
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.
