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cs.GR

Graphics

Covers all aspects of computer graphics. Roughly includes material in all of ACM Subject Class I.3, except that I.3.5 is is likely to have Computational Geometry as the primary subject area.

Papers reviewed in the last 7 days lead, then the papers readers actually read. Ranking is not a quality score.

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Semantic codebook creates style-matched co-speech gestures

By organizing motion codes according to gesture semantics and applying reference prompts, the system produces motions faithful to both word,

· “PersonaGest: Personalized Co-Speech Gesture Generation with Semantic-Guided Hierarchical Motion Representation”

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Figure from the paper

One diffusion checkpoint stipples any density at fixed cost

Late-stage ControlNet conditioning plus gated projection lets a single model match optimized baselines while generalizing to unseen pointbud

· “StippleDiffusion: Capacity-Constrained Stippling using Controlled Diffusion”

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Figure from the paper

WildRelight dataset adapts synthetic relighting models to real scenes on the fly

Temporal sequences of natural light supply self-supervision that aligns models with outdoor statistics without ground-truth relit images.

· “WildRelight: A Real-World Benchmark and Physics-Guided Adaptation for Single-Image Relighting”

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Figure from the paper

Billion-voxel volumes compressed in minutes by fixed-budget Gaussians

Gaussian count is set before training, so compression ratio and memory use are known in advance—and one model serves every visualization.

· “Fixed-Budget Gaussian Volume Encoding with Structure-Aware Allocation”

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Figure from the paper

No controller needed: gestures drive avatars in a browser metaverse

Five-person internal trial found it usable, with a clear trade-off between precise hand navigation and immersive walking.

· “A Browser-Based Gesture-Driven Avatar Interaction Framework for Metaverse Onboarding Environments”

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Figure from the paper

This paper presents a way to compute exact gradients through block implicit physics…

A reverse sweep of local 3x3 adjoint solves gives machine-precision gradients through the exact finite-depth Vertex Block Descent solver…

· “Differentiate the Solver, Not the Equation: Reverse-Sweep Adjoints for Block Implicit Simulation”

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Figure from the paper

ESVR represents huge sparse 3D scans as a few hundred thousand ellipsoid shapes

A method that fits differentiable ellipsoids to sparse volumetric intensity fields and renders them via per-primitive ray sampling…

· “ESVR: 3D Ellipsoid-based Sparse Volume Rendering via Structure-aware Primitive Learning and Per-primitive Ray Sampling”

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Figure from the paper

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