
ALT Vegetation plays a central role in cities, serving functional roles such as balancing shade and sky exposure, shaping the microclimate, carbon sequestration, and providing acoustic screening. Furthermore, aesthetic choices in landscape styles (formal, modernist, picturesque) are important for citizens' well-being and should be considered in the design of urban landscapes. In this paper, we present a novel method for placing vegetation, ranging from shrubs to large trees, in 3D urban scenes. Our method uses individual lots as input and employs a conditioned Vision-Language Model (VLM) to generate a top-down rendering of vegetation, placing large trees, small trees, and shrubs on lawn areas. This rendering is then converted into a 3D scene by detecting individual plants and selecting appropriate 3D assets. To refine the proposed configurations, we define an optimization loop that keeps the VLM-generated positions fixed after a deterministic feasibility repair and uses CMA-ES to optimize

ALT Robotic manipulation of multi-state materials needs a simulator that handles large deformation, topology change, and two-way contact between tools and materials while staying fast enough to drive online reinforcement learning. We present MG-CD-MPM, a tool-centered localized extension of CD-MPM. The implicit Ginzburg-Landau phase-field damage system is solved on a local patch by preconditioned conjugate gradients using a geometric-multigrid V-cycle as the preconditioner. The background MPM discretization remains uniform: only the damage solve is localized. Two-way rigid-tool coupling converts MPM contact impulses into forces and torques on the tool, exposing material resistance directly to the policy. The resulting Gym-like simulator covers soft solids, brittle materials, granular media, and viscoplastic or semi-fluid media within a unified per-particle constitutive layer. We demonstrate cutting, scooping, and shoveling in six scenes, combining scripted tool motions with PPO policies tr

ALT Deriving plausible and dynamic Human Object Interaction (HOI) has gained tremendous progress in Embodied AI and Immersive AR/VR. While existing HOI methods have effectively explored human interaction with individual or fixed objects, they still show limitations in complex multi-object interaction scenes. Meanwhile, previous approaches focus more on the contact information held by human-object relation, overlooking the significance of the contact situation of various entities (i.e., object-object). To address these limitations, we propose UniffordInteractor, a Reasoning-then-Interacting framework that leverages unified affordance for realistic and long-horizon human and multi-object interaction modeling. At the reasoning stage, we devise a Unified Affordance Reasoner (UAR) that employs a fine-tuned 3D Multimodal Large Language Model for unified object-centric affordance prediction. At the interacting stage, we propose Hierarchical Interaction Generator (HIG), which formulates the intera

ALT Crowd simulation aims to generate agent behaviours that are rich, natural, and appropriate to their surrounding environment. Recent advances in Machine Learning have enabled such behavioural patterns to be learned directly from trajectory data, allowing simulation models to capture increasingly complex crowd dynamics. However, the capabilities of these systems remain strongly dependent on the type and diversity of the data used during training. When evaluating how well crowd simulators generalise to real-world datasets, most existing metrics focus primarily on trajectory-level differences rather than behaviour-level similarity. In this paper, we present Trajeform, a framework that trains a reconstruction VAE (Variational Autoencoder) on real trajectory data to learn a meaningful continuous embedding that preserves behavioural characteristics of real crowds. The trained encoder can then be applied to synthetic trajectories generated by simulators and used to compare the resulting embedd

ALT Existing neural 3D representations separately address continuous surface modeling, efficient image synthesis, or object-specific compression. They do not jointly provide the explicit surface queries required by ray tracing and a structured output space that can be predicted across objects. We introduce NeuOctree, a neural explicit representation that directly predicts whether and where a ray intersects a surface, together with its normal and albedo. NeuOctree stores shared features at the corners of sparse octree voxels and interpolates them into a continuous local field. A lightweight decoder with recurrent intersection-guided sampling refines each query near the predicted surface, enabling direct surface rendering without mesh extraction or texture baking and accommodating open, non-watertight geometry. The same octree structure supports both compact per-object optimization and a shared octree CNN that constructs renderable assets from colored point clouds without per-object fitting.

ALT Dynamic web interactions continuously evolve as new edges arrive, offering large language models (LLMs) great potential for reasoning over edge-level temporal semantics. However, continuously arriving edges are often repetitive, obscuring the key structures that truly reflect temporal changes and limiting the efficiency of LLMs. A key insight is that beneath the dense stream of edge arrivals lies a sparse evolution of temporal intent, enabling LLMs to be responsively triggered only when such intent shifts, while otherwise inheriting the previous state. To this end, we propose a hypergraph-based framework named HyperIntent, which enhances dynamic graph reasoning by parsing differentiated intents, quantifying their temporal discrepancies, and performing shift-triggered semantic updating. Experimental results on destination node retrieval and future link prediction demonstrate that HyperIntent consistently achieves the best overall performance, with average relative Hits@1 gains of 34.0%

ALT Biological models bring the molecular world of cells into view, enabling experts and the public to explore and understand biological discoveries. Building mesoscale models requires organizing many molecular components into spatial arrangements that can be revised as evidence and interpretations develop. We present MesoCraft, a browser-based tool for structural biologists centered on interactive procedural modeling. User-defined rules generate collections of molecular instances, while a geometry-node editor and visual feedback support authoring and revision of their spatial relationships. Beyond model construction, MesoCraft integrates exploration and communication, enabling researchers to inspect molecular organization and create guided animations that highlight key spatial relationships. By connecting modeling, exploration, and explanation in a unified workflow, MesoCraft allows insights gained during exploration and communication to inform iterative model refinement, supporting the d

ALT The growing need for high-quality 3D content remains among the most prevalent challenges in virtual reality (VR). Recently, novel view synthesis techniques have enabled rapid content creation, with 3D Gaussian Splatting (3DGS) emerging as one of the most promising methods for generating high-fidelity 3D scenes. However, using 3DGS to reconstruct unbounded outdoor scenes can leave horizons incomplete due to missing data or a lack of distant geometric constraints. Such incompleteness can break immersion, compromising VR's core characteristic. A typical workaround in traditional VR systems is a textured cube (skybox) or sphere (skydome) surrounding the environment to create the illusion of a distant background. However, these approaches struggle to blend seamlessly with the reconstructed 3DGS geometry. To address these issues, we introduce the DomeGS framework, which incorporates the skydome concept not as a flat background shell, but as a part of the reconstructed Gaussian Splatting 3D s

ALT We present a new MPM-based solver for perfectly elastic solids, which can recover from strong deformations and naturally allows contact handling. Typical MPM solvers suffer from numerical fracture, where objects break apart even when no plasticity is included in the elasticity model. Previous approaches for perfectly elastic solids solve this by computing forces on a fixed grid in the reference configuration. However, this makes them incompatible with standard collision handling methods. We instead propose a method for deformable solid simulation without numerical fracture, that still computes elastic forces on the current grid. Our method can easily include grid-based collision handling, as commonly used in MPM frameworks. Additionally, we compute the deformation directly from the particle positions and a fixed reference grid, without any updates based on velocity gradients. This facilitates the inclusion of particle-level collision handling and zero-energy mode suppression, which cou

ALT Walk-on-Spheres (WoS) enables mesh-free solutions of elliptic PDEs, but conventional methods repeatedly discard sampled trajectories, limiting their efficiency in interactive applications. We introduce reusable transport skeletons, a persistent representation that organizes stochastic walks into a shared computational graph. Our framework enables efficient reuse across spatial queries and boundary conditions, while supporting progressive refinement, structure-preserving compression, and local adaptation to dynamic geometry. It further enables interactive editing of transport between selected regions. Experiments demonstrate substantial computational savings while preserving solution accuracy. By transforming transient stochastic trajectories into reusable transport structures, our method provides a flexible foundation for interactive Monte Carlo PDE solving.

ALT Long-horizon object-centered tasks in interactive 3D environments involve heterogeneous events that unfold across time and space, including fine-grained manipulations, larger structural motions, and subtle state transitions. Effectively visualizing such processes is essential for helping users understand how actions lead to outcomes over time. However, existing camera control methods in 3D systems are commonly designed for static objects, and often fail to maintain the legibility of task-relevant components and their evolving relationships throughout long-horizon executions. We present VISTA, a differentiable viewpoint planning framework for long-horizon task visualization. We formulate camera control as a visualization policy that optimizes camera parameters under a unified rendering-based quality objective and we propose five quality metrics to satisfy our five design goals. To support both local part inspection and interaction-centric visualization centered on a primary object, our

ALT We present a system for consolidating a sparse set of multi-view renderings into a single coherent texture image, providing a framework for integrating generative models for image generation within the geometry-processing pipeline. Given a texture-atlased triangle mesh and a set of renderings with associated camera parameters, we generate the texture image by: (1) back-projecting the renderings onto the mesh to obtain texture images with normalized colors and confidences; (2) solving for flow-fields on the mesh that align the colors to each other, taking into account the associated confidences; and (3) fusing the registered colors into a single texture image using gradient-domain stitching, again incorporating confidences. Our approach complements existing techniques for multi-view image generation, leveraging mesh-based optical flow and texture-space stitching. In doing so it addresses the challenge that while modern image generation pipelines generate highly convincing renderings, th

ALT We present StereoSplat, a feed-forward 3D Gaussian Splatting architecture designed explicitly for stereo videos to achieve reliable, metric-scale novel-view synthesis. Unlike monocular approaches that neglect the nature of binocular pairs, StereoSplat adopts a native stereo architecture that extracts dense multi-scale latent features and disparity from a foundation stereo backbone and feeds them into a dedicated Gaussian decoder. Our decoder utilizes cross-view feature fusion and gated depth refinement to directly translate these rich representations into per-pixel 3D Gaussians. To resolve the high redundancy of per-pixel predictions across overlapping views, we propose a learnable depth-adaptive aggregation mechanism that clusters and aggregates primitives in inverse-depth space while preserving fine-grained details. To support training and generalization, we introduce XRStereo, a large-scale synthetic dataset of stereo video featuring various rig configurations tailored to match the

ALT We present GaussianSpline, a dynamic 4D Gaussian Splatting method that models per-Gaussian motion using adaptive, non-uniform piecewise cubic Bézier splines. Unlike approaches based on global deformations, fixed-order polynomials, or uniformly parameterized splines, GaussianSpline jointly learns the Bézier control points and the temporal partition of each Gaussian's trajectory. This adaptive representation allocates greater temporal capacity to highly dynamic regions while maintaining compact trajectories for near-static regions, enabling high-fidelity reconstruction of complex and rapidly changing motion. To jointly achieve globally smooth motion and local adaptivity, we enforce G¹ continuity between consecutive Bézier segments using a reflection-based constraint on their control points. This produces smooth, fully differentiable trajectories while preserving the flexibility of non-uniform temporal parameterization. Experiments on the Neural 3D Video benchmark, the Google Immersive da

ALT Reconstructing and rendering high-fidelity, animatable, and try-on-ready virtual avatars using only a single camera is crucial for many applications. However, existing try-on-ready human avatar reconstruction methods struggle to achieve this from monocular videos or single images, primarily due to two issues: (1) existing approaches typically use a single layer to represent both garments and the underlying body, ignoring their distinct motion characteristics; and (2) input captured from a single camera often fails to fully cover both the garments and the underlying body. To address these challenges, we propose a physically integrated, double-layer GS-Mesh representation for reconstructing decoupled 3D clothed human avatars from monocular videos or even single images by incorporating 2D generated data. While 2D generation methods can produce video sequences from given pose sequences, they struggle to maintain inter-frame consistency. We decompose the inter-frame inconsistencies in the g

ALT Body deformation caused by muscle contraction plays a vital role in the visual realism of character animation, yet in most 3D animation pipelines artists have to manually specify muscle activations, which is time-consuming and gives no guarantee of physical realism. To address this, we propose a new method in which a reinforcement learning (RL) controller discovers per-muscle activations that track reference motions without manual tuning. Existing RL muscle controllers stop at 1D muscles; we go one step further, keeping the 1D model inside the RL control loop as a fast surrogate, and using a 3D volumetric simulation to produce the final deformation. Because both stages share the very same constitutive law, the muscle deformation is produced by the same activations that generated the motion. We further add a measured electromyography (EMG) prior that steers the redundant activation solution toward real human muscle recruitment. To achieve stable, efficient, and realistic simulation, we

ALT Reasoning about fine-grained placement constraints, such as support and containment, is essential for realistic 3D scene creation. It remains a significant challenge for existing methods that rely on simplified object representations like oriented bounding box (OBB), which are blind to the detailed geometry. To address this limitation, we introduce GALA, a geometry-aware language model with explicit point cloud perception for controllable object placement. Our model performs autoregressively by predicting the 6D pose of one target object at a time conditioned on the scene context and placement instruction. We utilize a two-stage training strategy: the first stage aligns geometric and textual modalities through pretraining tasks, and the second stage fine-tunes the model for placement. To facilitate this task, we also curate a multi-source scene dataset covering diverse room types and fine-grained furniture arrangements, which will be open-sourced for community benefit. Experiments on o

ALT Sprite-based animation remains prevalent in video game development, but production workflows require capabilities beyond traditional in-betweening. While existing neural interpolation methods can generate intermediate frames, animators also need forward extrapolation to predict motion continuations and backward extrapolation for editing and reverse-engineering existing sprite sheets. Current video generation models either operate on natural video content with stochastic diffusion sampling incompatible with production requirements, or focus exclusively on interpolation without addressing extrapolation tasks. We present a deep learning approach for controlled directional frame generation in sprite animation using three specialized expert models that share identical U-Net encoder-decoder architectures and several domain-specific modifications, including RGBA-aware processing, multi-scale flow refinement, pixel-shuffle upsampling, and alpha-gated blending. Each model is trained on differen

ALT Branching Walk-on-Spheres (WoS) solves semilinear PDEs without meshes, but its computational cost grows sharply near critical branching rates. We introduce Walk in Envelopes (WiE), which uses certified solution bounds to transform branching diffusion rather than prune existing trees. The transformation suppresses reproduction, introduces controlled termination, and preserves unbiasedness with an envelope-dependent variance bound. We realize the transformed process through exact rejection sampling using standard screened WoS kernels, supported by certified spline envelopes and adaptive sampling, and further prove that suitable harmonic envelopes yield bounded expected reproduction counts even as conventional BBM diverges.

ALT B-spline lofting through closed cross-sections is common in reverse engineering, but interpolating each section on its own knot vector can produce an unnecessarily large control net. We construct a common-knot method for closed section curves of odd and even degree by minimizing the strain energy of each section subject to its interpolation constraints. Feasibility for closed section data and uniqueness of the resulting saddle-point solution require full row rank of the periodic collocation matrices, a property that a previously proposed periodic Schoenberg-Whitney window condition does not always guarantee. We establish the exact parity distinction: the condition is sufficient at odd point counts but admits singular configurations at every admissible even point count. For the odd and even degrees used here, the natural and shifting anchor knots are nonsingular; at odd point counts the window condition certifies the selected candidate, whereas at even point counts a rank test with an a
