pwc-archive/papers-with-abstracts huggingface dataset:
ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies
Authors: Jinyan Yuan, Bangbang Yang, Keke Wang, Panwang Pan, Lin Ma, Xuehai Zhang, Xiao Liu, Zhaopeng Cui, Yuewen Ma
Date: 2025-06-17 00:00:00
Tasks: Scene Generation, Spatial Reasoning

Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.
UltraZoom: Generating Gigapixel Images from Regular Photos
Authors: Jingwei Ma, Vivek Jayaram, Brian Curless, Ira Kemelmacher-Shlizerman, Steven M. Seitz
Date: 2025-06-16 00:00:00

We present UltraZoom, a system for generating gigapixel-resolution images of objects from casually captured inputs, such as handheld phone photos. Given a full-shot image (global, low-detail) and one or more close-ups (local, high-detail), UltraZoom upscales the full image to match the fine detail and scale of the close-up examples. To achieve this, we construct a per-instance paired dataset from the close-ups and adapt a pretrained generative model to learn object-specific low-to-high resolution mappings. At inference, we apply the model in a sliding window fashion over the full image. Constructing these pairs is non-trivial: it requires registering the close-ups within the full image for scale estimation and degradation alignment. We introduce a simple, robust method for getting registration on arbitrary materials in casual, in-the-wild captures. Together, these components form a system that enables seamless pan and zoom across the entire object, producing consistent, photorealistic gigapixel imagery from minimal input.
TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting
Authors: Mae Younes, Adnane Boukhayma
Date: 2025-06-16 00:00:00
Tasks: GPU, Inverse Rendering, Novel View Synthesis

Gaussian Splatting have demonstrated remarkable novel view synthesis performance at high rendering frame rates. Optimization-based inverse rendering within complex capture scenarios remains however a challenging problem. A particular case is modelling complex surface light interactions for highly reflective scenes, which results in intricate high frequency specular radiance components. We hypothesize that such challenging settings can benefit from increased representation power. We hence propose a method that tackles this issue through a geometrically and physically grounded Gaussian Splatting borne radiance field, where normals and material properties are spatially variable in the primitive's local space. Using per-primitive texture maps for this purpose, we also propose to harness the GPU hardware to accelerate rendering at test time via unified material texture atlas.
NeuVAS: Neural Implicit Surfaces for Variational Shape Modeling
Authors: Pengfei Wang, Qiujie Dong, Fangtian Liang, Hao Pan, Lei Yang, Congyi Zhang, Guying Lin, Caiming Zhang, Yuanfeng Zhou, Changhe Tu, Shiqing Xin, Alla Sheffer, Xin Li, Wenping Wang
Date: 2025-06-16 00:00:00

Neural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method.
Balancing Preservation and Modification: A Region and Semantic Aware Metric for Instruction-Based Image Editing
Authors: Zhuoying Li, Zhu Xu, Yuxin Peng, Yang Liu
Date: 2025-06-15 00:00:00

Instruction-based image editing, which aims to modify the image faithfully according to the instruction while preserving irrelevant content unchanged, has made significant progress. However, there still lacks a comprehensive metric for assessing the editing quality. Existing metrics either require high human evaluation costs, which hinder large-scale evaluation, or are adapted from other tasks and lose task-specific concerns, failing to comprehensively evaluate both instruction-based modification and preservation of irrelevant regions, resulting in biased evaluation. To tackle this, we introduce a new metric called Balancing Preservation and Modification (BPM), tailored for instruction-based image editing by explicitly disentangling the image into editing-relevant and irrelevant regions for specific consideration. We first identify and locate editing-relevant regions, followed by a two-tier process to assess editing quality: Region-Aware Judge evaluates whether the position and size of the edited region align with the instruction, and Semantic-Aware Judge further assesses the instruction content compliance within editing-relevant regions as well as content preservation within irrelevant regions, yielding comprehensive and interpretable quality assessment. Moreover, the editing-relevant region localization in BPM can be integrated into image editing approaches to improve editing quality, demonstrating its broad applicability. We verify the effectiveness of the BPM metric on comprehensive instruction-editing data, and the results show the highest alignment with human evaluation compared to existing metrics, indicating its efficacy. Code is available at: https://joyli-x.github.io/BPM/
iDiT-HOI: Inpainting-based Hand Object Interaction Reenactment via Video Diffusion Transformer
Authors: Zhelun Shen, Chenming Wu, Junsheng Zhou, Chen Zhao, Kaisiyuan Wang, Hang Zhou, YingYing Li, Haocheng Feng, wei he, Jingdong Wang
Date: 2025-06-15 00:00:00
Tasks: Object, Video Generation

Digital human video generation is gaining traction in fields like education and e-commerce, driven by advancements in head-body animation and lip-syncing technologies. However, realistic Hand-Object Interaction (HOI) - the complex dynamics between human hands and objects - continues to pose challenges. Generating natural and believable HOI reenactments is difficult due to issues such as occlusion between hands and objects, variations in object shapes and orientations, and the necessity for precise physical interactions, and importantly, the ability to generalize to unseen humans and objects. This paper presents a novel framework iDiT-HOI that enables in-the-wild HOI reenactment generation. Specifically, we propose a unified inpainting-based token process method, called Inp-TPU, with a two-stage video diffusion transformer (DiT) model. The first stage generates a key frame by inserting the designated object into the hand region, providing a reference for subsequent frames. The second stage ensures temporal coherence and fluidity in hand-object interactions. The key contribution of our method is to reuse the pretrained model's context perception capabilities without introducing additional parameters, enabling strong generalization to unseen objects and scenarios, and our proposed paradigm naturally supports long video generation. Comprehensive evaluations demonstrate that our approach outperforms existing methods, particularly in challenging real-world scenes, offering enhanced realism and more seamless hand-object interactions.
ReFrame: Layer Caching for Accelerated Inference in Real-Time Rendering
Authors: Lufei Liu, Tor M. Aamodt
Date: 2025-06-14 00:00:00
Tasks: Decoder, Denoising

Graphics rendering applications increasingly leverage neural networks in tasks such as denoising, supersampling, and frame extrapolation to improve image quality while maintaining frame rates. The temporal coherence inherent in these tasks presents an opportunity to reuse intermediate results from previous frames and avoid redundant computations. Recent work has shown that caching intermediate features to be reused in subsequent inferences is an effective method to reduce latency in diffusion models. We extend this idea to real-time rendering and present ReFrame, which explores different caching policies to optimize trade-offs between quality and performance in rendering workloads. ReFrame can be applied to a variety of encoder-decoder style networks commonly found in rendering pipelines. Experimental results show that we achieve 1.4x speedup on average with negligible quality loss in three real-time rendering tasks. Code available: https://ubc-aamodt-group.github.io/reframe-layer-caching/
CGVQM+D: Computer Graphics Video Quality Metric and Dataset
Authors: Akshay Jindal, Nabil Sadaka, Manu Mathew Thomas, Anton Sochenov, Anton Kaplanyan
Date: 2025-06-13 00:00:00
Tasks: Denoising, Novel View Synthesis

While existing video and image quality datasets have extensively studied natural videos and traditional distortions, the perception of synthetic content and modern rendering artifacts remains underexplored. We present a novel video quality dataset focused on distortions introduced by advanced rendering techniques, including neural supersampling, novel-view synthesis, path tracing, neural denoising, frame interpolation, and variable rate shading. Our evaluations show that existing full-reference quality metrics perform sub-optimally on these distortions, with a maximum Pearson correlation of 0.78. Additionally, we find that the feature space of pre-trained 3D CNNs aligns strongly with human perception of visual quality. We propose CGVQM, a full-reference video quality metric that significantly outperforms existing metrics while generating both per-pixel error maps and global quality scores. Our dataset and metric implementation is available at https://github.com/IntelLabs/CGVQM.
Anti-Aliased 2D Gaussian Splatting
Authors: Mae Younes, Adnane Boukhayma
Date: 2025-06-12 00:00:00
Tasks: 3DGS, Novel View Synthesis, Surface Reconstruction

2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an antialiased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat.
Vector Representations of Vessel Trees
Authors: James Batten, Michiel Schaap, Matthew Sinclair, Ying Bai, Ben Glocker
Date: 2025-06-11 00:00:00
Tasks: GPU, valid

We introduce a novel framework for learning vector representations of tree-structured geometric data focusing on 3D vascular networks. Our approach employs two sequentially trained Transformer-based autoencoders. In the first stage, the Vessel Autoencoder captures continuous geometric details of individual vessel segments by learning embeddings from sampled points along each curve. In the second stage, the Vessel Tree Autoencoder encodes the topology of the vascular network as a single vector representation, leveraging the segment-level embeddings from the first model. A recursive decoding process ensures that the reconstructed topology is a valid tree structure. Compared to 3D convolutional models, this proposed approach substantially lowers GPU memory requirements, facilitating large-scale training. Experimental results on a 2D synthetic tree dataset and a 3D coronary artery dataset demonstrate superior reconstruction fidelity, accurate topology preservation, and realistic interpolations in latent space. Our scalable framework, named VeTTA, offers precise, flexible, and topologically consistent modeling of anatomical tree structures in medical imaging.
Monocular 3D Hand Pose Estimation with Implicit Camera Alignment
Authors: Christos Pantazopoulos, Spyridon Thermos, Gerasimos Potamianos
Date: 2025-06-10 00:00:00
Tasks: 3D Hand Pose Estimation, Hand Pose Estimation, Keypoint Estimation, Pose Estimation

Estimating the 3D hand articulation from a single color image is a continuously investigated problem with applications in Augmented Reality (AR), Virtual Reality (VR), Human-Computer Interaction (HCI), and robotics. Apart from the absence of depth information, occlusions, articulation complexity, and the need for camera parameters knowledge pose additional challenges. In this work, we propose an optimization pipeline for estimating the 3D hand articulation from 2D keypoint input, which includes a keypoint alignment step and a fingertip loss to overcome the need to know or estimate the camera parameters. We evaluate our approach on the EgoDexter and Dexter+Object benchmarks to showcase that our approach performs competitively with the SotA, while also demonstrating its robustness when processing "in-the-wild" images without any prior camera knowledge. Our quantitative analysis highlights the sensitivity of the 2D keypoint estimation accuracy, despite the use of hand priors. Code is available at https://github.com/cpantazop/HandRepo
Two-Player Zero-Sum Games with Bandit Feedback
Authors: Elif Yılmaz, Christos Dimitrakakis
Date: 2025-06-17 00:00:00

We study a two-player zero-sum game (TPZSG) in which the row player aims to maximize their payoff against an adversarial column player, under an unknown payoff matrix estimated through bandit feedback. We propose and analyze two algorithms: ETC-TPZSG, which directly applies ETC to the TPZSG setting and ETC-TPZSG-AE, which improves upon it by incorporating an action pair elimination (AE) strategy that leverages the $\varepsilon$-Nash Equilibrium property to efficiently select the optimal action pair. Our objective is to demonstrate the applicability of ETC in a TPZSG setting by focusing on learning pure strategy Nash Equilibrium. A key contribution of our work is a derivation of instance-dependent upper bounds on the expected regret for both algorithms, has received limited attention in the literature on zero-sum games. Particularly, after $T$ rounds, we achieve an instance-dependent regret upper bounds of $O(\Delta + \sqrt{T})$ for ETC-TPZSG and $O(\frac{\log (T \Delta^2)}{\Delta})$ for ETC-TPZSG-AE, where $\Delta$ denotes the suboptimality gap. Therefore, our results indicate that ETC-based algorithms perform effectively in adversarial game settings, achieving regret bounds comparable to existing methods while providing insights through instance-dependent analysis.
Deceptive Path Planning: A Bayesian Game Approach
Authors: Violetta Rostobaya, James Berneburg, Yue Guan, Michael Dorothy, Daigo Shishika
Date: 2025-06-16 00:00:00

This paper investigates how an autonomous agent can transmit information through its motion in an adversarial setting. We consider scenarios where an agent must reach its goal while deceiving an intelligent observer about its destination. We model this interaction as a dynamic Bayesian game between a mobile Attacker with a privately known goal and a Defender who infers the Attacker's intent to allocate defensive resources effectively. We use Perfect Bayesian Nash Equilibrium (PBNE) as our solution concept and propose a computationally efficient approach to find it. In the resulting equilibrium, the Defender employs a simple Markovian strategy, while the Attacker strategically balances deception and goal efficiency by stochastically mixing shortest and non-shortest paths to manipulate the Defender's beliefs. Numerical experiments demonstrate the advantages of our PBNE-based strategies over existing methods based on one-sided optimization.
The impact of uncertainty on regularized learning in games
Authors: Pierre-Louis Cauvin, Davide Legacci, Panayotis Mertikopoulos
Date: 2025-06-16 00:00:00

In this paper, we investigate how randomness and uncertainty influence learning in games. Specifically, we examine a perturbed variant of the dynamics of "follow-the-regularized-leader" (FTRL), where the players' payoff observations and strategy updates are continually impacted by random shocks. Our findings reveal that, in a fairly precise sense, "uncertainty favors extremes": in any game, regardless of the noise level, every player's trajectory of play reaches an arbitrarily small neighborhood of a pure strategy in finite time (which we estimate). Moreover, even if the player does not ultimately settle at this strategy, they return arbitrarily close to some (possibly different) pure strategy infinitely often. This prompts the question of which sets of pure strategies emerge as robust predictions of learning under uncertainty. We show that (a) the only possible limits of the FTRL dynamics under uncertainty are pure Nash equilibria; and (b) a span of pure strategies is stable and attracting if and only if it is closed under better replies. Finally, we turn to games where the deterministic dynamics are recurrent - such as zero-sum games with interior equilibria - and we show that randomness disrupts this behavior, causing the stochastic dynamics to drift toward the boundary on average.
Real Time Self-Tuning Adaptive Controllers on Temperature Control Loops using Event-based Game Theory
Authors: Steve Yuwono, Muhammad Uzair Rana, Dorothea Schwung, Andreas Schwung
Date: 2025-06-16 00:00:00
Tasks: Boundary Detection, Self-Learning

This paper presents a novel method for enhancing the adaptability of Proportional-Integral-Derivative (PID) controllers in industrial systems using event-based dynamic game theory, which enables the PID controllers to self-learn, optimize, and fine-tune themselves. In contrast to conventional self-learning approaches, our proposed framework offers an event-driven control strategy and game-theoretic learning algorithms. The players collaborate with the PID controllers to dynamically adjust their gains in response to set point changes and disturbances. We provide a theoretical analysis showing sound convergence guarantees for the game given suitable stability ranges of the PID controlled loop. We further introduce an automatic boundary detection mechanism, which helps the players to find an optimal initialization of action spaces and significantly reduces the exploration time. The efficacy of this novel methodology is validated through its implementation in the temperature control loop of a printing press machine. Eventually, the outcomes of the proposed intelligent self-tuning PID controllers are highly promising, particularly in terms of reducing overshoot and settling time.
Fast and Furious Symmetric Learning in Zero-Sum Games: Gradient Descent as Fictitious Play
Authors: John Lazarsfeld, Georgios Piliouras, Ryann Sim, Andre Wibisono
Date: 2025-06-16 00:00:00

This paper investigates the sublinear regret guarantees of two non-no-regret algorithms in zero-sum games: Fictitious Play, and Online Gradient Descent with constant stepsizes. In general adversarial online learning settings, both algorithms may exhibit instability and linear regret due to no regularization (Fictitious Play) or small amounts of regularization (Gradient Descent). However, their ability to obtain tighter regret bounds in two-player zero-sum games is less understood. In this work, we obtain strong new regret guarantees for both algorithms on a class of symmetric zero-sum games that generalize the classic three-strategy Rock-Paper-Scissors to a weighted, n-dimensional regime. Under symmetric initializations of the players' strategies, we prove that Fictitious Play with any tiebreaking rule has $O(\sqrt{T})$ regret, establishing a new class of games for which Karlin's Fictitious Play conjecture holds. Moreover, by leveraging a connection between the geometry of the iterates of Fictitious Play and Gradient Descent in the dual space of payoff vectors, we prove that Gradient Descent, for almost all symmetric initializations, obtains a similar $O(\sqrt{T})$ regret bound when its stepsize is a sufficiently large constant. For Gradient Descent, this establishes the first "fast and furious" behavior (i.e., sublinear regret without time-vanishing stepsizes) for zero-sum games larger than 2x2.