pwc-archive/papers-with-abstracts huggingface dataset:
Benchmarking Burst Super-Resolution for Polarization Images: Noise Dataset and Analysis
Authors: Inseung Hwang, Kiseok Choi, Hyunho Ha, Min H. Kim
Date: 2025-03-24 00:00:00
Tasks: Benchmarking, Image Reconstruction, Super-Resolution

Snapshot polarization imaging calculates polarization states from linearly polarized subimages. To achieve this, a polarization camera employs a double Bayer-patterned sensor to capture both color and polarization. It demonstrates low light efficiency and low spatial resolution, resulting in increased noise and compromised polarization measurements. Although burst super-resolution effectively reduces noise and enhances spatial resolution, applying it to polarization imaging poses challenges due to the lack of tailored datasets and reliable ground truth noise statistics. To address these issues, we introduce PolarNS and PolarBurstSR, two innovative datasets developed specifically for polarization imaging. PolarNS provides characterization of polarization noise statistics, facilitating thorough analysis, while PolarBurstSR functions as a benchmark for burst super-resolution in polarization images. These datasets, collected under various real-world conditions, enable comprehensive evaluation. Additionally, we present a model for analyzing polarization noise to quantify noise propagation, tested on a large dataset captured in a darkroom environment. As part of our application, we compare the latest burst super-resolution models, highlighting the advantages of training tailored to polarization compared to RGB-based methods. This work establishes a benchmark for polarization burst super-resolution and offers critical insights into noise propagation, thereby enhancing polarization image reconstruction.
Hardware-Rasterized Ray-Based Gaussian Splatting
Authors: Samuel Rota Bulò, Nemanja Bartolovic, Lorenzo Porzi, Peter Kontschieder
Date: 2025-03-24 00:00:00
Proceeding: CVPR 2025 1
Tasks: Mixed Reality, Novel View Synthesis

We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.
Surface-Aware Distilled 3D Semantic Features
Authors: Lukas Uzolas, Elmar Eisemann, Petr Kellnhofer
Date: 2025-03-24 00:00:00
Tasks: 3D Reconstruction

Many 3D tasks such as pose alignment, animation, motion transfer, and 3D reconstruction rely on establishing correspondences between 3D shapes. This challenge has recently been approached by matching of semantic features from pre-trained vision models. However, despite their power, these features struggle to differentiate instances of the same semantic class such as "left hand" versus "right hand" which leads to substantial mapping errors. To solve this, we learn a surface-aware embedding space that is robust to these ambiguities. Importantly, our approach is self-supervised and requires only a small number of unpaired training meshes to infer features for new 3D shapes at test time. We achieve this by introducing a contrastive loss that preserves the semantic content of the features distilled from foundational models while disambiguating features located far apart on the shape's surface. We observe superior performance in correspondence matching benchmarks and enable downstream applications including in-part segmentation, pose alignment, and motion transfer. The project site is available at https://lukas.uzolas.com/SurfaceAware3DFeaturesSite.
Real-time Global Illumination for Dynamic 3D Gaussian Scenes
Authors: Chenxiao Hu, Meng Gai, Guoping Wang, Sheng Li
Date: 2025-03-23 00:00:00

We present a real-time global illumination approach along with a pipeline for dynamic 3D Gaussian models and meshes. Building on a formulated surface light transport model for 3D Gaussians, we address key performance challenges with a fast compound stochastic ray-tracing algorithm and an optimized 3D Gaussian rasterizer. Our pipeline integrates multiple real-time techniques to accelerate performance and achieve high-quality lighting effects. Our approach enables real-time rendering of dynamic scenes with interactively editable materials and dynamic lighting of diverse multi-lights settings, capturing mutual multi-bounce light transport (indirect illumination) between 3D Gaussians and mesh. Additionally, we present a real-time renderer with an interactive user interface, validating our approach and demonstrating its practicality and high efficiency with over 40 fps in scenes including both 3D Gaussians and mesh. Furthermore, our work highlights the potential of 3D Gaussians in real-time applications with dynamic lighting, offering insights into performance and optimization.
DIDiffGes: Decoupled Semi-Implicit Diffusion Models for Real-time Gesture Generation from Speech
Authors: Yongkang Cheng, Shaoli Huang, Xuelin Chen, Jifeng Ning, Mingming Gong
Date: 2025-03-21 00:00:00
Tasks: Gesture Generation

Diffusion models have demonstrated remarkable synthesis quality and diversity in generating co-speech gestures. However, the computationally intensive sampling steps associated with diffusion models hinder their practicality in real-world applications. Hence, we present DIDiffGes, for a Decoupled Semi-Implicit Diffusion model-based framework, that can synthesize high-quality, expressive gestures from speech using only a few sampling steps. Our approach leverages Generative Adversarial Networks (GANs) to enable large-step sampling for diffusion model. We decouple gesture data into body and hands distributions and further decompose them into marginal and conditional distributions. GANs model the marginal distribution implicitly, while L2 reconstruction loss learns the conditional distributions exciplictly. This strategy enhances GAN training stability and ensures expressiveness of generated full-body gestures. Our framework also learns to denoise root noise conditioned on local body representation, guaranteeing stability and realism. DIDiffGes can generate gestures from speech with just 10 sampling steps, without compromising quality and expressiveness, reducing the number of sampling steps by a factor of 100 compared to existing methods. Our user study reveals that our method outperforms state-of-the-art approaches in human likeness, appropriateness, and style correctness. Project is https://cyk990422.github.io/DIDiffGes.
HSM: Hierarchical Scene Motifs for Multi-Scale Indoor Scene Generation
Authors: Hou In Derek Pun, Hou In Ivan Tam, Austin T. Wang, Xiaoliang Huo, Angel X. Chang, Manolis Savva
Date: 2025-03-21 00:00:00
Tasks: Layout Generation, Scene Generation

Despite advances in indoor 3D scene layout generation, synthesizing scenes with dense object arrangements remains challenging. Existing methods primarily focus on large furniture while neglecting smaller objects, resulting in unrealistically empty scenes. Those that place small objects typically do not honor arrangement specifications, resulting in largely random placement not following the text description. We present HSM, a hierarchical framework for indoor scene generation with dense object arrangements across spatial scales. Indoor scenes are inherently hierarchical, with surfaces supporting objects at different scales, from large furniture on floors to smaller objects on tables and shelves. HSM embraces this hierarchy and exploits recurring cross-scale spatial patterns to generate complex and realistic indoor scenes in a unified manner. Our experiments show that HSM outperforms existing methods by generating scenes that are more realistic and better conform to user input across room types and spatial configurations.
Auto-Regressive Diffusion for Generating 3D Human-Object Interactions
Authors: Zichen Geng, Zeeshan Hayder, Wei Liu, Ajmal Saeed Mian
Date: 2025-03-21 00:00:00
Tasks: Human-Object Interaction Detection, Mamba

Text-driven Human-Object Interaction (Text-to-HOI) generation is an emerging field with applications in animation, video games, virtual reality, and robotics. A key challenge in HOI generation is maintaining interaction consistency in long sequences. Existing Text-to-Motion-based approaches, such as discrete motion tokenization, cannot be directly applied to HOI generation due to limited data in this domain and the complexity of the modality. To address the problem of interaction consistency in long sequences, we propose an autoregressive diffusion model (ARDHOI) that predicts the next continuous token. Specifically, we introduce a Contrastive Variational Autoencoder (cVAE) to learn a physically plausible space of continuous HOI tokens, thereby ensuring that generated human-object motions are realistic and natural. For generating sequences autoregressively, we develop a Mamba-based context encoder to capture and maintain consistent sequential actions. Additionally, we implement an MLP-based denoiser to generate the subsequent token conditioned on the encoded context. Our model has been evaluated on the OMOMO and BEHAVE datasets, where it outperforms existing state-of-the-art methods in terms of both performance and inference speed. This makes ARDHOI a robust and efficient solution for text-driven HOI tasks
elaTCSF: A Temporal Contrast Sensitivity Function for Flicker Detection and Modeling Variable Refresh Rate Flicker
Authors: Yancheng Cai, Ali Bozorgian, Maliha Ashraf, Robert Wanat, Rafał K. Mantiuk
Date: 2025-03-21 00:00:00
Tasks: Sensitivity

The perception of flicker has been a prominent concern in illumination and electronic display fields for over a century. Traditional approaches often rely on Critical Flicker Frequency (CFF), primarily suited for high-contrast (full-on, full-off) flicker. To tackle varying contrast flicker, the International Committee for Display Metrology (ICDM) introduced a Temporal Contrast Sensitivity Function TCSF$_{IDMS}$ within the Information Display Measurements Standard (IDMS). Nevertheless, this standard overlooks crucial parameters: luminance, eccentricity, and area. Existing models incorporating these parameters are inadequate for flicker detection, especially at low spatial frequencies. To address these limitations, we extend the TCSF$_{IDMS}$ and combine it with a new spatial probability summation model to incorporate the effects of luminance, eccentricity, and area (elaTCSF). We train the elaTCSF on various flicker detection datasets and establish the first variable refresh rate flicker detection dataset for further verification. Additionally, we contribute to resolving a longstanding debate on whether the flicker is more visible in peripheral vision. We demonstrate how elaTCSF can be used to predict flicker due to low-persistence in VR headsets, identify flicker-free VRR operational ranges, and determine flicker sensitivity in lighting design.
SAGE: Semantic-Driven Adaptive Gaussian Splatting in Extended Reality
Authors: Chiara Schiavo, Elena Camuffo, Leonardo Badia, Simone Milani
Date: 2025-03-20 00:00:00
Tasks: 3DGS, Semantic Segmentation

3D Gaussian Splatting (3DGS) has significantly improved the efficiency and realism of three-dimensional scene visualization in several applications, ranging from robotics to eXtended Reality (XR). This work presents SAGE (Semantic-Driven Adaptive Gaussian Splatting in Extended Reality), a novel framework designed to enhance the user experience by dynamically adapting the Level of Detail (LOD) of different 3DGS objects identified via a semantic segmentation. Experimental results demonstrate how SAGE effectively reduces memory and computational overhead while keeping a desired target visual quality, thus providing a powerful optimization for interactive XR applications.
TriTex: Learning Texture from a Single Mesh via Triplane Semantic Features
Authors: Dana Cohen-Bar, Daniel Cohen-Or, Gal Chechik, Yoni Kasten
Date: 2025-03-20 00:00:00
Proceeding: CVPR 2025 1

As 3D content creation continues to grow, transferring semantic textures between 3D meshes remains a significant challenge in computer graphics. While recent methods leverage text-to-image diffusion models for texturing, they often struggle to preserve the appearance of the source texture during texture transfer. We present \ourmethod, a novel approach that learns a volumetric texture field from a single textured mesh by mapping semantic features to surface colors. Using an efficient triplane-based architecture, our method enables semantic-aware texture transfer to a novel target mesh. Despite training on just one example, it generalizes effectively to diverse shapes within the same category. Extensive evaluation on our newly created benchmark dataset shows that \ourmethod{} achieves superior texture transfer quality and fast inference times compared to existing methods. Our approach advances single-example texture transfer, providing a practical solution for maintaining visual coherence across related 3D models in applications like game development and simulation.
EconEvals: Benchmarks and Litmus Tests for LLM Agents in Unknown Environments
Authors: Sara Fish, Julia Shephard, Minkai Li, Ran I. Shorrer, Yannai A. Gonczarowski
Date: 2025-03-24 00:00:00
Tasks: Decision Making, Scheduling

We develop benchmarks for LLM agents that act in, learn from, and strategize in unknown environments, the specifications of which the LLM agent must learn over time from deliberate exploration. Our benchmarks consist of decision-making tasks derived from key problems in economics. To forestall saturation, the benchmark tasks are synthetically generated with scalable difficulty levels. Additionally, we propose litmus tests, a new kind of quantitative measure for LLMs and LLM agents. Unlike benchmarks, litmus tests quantify differences in character, values, and tendencies of LLMs and LLM agents, by considering their behavior when faced with tradeoffs (e.g., efficiency versus equality) where there is no objectively right or wrong behavior. Overall, our benchmarks and litmus tests assess the abilities and tendencies of LLM agents in tackling complex economic problems in diverse settings spanning procurement, scheduling, task allocation, and pricing -- applications that should grow in importance as such agents are further integrated into the economy.
A Framework for Finding Local Saddle Points in Two-Player Zero-Sum Black-Box Games
Authors: Shubhankar Agarwal, Hamzah I. Khan, Sandeep P. Chinchali, David Fridovich-Keil
Date: 2025-03-23 00:00:00
Tasks: Bayesian Optimization, Gaussian Processes, Portfolio Optimization

Saddle point optimization is a critical problem employed in numerous real-world applications, including portfolio optimization, generative adversarial networks, and robotics. It has been extensively studied in cases where the objective function is known and differentiable. Existing work in black-box settings with unknown objectives that can only be sampled either assumes convexity-concavity in the objective to simplify the problem or operates with noisy gradient estimators. In contrast, we introduce a framework inspired by Bayesian optimization which utilizes Gaussian processes to model the unknown (potentially nonconvex-nonconcave) objective and requires only zeroth-order samples. Our approach frames the saddle point optimization problem as a two-level process which can flexibly integrate existing and novel approaches to this problem. The upper level of our framework produces a model of the objective function by sampling in promising locations, and the lower level of our framework uses the existing model to frame and solve a general-sum game to identify locations to sample. This lower level procedure can be designed in complementary ways, and we demonstrate the flexibility of our approach by introducing variants which appropriately trade off between factors like runtime, the cost of function evaluations, and the number of available initial samples. We experimentally demonstrate these algorithms on synthetic and realistic datasets in black-box nonconvex-nonconcave settings, showcasing their ability to efficiently locate local saddle points in these contexts.
Shapley-Guided Utility Learning for Effective Graph Inference Data Valuation
Authors: Hongliang Chi, Qiong Wu, Zhengyi Zhou, Yao Ma
Date: 2025-03-23 00:00:00
Tasks: Data Valuation, Value prediction

Graph Neural Networks (GNNs) have demonstrated remarkable performance in various graph-based machine learning tasks, yet evaluating the importance of neighbors of testing nodes remains largely unexplored due to the challenge of assessing data importance without test labels. To address this gap, we propose Shapley-Guided Utility Learning (SGUL), a novel framework for graph inference data valuation. SGUL innovatively combines transferable data-specific and modelspecific features to approximate test accuracy without relying on ground truth labels. By incorporating Shapley values as a preprocessing step and using feature Shapley values as input, our method enables direct optimization of Shapley value prediction while reducing computational demands. SGUL overcomes key limitations of existing methods, including poor generalization to unseen test-time structures and indirect optimization. Experiments on diverse graph datasets demonstrate that SGUL consistently outperforms existing baselines in both inductive and transductive settings. SGUL offers an effective, efficient, and interpretable approach for quantifying the value of test-time neighbors.
Coarse-Grained Games: A Framework for Bounded Perception in Game Theory
Authors: Takashi Izumo
Date: 2025-03-22 00:00:00

In everyday life, we frequently make coarse-grained judgments. When we say that Olivia and Noah excel in mathematics, we disregard the specific differences in their mathematical abilities. Similarly, when we claim that a particular automobile manufacturer produces high-quality cars, we overlook the minor variations among individual vehicles. These coarse-grained assessments are distinct from erroneous or deceptive judgments, such as those resulting from student cheating or false advertising by corporations. Despite the prevalence of such judgments, little attention has been given to their underlying mathematical structure. In this paper, we introduce the concept of coarse-graining into game theory, analyzing games where players may perceive different payoffs as identical while preserving the underlying order structure. We call it a Coarse-Grained Game (CGG). This framework allows us to examine the rational inference processes that arise when players equate distinct micro-level payoffs at a macro level, and to explore how Nash equilibria are preserved or altered as a result. Our key findings suggest that CGGs possess several desirable properties that make them suitable for modeling phenomena in the social sciences. This paper demonstrates two such applications: first, in cases of overly minor product updates, consumers may encounter an equilibrium selection problem, resulting in market behavior that is not driven by objective quality differences; second, the lemon market can be analyzed not only through objective information asymmetry but also through asymmetries in perceptual resolution or recognition ability.
On Nash Equilibria in Play-Once and Terminal Deterministic Graphical Games
Authors: Endre Boros, Vladimir Gurvich, Kazuhisa Makino
Date: 2025-03-17 00:00:00
Tasks: Position

We consider finite $n$-person deterministic graphical games and study the existence of pure stationary Nash-equilibrium in such games. We assume that all infinite plays are equivalent and form a unique outcome, while each terminal position is a separate outcome. It is known that for $n=2$ such a game always has a Nash equilibrium, while that may not be true for $n > 2$. A game is called {\em play-once} if each player controls a unique position and {\em terminal} if any terminal outcome is better than the infinite one for each player. We prove in this paper that play-once games have Nash equilibria. We also show that terminal games have Nash equilibria if they have at most three terminals.
The case for delegated AI autonomy for Human AI teaming in healthcare
Authors: Yan Jia, Harriet Evans, Zoe Porter, Simon Graham, John McDermid, Tom Lawton, David Snead, Ibrahim Habli
Date: 2025-03-24 00:00:00

In this paper we propose an advanced approach to integrating artificial intelligence (AI) into healthcare: autonomous decision support. This approach allows the AI algorithm to act autonomously for a subset of patient cases whilst serving a supportive role in other subsets of patient cases based on defined delegation criteria. By leveraging the complementary strengths of both humans and AI, it aims to deliver greater overall performance than existing human-AI teaming models. It ensures safe handling of patient cases and potentially reduces clinician review time, whilst being mindful of AI tool limitations. After setting the approach within the context of current human-AI teaming models, we outline the delegation criteria and apply them to a specific AI-based tool used in histopathology. The potential impact of the approach and the regulatory requirements for its successful implementation are then discussed.
Self-Reported Confidence of Large Language Models in Gastroenterology: Analysis of Commercial, Open-Source, and Quantized Models
Authors: Nariman Naderi, Seyed Amir Ahmad Safavi-Naini, Thomas Savage, Zahra Atf, Peter Lewis, Girish Nadkarni, Ali Soroush
Date: 2025-03-24 00:00:00
Tasks: Uncertainty Quantification

This study evaluated self-reported response certainty across several large language models (GPT, Claude, Llama, Phi, Mistral, Gemini, Gemma, and Qwen) using 300 gastroenterology board-style questions. The highest-performing models (GPT-o1 preview, GPT-4o, and Claude-3.5-Sonnet) achieved Brier scores of 0.15-0.2 and AUROC of 0.6. Although newer models demonstrated improved performance, all exhibited a consistent tendency towards overconfidence. Uncertainty estimation presents a significant challenge to the safe use of LLMs in healthcare. Keywords: Large Language Models; Confidence Elicitation; Artificial Intelligence; Gastroenterology; Uncertainty Quantification