations and introduce a taxonomy that categorizes existing work along multiple axes, including body regions and employed priors. We review methods for full-body and head avatars, as well as layered representations that decompose the body into components such as hands, hair, and garments. Finally, we outline common underlying principles, reference key literature for newcomers, and discuss open challenges and future research directions.

LLM-Driven Personalities for Decision Making in Emergency Simulations cs.GR

For virtual humans to appear believable, they must exhibit agency and spatial awareness while interacting with their environment in ways that reflect competence and intelligence. At the core of these capabilities lies effective decision-making, which strongly shapes agent behavior. With the rapid advancement of artificial intelligence, Large Language Models (LLMs) have increasingly been explored as a mechanism to support such decision-making processes. In this work, we investigate the use of LLMs to drive decision-making in virtual humans within a simulated evacuation scenario, incorporating OCEAN personality traits into agent representations. Our goal is to evaluate how personality, expressed through language-based prompts, influences both individual behaviors and collective simulation outcomes. Our results demonstrate that LLM-driven personality profiles significantly impact agents' decisions, leading to distinct behavioral patterns across different traits. These findings suggest that heterogeneous crowds composed of LLM-guided agents can enhance the realism and variability of simulated environments, offering a flexible alternative to traditional rule-based approaches.

Intrinsic decomposition and editing of 3D Gaussian splats cs.GR

Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting. We extend intrinsic decomposition to radiance fields represented with Gaussian splatting by proposing solutions to three key aspects of such decomposition. First, we describe how to model the intrinsic decomposition as independent sets of Gaussian primitives, which allows each set to adapt to the characteristics of the layer it represents. Second, we present an optimization procedure guided by data-driven predictions to disentangle multi-view photographs of a scene into the aforementioned intrinsic sets. Finally, we provide an editing workflow where users modify the texture of planar surfaces simply by modifying the albedo of that surface in one image. Capturing this edit within the intrinsic radiance field allows re-rendering of the edited scene with plausible lighting under arbitrary viewpoints.

RenderFormer++: Scalable and Physically Grounded Feed-Forward Neural Rendering cs.GR

We present RenderFormer++, a scalable and physically grounded feed-forward neural rendering framework for global illumination in mesh scenes. Existing Transformer-based neural rendering methods such as RenderFormer achieve promising cross-scene generalization, but suffer from limited physical consistency and poor scalability due to the quadratic attention complexity of triangle-level tokenization. To address these issues, we introduce Physics-Informed Transport Guidance (PITG), which embeds rendering-equation inductive biases into the attention mechanism and enforces transport consistency loss, enabling physically consistent light transport modeling. We further propose Hierarchical Object-Centric Tokenization (HOCT), which aggregates triangle-level features into compact object-level tokens via cross-attention with learnable queries, substantially reducing computational and memory costs while preserving geometric and radiometric information. Extensive experiments demonstrate that RenderFormer++ achieves scalable, stable, and generalizable feed-forward global illumination rendering across complex large-scale scenes with improved physical accuracy and efficiency over prior neural rendering methods.

STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering cs.GR

Neural order-independent transparency delivers high-quality rendering of overlapping transparent surfaces, but its geometry passes and network input generation remain costly, particularly on mobile and legacy hardware. We present a spatiotemporal acceleration framework that exploits spatial and temporal coherence to reduce this overhead while preserving visual quality. Spatially, we use adaptive quadtree-based screen-space subdivision to scale geometry pass resolution according to local color variance. Temporally, selected frames reuse the previous transparency result through depth-based reprojection instead of full rendering. Together, these optimizations reduce rendering cost and integrate efficiently into existing real-time rendering pipelines.

Aggregating LLM-Based Weak Verifiers for Spatial Layout Generation cs.GR

We present a pipeline for building and aggregating task-specific, LLM-generated weak (imperfect) verifiers into a strong verifier for spatial layout domains. Given a task description, our pipeline asks an LLM to synthesize a collection of verifier programs using a layout verification DSL. Each individual LLM-generated verifier usually provides an imperfect check for a match between the layout and the corresponding task description. We show that by aggregating the responses of many such verifiers we can produce a stronger verifier. Moreover, by applying techniques from weak learning, our pipeline can learn how to aggregate the weak verifiers from a very sparse set of human labeled example layouts (about 10). We find that the strong verifiers produced by our pipeline outperform the status-quo approach of using a set of LLM judges to directly check whether a layout matches a task description, raising F1-scores by up to 7X across a variety of 3D room layout and 2D poster design tasks. We also demonstrate that verifier-guided layout generation using natural language feedback from our strong verifiers improves layout quality of a base layout generator by up to 66.2% according to a human evaluator.

Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting cs.GR

After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.

The Invisible Hand of Physics: When Video Diffusion Models Know More Than They Show cs.GR

Modern video diffusion models generate increasingly realistic and temporally coherent videos, motivating their use as candidate world simulators. Yet it remains unclear whether these models internally encode physical structure, or merely reproduce motion patterns seen during training. We study this question by probing video diffusion models along latent trajectories corresponding to real videos with known physical plausibility. To obtain such trajectories, we approximately invert the deterministic sampling process by integrating the learned velocity field backward from a clean video latent to noise, giving access to the model's intermediate states and attention maps. Using these recovered trajectories, we show that physical plausibility is linearly decodable from diffusion transformer states across IntPhys and InfLevel, reaching around 81.27% average accuracy and outperforming dedicated representation-learning baselines such as V-JEPA and VideoMAE. Surprisingly, this signal is absent from the VAE latent input and emerges inside the denoising transformer itself, despite the model not being trained with a self-supervised predictive objective. These findings suggest that physically meaningful representations can arise as a byproduct of generative denoising.

Monte Carlo Steklov Operators for Large-Scale Geometry Processing in the Wild cs.GR

Intrinsic methods fill the default toolbox for geometry processing on meshes. Intrinsic operators, in particular the Laplacian, underlie methods that require invariance to isometry and have hence been employed in many algorithms for shape analysis, learning, and editing. However, intrinsic methods are predicated on assumptions that quickly become brittle when working with in-the-wild geometry, where (i) mesh quality is not guaranteed, and (ii) many meshes are modeled with multiple connected components. In such settings, volumetric constructions are better-defined, since restrictions on surface topology can be relaxed. This paper presents a Monte Carlo method for estimating the Dirichlet-to-Neumann (DtN) operator -- a boundary-to-boundary volumetric operator -- and its associated Steklov eigenmodes. We build on recent developments in Monte Carlo geometry processing by casting this boundary operator itself as the subject of estimation. The DtN operator, defined through a volumetric stochastic process, is then generalized to the exterior domain, where it couples disconnected components through the surrounding ambient space. We show that our method is orders of magnitude faster than existing boundary-element approaches for computing Steklov spectra while remaining robust to poor triangulations, high-resolution meshes, and multi-component geometry. To demonstrate this scalability, we compute interior and exterior Steklov eigenspectra for approximately 450,000 shapes from the uncurated Objaverse dataset. We incorporate these operators into Steklov-CLIP, a mesh-based neural network that uses volumetric spectral operators for large-scale contrastive 3D representation learning. The resulting network learns semantically meaningful global and dense shape representations, illustrating that geometrically-principled volumetric operators can be made practical at the scale of modern 3D datasets.

Before the Shutter: Aesthetic and Actionable Portrait Photography Planning in 3D Scenes cs.GR

Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter

Self-Improving CAD Generation Agents with Finite Element Analysis as Feedback cs.GR

Computer-aided design (CAD) is the backbone of modern industrial design, yet learned CAD generators still fall short of real engineering pipelines: they neither iterate like engineers nor evaluate what engineering requires. Prior work has treated CAD generation as two disjoint steps, part synthesis and assembly, where the former is graded by proximity to a gold reference and the latter, when handled at all, is reduced to a separate constraint solving step. In this work, we introduce a more industry-native task formulation that requires a model to produce a fully assembled multi-part STEP file from a free-form engineering brief, which is then validated via finite element analysis (FEA). FEA validation reveals that Codex (GPT-5.5) and Claude Code (Opus-4.7) agents do not produce a single strict-passing artifact in the main first-attempt sweep, with the best configuration meeting only about 20% of typed requirements on average. Moreover, we introduce two additional supervision signals, a novel text-only blueprint schema and a 21-view image renderer that aids the agent's visual inspection, that better align the generation loop with how engineers iterate in practice. On S2O and Fusion360, the same feedback tools improve geometric reconstruction, with GPT-5.5/xhigh rising from 0.444 to 0.592 Box-IoU on S2O and from 0.397 to 0.505 on Fusion360. Together these signals move CAD programs toward artifacts that are not only visually plausible but also checked against physical and structural requirements.

AnchorRoute: Human Motion Synthesis with Interval-Routed Sparse Contro cs.GR

Sparse anchors provide a compact interface for human motion authoring: users specify a few root positions, planar trajectory samples, or body-point targets, while the system synthesizes the full-body motion that completes the under-specified intent. We present AnchorRoute, a sparse-anchor motion synthesis framework that uses anchors as a shared scaffold for both generation and refinement. Before generation, AnchorRoute converts sparse anchors into anchor-condition features and injects the resulting condition memory into a frozen Transition Masked Diffusion prior through AnchorKV and dual-context conditioning. This preserves the generation quality of the pretrained text-to-motion prior while learning sparse spatial control. After generation, the same anchors are evaluated as residuals: their timestamps define refinement intervals, and their residuals determine where correction should be concentrated. RouteSolver then refines the motion by projecting soft-token updates onto anchor-defined piecewise-affine interval bases. This couples generation-time anchor conditioning with residual-routed refinement under one anchor scaffold. AnchorRoute supports root-3D, planar-root, and body-point control within the same formulation. In benchmark evaluations, AnchorRoute outperforms prior sparse-control methods under the sparse keyjoint protocol and consistently improves anchor adherence across control families. The results show that the learned anchor-conditioned generator and RouteSolver refinement are complementary: the generator preserves text-motion quality, while RouteSolver provides a controllable path toward stronger anchor adherence.

Adaptive Interpolation-Synthesis for Motion In-Betweening on Keyframe-Based Animation cs.GR

Motion in-betweening is one of the most artistically demanding and time consuming stages of 3D animation, where the expressivity and rhythm of motion are defined. The level of creative control it requires makes it a major production bottleneck, underscoring the need for intelligent tools that assist animators in this process. Although recent deep learning approaches have achieved strong results in motion synthesis and in-betweening, they assume data characteristics, motion styles, and problem formulations that diverge from professional animation workflows. To bridge this gap, we propose a method explicitly aligned with the constraints of motion in-betweening for keyframe-based animation in production environments. At its core, the Adaptive Interpolation-Synthesis (AIS) layer mirrors the animator's creative process by dynamically balancing learned interpolation and direct pose synthesis. In addition, a domain-based input keypose schedule reflects the distribution of production data, improving stylistic consistency and alignment between training and real-world usage. Our method achieves state-of-the-art performance on production data; when integrated into Autodesk Maya, it enables animators to complete in-betweening tasks with a 3.5x speedup.

Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation cs.GR

Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.

MUSIC: Learning Muscle-Driven Dexterous Hand Control cs.GR

We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.

STEP-Parts: Geometric Partitioning of Boundary Representations for Large-Scale CAD Processing cs.GR

Many CAD learning pipelines discretize Boundary Representations (B-Reps) into triangle meshes, discarding analytic surface structure and topological adjacency and thereby weakening consistent instance-level analysis. We present STEP-Parts, a deterministic CAD-to-supervision toolchain that extracts geometric instance partitions directly from raw STEP B-Reps and transfers them to tessellated carriers through retained source-face correspondence, yielding instance labels and metadata for downstream learning and evaluation. The construction merges adjacent B-Rep faces only when they share the same analytic primitive type and satisfy a near-tangent continuity criterion. On ABC, same-primitive dihedral angles are strongly bimodal, yielding a threshold-insensitive low-angle regime for part extraction. Because the partition is defined on intrinsic B-Rep topology rather than on a particular triangulation, the resulting boundaries remain stable under changes in tessellation. Applied to the DeepCAD subset of ABC, the pipeline processes approximately 180{,}000 models in under six hours on a consumer CPU. We release code and precomputed labels, and show that STEP-Parts serves both as a tessellation-robust geometric reference and as a useful supervision source in two downstream probes: an implicit reconstruction--segmentation network and a dataset-level point-based backbone.

Fast Voxelization and Level of Detail for Microgeometry Rendering cs.GR

Many materials show anisotropic light scattering patterns due to the shape and local alignment of their underlying micro structures: surfaces with small elements such as fibers, or the ridges of a brushed metal, are very sparse and require a high spatial resolution to be properly represented as a volume. The acquisition of voxel data from such objects is a time and memory-intensive task, and most rendering approaches require an additional Level-of-Detail (LoD) data structure to aggregate the visual appearance, as observed from multiple distances, in order to reduce the number of samples computed per pixel (E.g.: MIP mapping). In this work we introduce first, an efficient parallel voxelization method designed to facilitate fast data aggregation at multiple resolution levels, and second, a novel representation based on hierarchical SGGX clustering that provides better accuracy than baseline methods. We validate our approach with a CUDA-based implementation of the voxelizer, tested both on triangle meshes and volumetric fabrics modeled with explicit fibers. Finally, we show the results generated with a path tracer based on the proposed LoD rendering model.

A Unified Conditional Flow for Motion Generation, Editing, and Intra-Structural Retargeting cs.GR

Text-driven motion editing and intra-structural retargeting, where source and target share topology but may differ in bone lengths, are traditionally handled by fragmented pipelines with incompatible inputs and representations: editing relies on specialized generative steering, while retargeting is deferred to geometric post-processing. We present a unifying perspective where both tasks are cast as instances of conditional transport within a single generative framework. By leveraging recent advances in flow matching, we demonstrate that editing and retargeting are fundamentally the same generative task, distinguished only by which conditioning signal, semantic or structural, is modulated during inference. We implement this vision via a rectified-flow motion model jointly conditioned on text prompts and target skeletal structures. Our architecture extends a DiT-style transformer with per-joint tokenization and explicit joint self-attention to strictly enforce kinematic dependencies, while a multi-condition classifier-free guidance strategy balances text adherence with skeletal conformity. Experiments on SnapMoGen and a multi-character Mixamo subset show that a single trained model supports text-to-motion generation, zero-shot editing, and zero-shot intra-structural retargeting. This unified approach simplifies deployment and improves structural consistency compared to task-specific baselines.

Neural Dynamic GI: Random-Access Neural Compression for Temporal Lightmaps in Dynamic Lighting Environments cs.GR

High-quality global illumination (GI) in real-time rendering is commonly achieved using precomputed lighting techniques, with lightmap as the standard choice. To support GI for static objects in dynamic lighting environments, multiple lightmaps at different lighting conditions need to be precomputed, which incurs substantial storage and memory overhead. To overcome this limitation, we propose Neural Dynamic GI (NDGI), a novel compression technique specifically designed for temporal lightmap sets. Our method utilizes multi-dimensional feature maps and lightweight neural networks to integrate the temporal information instead of storing multiple sets explicitly, which significantly reduces the storage size of lightmaps. Additionally, we introduce a block compression (BC) simulation strategy during the training process, which enables BC compression on the final generated feature maps and further improves the compression ratio. To enable efficient real-time decompression, we also integrate a virtual texturing (VT) system with our neural representation. Compared with prior methods, our approach achieves high-quality dynamic GI while maintaining remarkably low storage and memory requirements, with only modest real-time decompression overhead. To facilitate further research in this direction, we will release our temporal lightmap dataset precomputed in multiple scenes featuring diverse temporal variations.