Real objects that inhabit the physical world follow physical laws and thus behave plausibly during interaction with other physical objects. However, current methods that perform 3D reconstructions of real-world scenes from multi-view 2D images optimize primarily for visual fidelity, i.e., they train with photometric losses and reason about uncertainty in the image or representation space. This appearance-centric view overlooks body contacts and couplings, conflates function-critical regions (e.g., aerodynamic or hydrodynamic surfaces) with ornamentation, and reconstructs structures suboptimally, even when physical regularizers are added. All these can lead to unphysical and implausible interactions. To address this, we consider the question: How can 3D reconstruction become aware of real-world interactions and underlying object functionality, beyond visual cues? To answer this question, we propose FluidGaussian, a plug-and-play method that tightly couples geometry reconstruction with ubiquitous fluid-structure interactions to assess surface quality at high granularity. We define a simulation-based uncertainty metric induced by fluid simulations and integrate it with active learning to prioritize views that improve both visual and physical fidelity. In an empirical evaluation on NeRF Synthetic (Blender), Mip-NeRF 360, and DrivAerNet++, our FluidGaussian method yields up to +8.6% visual PSNR (Peak Signal-to-Noise Ratio) and -62.3% velocity divergence during fluid simulations. Our code is available at https://github.com/delta-lab-ai/FluidGaussian.
Text-guided texture editing aims to modify object appearance while preserving the underlying geometric structure. However, our empirical analysis reveals that even SOTA editing models frequently struggle to maintain structural consistency during texture editing, despite the intended changes being purely appearance-related. Motivated by this observation, we jointly enhance structure preservation from both data and training perspectives, and build TexEditor, a dedicated texture editing model based on Qwen-Image-Edit-2509. Firstly, we construct TexBlender, a high-quality SFT dataset generated with Blender, which provides strong structural priors for a cold start. Sec- ondly, we introduce StructureNFT, a RL-based approach that integrates structure-preserving losses to transfer the structural priors learned during SFT to real-world scenes. Moreover, due to the limited realism and evaluation coverage of existing benchmarks, we introduce TexBench, a general-purpose real-world benchmark for text-guided texture editing. Extensive experiments on existing Blender-based texture benchmarks and our TexBench show that TexEditor consistently outperforms strong baselines such as Nano Banana Pro. In addition, we assess TexEditor on the general purpose benchmark ImgEdit to validate its generalization. Our code and data are available at https://github.com/KlingAIResearch/TexEditor.
High dynamic range (HDR) novel view synthesis (NVS) aims to reconstruct HDR scenes from multi-exposure low dynamic range (LDR) images. Existing HDR pipelines heavily rely on known camera poses, well-initialized dense point clouds, and time-consuming per-scene optimization. Current feed-forward alternatives overlook the HDR problem by assuming exposure-invariant appearance. To bridge this gap, we propose InstantHDR, a feed-forward network that reconstructs 3D HDR scenes from uncalibrated multi-exposure LDR collections in a single forward pass. Specifically, we design a geometry-guided appearance modeling for multi-exposure fusion, and a meta-network for generalizable scene-specific tone mapping. Due to the lack of HDR scene data, we build a pre-training dataset, called HDR-Pretrain, for generalizable feed-forward HDR models, featuring 168 Blender-rendered scenes, diverse lighting types, and multiple camera response functions. Comprehensive experiments show that our InstantHDR delivers comparable synthesis performance to the state-of-the-art optimization-based HDR methods while enjoying $\sim700\times$ and $\sim20\times$ reconstruction speed improvement with our single-forward and post-optimization settings. All code, models, and datasets will be released after the review process.
Generating videos of complex human motions such as flips, cartwheels, and martial arts remains challenging for current video diffusion models. Text-only conditioning is temporally ambiguous for fine-grained motion control, while explicit pose-based controls, though effective, require users to provide complete skeleton sequences that are costly to produce for long and dynamic actions. We propose a two-stage cascaded framework that addresses both limitations. First, an autoregressive text-to-skeleton model generates 2D pose sequences from natural language descriptions by predicting each joint conditioned on previously generated poses. This design captures long-range temporal dependencies and inter-joint coordination required for complex motions. Second, a pose-conditioned video diffusion model synthesizes videos from a reference image and the generated skeleton sequence. It employs DINO-ALF (Adaptive Layer Fusion), a multi-level reference encoder that preserves appearance and clothing details under large pose changes and self-occlusions. To address the lack of publicly available datasets for complex human motion video generation, we introduce a Blender-based synthetic dataset containing 2,000 videos with diverse characters performing acrobatic and stunt-like motions. The dataset provides full control over appearance, motion, and environment. It fills an important gap because existing benchmarks significantly under-represent acrobatic motions while web-collected datasets raise copyright and privacy concerns. Experiments on our synthetic dataset and the Motion-X Fitness benchmark show that our text-to-skeleton model outperforms prior methods on FID, R-precision, and motion diversity. Our pose-to-video model also achieves the best results among all compared methods on VBench metrics for temporal consistency, motion smoothness, and subject preservation.
Novel view synthesis (NVS) is increasingly relevant for edge robotics, where compact and incrementally updatable 3D scene models are needed for SLAM, navigation, and inspection under tight memory and latency budgets. Variational Bayesian Gaussian Splatting (VBGS) enables replay-free continual updates for the 3DGS algorithm by maintaining a probabilistic scene model, but its high-precision computations and large intermediate tensors make on-device training impractical. We present a precision-adaptive optimization framework that enables VBGS training on resource-constrained hardware without altering its variational formulation. We (i) profile VBGS to identify memory/latency hotspots, (ii) fuse memory-dominant kernels to reduce materialized intermediate tensors, and (iii) automatically assign operation-level precisions via a mixed-precision search with bounded relative error. Across the Blender, Habitat, and Replica datasets, our optimised pipeline reduces peak memory from 9.44 GB to 1.11 GB and training time from ~234 min to ~61 min on an A5000 GPU, while preserving (and in some cases improving) reconstruction quality of the state-of-the-art VBGS baseline. We also enable for the first time NVS training on a commercial embedded platform, the Jetson Orin Nano, reducing per-frame latency by 19x compared to 3DGS.
Accurate child posture estimation is critical for AI-powered study companion devices, yet collecting large-scale annotated datasets of children is both expensive and ethically prohibitive due to privacy concerns. We present Synthetic-Child, an AIGC-based synthetic data pipeline that produces photorealistic child posture training images with ground-truth-projected keypoint annotations, requiring zero real child photographs. The pipeline comprises four stages: (1) a programmable 3D child body model (SMPL-X) in Blender generates diverse desk-study poses with IK-constrained anatomical plausibility and automatic COCO-format ground-truth export; (2) a custom PoseInjectorNode feeds 3D-derived skeletons into a dual ControlNet (pose + depth) conditioned on FLUX-1 Dev, synthesizing 12,000 photorealistic images across 10 posture categories with low annotation drift; (3) ViTPose-based confidence filtering and targeted augmentation remove generation failures and improve robustness; (4) RTMPose-M (13.6M params) is fine-tuned on the synthetic data and paired with geometric feature engineering and a lightweight MLP for posture classification, then quantized to INT8 for real-time edge deployment. On a real-child test set (n~300), the FP16 model achieves 71.2 AP -- a +12.5 AP improvement over the COCO-pretrained adult-data baseline at identical model capacity. After INT8 quantization the model retains 70.4 AP while running at 22 FPS on a 0.8-TOPS Rockchip RK3568 NPU. In a single-subject controlled comparison with a commercial posture corrector, our system achieves substantially higher recognition rates across most tested categories and responds ~1.8x faster on average. These results demonstrate that carefully designed AIGC pipelines can substantially reduce dependence on real child imagery while achieving deployment-ready accuracy, with potential applications to other privacy-sensitive domains.
Image alignment is a fundamental task in computer vision with broad applications. Existing methods predominantly employ optical flow-based image warping. However, this technique is susceptible to common challenges such as occlusions and illumination variations, leading to degraded alignment visual quality and compromised accuracy in downstream tasks. In this paper, we present DMAligner, a diffusion-based framework for image alignment through alignment-oriented view synthesis. DMAligner is crafted to tackle the challenges in image alignment from a new perspective, employing a generation-based solution that showcases strong capabilities and avoids the problems associated with flow-based image warping. Specifically, we propose a Dynamics-aware Diffusion Training approach for learning conditional image generation, synthesizing a novel view for image alignment. This incorporates a Dynamics-aware Mask Producing (DMP) module to adaptively distinguish dynamic foreground regions from static backgrounds, enabling the diffusion model to more effectively handle challenges that classical methods struggle to solve. Furthermore, we develop the Dynamic Scene Image Alignment (DSIA) dataset using Blender, which includes 1,033 indoor and outdoor scenes with over 30K image pairs tailored for image alignment. Extensive experimental results demonstrate the superiority of the proposed approach on DSIA benchmarks, as well as on a series of widely-used video datasets for qualitative comparisons. Our code is available at https://github.com/boomluo02/DMAligner.
The study of eye movements, particularly saccades and fixations, are fundamental to understanding the mechanisms of human cognition and perception. Accurate classification of these movements requires sensing technologies capable of capturing rapid dynamics without distortion. Event cameras, also known as Dynamic Vision Sensors (DVS), provide asynchronous recordings of changes in light intensity, thereby eliminating motion blur inherent in conventional frame-based cameras and offering superior temporal resolution and data efficiency. In this study, we introduce a synthetic dataset generated with Blender to simulate saccades and fixations under controlled conditions. Leveraging Spiking Neural Networks (SNNs), we evaluate its robustness by training two architectures and finetuning on real event data. The proposed models achieve up to 0.83 accuracy and maintain consistent performance across varying temporal resolutions, demonstrating stability in eye movement classification. Moreover, the use of SNNs with synthetic event streams yields substantial computational efficiency gains over artificial neural network (ANN) counterparts, underscoring the utility of synthetic data augmentation in advancing event-based vision. All code and datasets associated with this work is available at https: //github.com/Ikhadija-5/SynSacc-Dataset.
The rise of Deep Generative Models (DGM) has enabled the generation of high-quality synthetic data. When used to augment authentic data in Deep Metric Learning (DML), these synthetic samples enhance intra-class diversity and improve the performance of downstream DML tasks. We introduce BLenDeR, a diffusion sampling method designed to increase intra-class diversity for DML in a controllable way by leveraging set-theory inspired union and intersection operations on denoising residuals. The union operation encourages any attribute present across multiple prompts, while the intersection extracts the common direction through a principal component surrogate. These operations enable controlled synthesis of diverse attribute combinations within each class, addressing key limitations of existing generative approaches. Experiments on standard DML benchmarks demonstrate that BLenDeR consistently outperforms state-of-the-art baselines across multiple datasets and backbones. Specifically, BLenDeR achieves 3.7% increase in Recall@1 on CUB-200 and a 1.8% increase on Cars-196, compared to state-of-the-art baselines under standard experimental settings.
Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterisation-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, current 3DGS implementations are difficult to integrate into traditional mesh-based rendering pipelines, which is a common use case for interactive applications and artistic exploration. To address this limitation, this software solution uses Nvidia's interprocess communication (IPC) APIs to easily integrate into implementations and allow the results to be viewed in external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.