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SubscribeUnleashing the Potential of Multi-modal Foundation Models and Video Diffusion for 4D Dynamic Physical Scene Simulation
Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.
Complex Locomotion Skill Learning via Differentiable Physics
Differentiable physics enables efficient gradient-based optimizations of neural network (NN) controllers. However, existing work typically only delivers NN controllers with limited capability and generalizability. We present a practical learning framework that outputs unified NN controllers capable of tasks with significantly improved complexity and diversity. To systematically improve training robustness and efficiency, we investigated a suite of improvements over the baseline approach, including periodic activation functions, and tailored loss functions. In addition, we find our adoption of batching and an Adam optimizer effective in training complex locomotion tasks. We evaluate our framework on differentiable mass-spring and material point method (MPM) simulations, with challenging locomotion tasks and multiple robot designs. Experiments show that our learning framework, based on differentiable physics, delivers better results than reinforcement learning and converges much faster. We demonstrate that users can interactively control soft robot locomotion and switch among multiple goals with specified velocity, height, and direction instructions using a unified NN controller trained in our system. Code is available at https://github.com/erizmr/Complex-locomotion-skill-learning-via-differentiable-physics.
GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs
Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on https://Gaussian-Property.github.io{this https URL}.
MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics
While there has been significant progress in the field of 3D avatar creation from visual observations, modeling physically plausible dynamics of humans with loose garments remains a challenging problem. Although a few existing works address this problem by leveraging physical simulation, they suffer from limited accuracy or robustness to novel animation inputs. In this work, we present MPMAvatar, a framework for creating 3D human avatars from multi-view videos that supports highly realistic, robust animation, as well as photorealistic rendering from free viewpoints. For accurate and robust dynamics modeling, our key idea is to use a Material Point Method-based simulator, which we carefully tailor to model garments with complex deformations and contact with the underlying body by incorporating an anisotropic constitutive model and a novel collision handling algorithm. We combine this dynamics modeling scheme with our canonical avatar that can be rendered using 3D Gaussian Splatting with quasi-shadowing, enabling high-fidelity rendering for physically realistic animations. In our experiments, we demonstrate that MPMAvatar significantly outperforms the existing state-of-the-art physics-based avatar in terms of (1) dynamics modeling accuracy, (2) rendering accuracy, and (3) robustness and efficiency. Additionally, we present a novel application in which our avatar generalizes to unseen interactions in a zero-shot manner-which was not achievable with previous learning-based methods due to their limited simulation generalizability. Our project page is at: https://KAISTChangmin.github.io/MPMAvatar/
DreamPhysics: Learning Physics-Based 3D Dynamics with Video Diffusion Priors
Dynamic 3D interaction has been attracting a lot of attention recently. However, creating such 4D content remains challenging. One solution is to animate 3D scenes with physics-based simulation, which requires manually assigning precise physical properties to the object or the simulated results would become unnatural. Another solution is to learn the deformation of 3D objects with the distillation of video generative models, which, however, tends to produce 3D videos with small and discontinuous motions due to the inappropriate extraction and application of physics priors. In this work, to combine the strengths and complementing shortcomings of the above two solutions, we propose to learn the physical properties of a material field with video diffusion priors, and then utilize a physics-based Material-Point-Method (MPM) simulator to generate 4D content with realistic motions. In particular, we propose motion distillation sampling to emphasize video motion information during distillation. In addition, to facilitate the optimization, we further propose a KAN-based material field with frame boosting. Experimental results demonstrate that our method enjoys more realistic motions than state-of-the-arts do.
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
Physical simulators have been widely used in robot planning and control. Among them, differentiable simulators are particularly favored, as they can be incorporated into gradient-based optimization algorithms that are efficient in solving inverse problems such as optimal control and motion planning. Simulating deformable objects is, however, more challenging compared to rigid body dynamics. The underlying physical laws of deformable objects are more complex, and the resulting systems have orders of magnitude more degrees of freedom and therefore they are significantly more computationally expensive to simulate. Computing gradients with respect to physical design or controller parameters is typically even more computationally challenging. In this paper, we propose a real-time, differentiable hybrid Lagrangian-Eulerian physical simulator for deformable objects, ChainQueen, based on the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM can simulate deformable objects including contact and can be seamlessly incorporated into inference, control and co-design systems. We demonstrate that our simulator achieves high precision in both forward simulation and backward gradient computation. We have successfully employed it in a diverse set of control tasks for soft robots, including problems with nearly 3,000 decision variables.
AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesis
Novel view acoustic synthesis (NVAS) aims to render binaural audio at any target viewpoint, given a mono audio emitted by a sound source at a 3D scene. Existing methods have proposed NeRF-based implicit models to exploit visual cues as a condition for synthesizing binaural audio. However, in addition to low efficiency originating from heavy NeRF rendering, these methods all have a limited ability of characterizing the entire scene environment such as room geometry, material properties, and the spatial relation between the listener and sound source. To address these issues, we propose a novel Audio-Visual Gaussian Splatting (AV-GS) model. To obtain a material-aware and geometry-aware condition for audio synthesis, we learn an explicit point-based scene representation with an audio-guidance parameter on locally initialized Gaussian points, taking into account the space relation from the listener and sound source. To make the visual scene model audio adaptive, we propose a point densification and pruning strategy to optimally distribute the Gaussian points, with the per-point contribution in sound propagation (e.g., more points needed for texture-less wall surfaces as they affect sound path diversion). Extensive experiments validate the superiority of our AV-GS over existing alternatives on the real-world RWAS and simulation-based SoundSpaces datasets.
UnMix-NeRF: Spectral Unmixing Meets Neural Radiance Fields
Neural Radiance Field (NeRF)-based segmentation methods focus on object semantics and rely solely on RGB data, lacking intrinsic material properties. This limitation restricts accurate material perception, which is crucial for robotics, augmented reality, simulation, and other applications. We introduce UnMix-NeRF, a framework that integrates spectral unmixing into NeRF, enabling joint hyperspectral novel view synthesis and unsupervised material segmentation. Our method models spectral reflectance via diffuse and specular components, where a learned dictionary of global endmembers represents pure material signatures, and per-point abundances capture their distribution. For material segmentation, we use spectral signature predictions along learned endmembers, allowing unsupervised material clustering. Additionally, UnMix-NeRF enables scene editing by modifying learned endmember dictionaries for flexible material-based appearance manipulation. Extensive experiments validate our approach, demonstrating superior spectral reconstruction and material segmentation to existing methods. Project page: https://www.factral.co/UnMix-NeRF.
MatSwap: Light-aware material transfers in images
We present MatSwap, a method to transfer materials to designated surfaces in an image photorealistically. Such a task is non-trivial due to the large entanglement of material appearance, geometry, and lighting in a photograph. In the literature, material editing methods typically rely on either cumbersome text engineering or extensive manual annotations requiring artist knowledge and 3D scene properties that are impractical to obtain. In contrast, we propose to directly learn the relationship between the input material -- as observed on a flat surface -- and its appearance within the scene, without the need for explicit UV mapping. To achieve this, we rely on a custom light- and geometry-aware diffusion model. We fine-tune a large-scale pre-trained text-to-image model for material transfer using our synthetic dataset, preserving its strong priors to ensure effective generalization to real images. As a result, our method seamlessly integrates a desired material into the target location in the photograph while retaining the identity of the scene. We evaluate our method on synthetic and real images and show that it compares favorably to recent work both qualitatively and quantitatively. We will release our code and data upon publication.
LLM-3D Print: Large Language Models To Monitor and Control 3D Printing
Industry 4.0 has revolutionized manufacturing by driving digitalization and shifting the paradigm toward additive manufacturing (AM). Fused Deposition Modeling (FDM), a key AM technology, enables the creation of highly customized, cost-effective products with minimal material waste through layer-by-layer extrusion, posing a significant challenge to traditional subtractive methods. However, the susceptibility of material extrusion techniques to errors often requires expert intervention to detect and mitigate defects that can severely compromise product quality. While automated error detection and machine learning models exist, their generalizability across diverse 3D printer setups, firmware, and sensors is limited, and deep learning methods require extensive labeled datasets, hindering scalability and adaptability. To address these challenges, we present a process monitoring and control framework that leverages pre-trained Large Language Models (LLMs) alongside 3D printers to detect and address printing defects. The LLM evaluates print quality by analyzing images captured after each layer or print segment, identifying failure modes and querying the printer for relevant parameters. It then generates and executes a corrective action plan. We validated the effectiveness of the proposed framework in identifying defects by comparing it against a control group of engineers with diverse AM expertise. Our evaluation demonstrated that LLM-based agents not only accurately identify common 3D printing errors, such as inconsistent extrusion, stringing, warping, and layer adhesion, but also effectively determine the parameters causing these failures and autonomously correct them without any need for human intervention.
POINT^{2}: A Polymer Informatics Training and Testing Database
The advancement of polymer informatics has been significantly propelled by the integration of machine learning (ML) techniques, enabling the rapid prediction of polymer properties and expediting the discovery of high-performance polymeric materials. However, the field lacks a standardized workflow that encompasses prediction accuracy, uncertainty quantification, ML interpretability, and polymer synthesizability. In this study, we introduce POINT^{2} (POlymer INformatics Training and Testing), a comprehensive benchmark database and protocol designed to address these critical challenges. Leveraging the existing labeled datasets and the unlabeled PI1M dataset, a collection of approximately one million virtual polymers generated via a recurrent neural network trained on the realistic polymers, we develop an ensemble of ML models, including Quantile Random Forests, Multilayer Perceptrons with dropout, Graph Neural Networks, and pretrained large language models. These models are coupled with diverse polymer representations such as Morgan, MACCS, RDKit, Topological, Atom Pair fingerprints, and graph-based descriptors to achieve property predictions, uncertainty estimations, model interpretability, and template-based polymerization synthesizability across a spectrum of properties, including gas permeability, thermal conductivity, glass transition temperature, melting temperature, fractional free volume, and density. The POINT^{2} database can serve as a valuable resource for the polymer informatics community for polymer discovery and optimization.
GPT4Point: A Unified Framework for Point-Language Understanding and Generation
Multimodal Large Language Models (MLLMs) have excelled in 2D image-text comprehension and image generation, but their understanding of the 3D world is notably deficient, limiting progress in 3D language understanding and generation. To solve this problem, we introduce GPT4Point, an innovative groundbreaking point-language multimodal model designed specifically for unified 3D object understanding and generation within the MLLM framework. GPT4Point as a powerful 3D MLLM seamlessly can execute a variety of point-text reference tasks such as point-cloud captioning and Q&A. Additionally, GPT4Point is equipped with advanced capabilities for controllable 3D generation, it can get high-quality results through a low-quality point-text feature maintaining the geometric shapes and colors. To support the expansive needs of 3D object-text pairs, we develop Pyramid-XL, a point-language dataset annotation engine. It constructs a large-scale database over 1M objects of varied text granularity levels from the Objaverse-XL dataset, essential for training GPT4Point. A comprehensive benchmark has been proposed to evaluate 3D point-language understanding capabilities. In extensive evaluations, GPT4Point has demonstrated superior performance in understanding and generation.
Make-it-Real: Unleashing Large Multimodal Model's Ability for Painting 3D Objects with Realistic Materials
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original diffuse map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
MaRI: Material Retrieval Integration across Domains
Accurate material retrieval is critical for creating realistic 3D assets. Existing methods rely on datasets that capture shape-invariant and lighting-varied representations of materials, which are scarce and face challenges due to limited diversity and inadequate real-world generalization. Most current approaches adopt traditional image search techniques. They fall short in capturing the unique properties of material spaces, leading to suboptimal performance in retrieval tasks. Addressing these challenges, we introduce MaRI, a framework designed to bridge the feature space gap between synthetic and real-world materials. MaRI constructs a shared embedding space that harmonizes visual and material attributes through a contrastive learning strategy by jointly training an image and a material encoder, bringing similar materials and images closer while separating dissimilar pairs within the feature space. To support this, we construct a comprehensive dataset comprising high-quality synthetic materials rendered with controlled shape variations and diverse lighting conditions, along with real-world materials processed and standardized using material transfer techniques. Extensive experiments demonstrate the superior performance, accuracy, and generalization capabilities of MaRI across diverse and complex material retrieval tasks, outperforming existing methods.
Matbench Discovery -- An evaluation framework for machine learning crystal stability prediction
Matbench Discovery simulates the deployment of machine learning (ML) energy models in a high-throughput search for stable inorganic crystals. We address the disconnect between (i) thermodynamic stability and formation energy and (ii) in-domain vs out-of-distribution performance. Alongside this paper, we publish a Python package to aid with future model submissions and a growing online leaderboard with further insights into trade-offs between various performance metrics. To answer the question which ML methodology performs best at materials discovery, our initial release explores a variety of models including random forests, graph neural networks (GNN), one-shot predictors, iterative Bayesian optimizers and universal interatomic potentials (UIP). Ranked best-to-worst by their test set F1 score on thermodynamic stability prediction, we find CHGNet > M3GNet > MACE > ALIGNN > MEGNet > CGCNN > CGCNN+P > Wrenformer > BOWSR > Voronoi tessellation fingerprints with random forest. The top 3 models are UIPs, the winning methodology for ML-guided materials discovery, achieving F1 scores of ~0.6 for crystal stability classification and discovery acceleration factors (DAF) of up to 5x on the first 10k most stable predictions compared to dummy selection from our test set. We also highlight a sharp disconnect between commonly used global regression metrics and more task-relevant classification metrics. Accurate regressors are susceptible to unexpectedly high false-positive rates if those accurate predictions lie close to the decision boundary at 0 eV/atom above the convex hull where most materials are. Our results highlight the need to focus on classification metrics that actually correlate with improved stability hit rate.
Flexible, Model-Agnostic Method for Materials Data Extraction from Text Using General Purpose Language Models
Accurate and comprehensive material databases extracted from research papers are critical for materials science and engineering but require significant human effort to develop. In this paper we present a simple method of extracting materials data from full texts of research papers suitable for quickly developing modest-sized databases. The method requires minimal to no coding, prior knowledge about the extracted property, or model training, and provides high recall and almost perfect precision in the resultant database. The method is fully automated except for one human-assisted step, which typically requires just a few hours of human labor. The method builds on top of natural language processing and large general language models but can work with almost any such model. The language models GPT-3/3.5, bart and DeBERTaV3 are evaluated here for comparison. We provide a detailed detailed analysis of the methods performance in extracting bulk modulus data, obtaining up to 90% precision at 96% recall, depending on the amount of human effort involved. We then demonstrate the methods broader effectiveness by developing a database of critical cooling rates for metallic glasses.
CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs
Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.
MaPa: Text-driven Photorealistic Material Painting for 3D Shapes
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zhanghe3z.github.io/MaPa/
Procedural Generation of Grain Orientations using the Wave Function Collapse Algorithm
Statistics of grain sizes and orientations in metals correlate to the material's mechanical properties. Reproducing representative volume elements for further analysis of deformation and failure in metals, like 316L stainless steel, is particularly important due to their wide use in manufacturing goods today. Two approaches, initially created for video games, were considered for the procedural generation of representative grain microstructures. The first is the Wave Function Collapse (WFC) algorithm, and the second is constraint propagation and probabilistic inference through Markov Junior, a free and open-source software. This study aimed to investigate these two algorithms' effectiveness in using reference electron backscatter diffraction (EBSD) maps and recreating a statistically similar one that could be used in further research. It utilized two stainless steel EBSD maps as references to test both algorithms. First, the WFC algorithm was too constricting and, thus, incapable of producing images that resembled EBSDs. The second, MarkovJunior, was much more effective in creating a Voronoi tessellation that could be used to create an EBSD map in Python. When comparing the results between the reference and the generated EBSD, we discovered that the orientation and volume fractions were extremely similar. With the study, it was concluded that MarkovJunior is an effective machine learning tool that can reproduce representative grain microstructures.
MSEval: A Dataset for Material Selection in Conceptual Design to Evaluate Algorithmic Models
Material selection plays a pivotal role in many industries, from manufacturing to construction. Material selection is usually carried out after several cycles of conceptual design, during which designers iteratively refine the design solution and the intended manufacturing approach. In design research, material selection is typically treated as an optimization problem with a single correct answer. Moreover, it is also often restricted to specific types of objects or design functions, which can make the selection process computationally expensive and time-consuming. In this paper, we introduce MSEval, a novel dataset which is comprised of expert material evaluations across a variety of design briefs and criteria. This data is designed to serve as a benchmark to facilitate the evaluation and modification of machine learning models in the context of material selection for conceptual design.
UMat: Uncertainty-Aware Single Image High Resolution Material Capture
We propose a learning-based method to recover normals, specularity, and roughness from a single diffuse image of a material, using microgeometry appearance as our primary cue. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. In contrast, in this work, we propose a novel capture approach that leverages a generative network with attention and a U-Net discriminator, which shows outstanding performance integrating global information at reduced computational complexity. We showcase the performance of our method with a real dataset of digitized textile materials and show that a commodity flatbed scanner can produce the type of diffuse illumination required as input to our method. Additionally, because the problem might be illposed -more than a single diffuse image might be needed to disambiguate the specular reflection- or because the training dataset is not representative enough of the real distribution, we propose a novel framework to quantify the model's confidence about its prediction at test time. Our method is the first one to deal with the problem of modeling uncertainty in material digitization, increasing the trustworthiness of the process and enabling more intelligent strategies for dataset creation, as we demonstrate with an active learning experiment.
VoMP: Predicting Volumetric Mechanical Property Fields
Physical simulation relies on spatially-varying mechanical properties, often laboriously hand-crafted. VoMP is a feed-forward method trained to predict Young's modulus (E), Poisson's ratio (nu), and density (rho) throughout the volume of 3D objects, in any representation that can be rendered and voxelized. VoMP aggregates per-voxel multi-view features and passes them to our trained Geometry Transformer to predict per-voxel material latent codes. These latents reside on a manifold of physically plausible materials, which we learn from a real-world dataset, guaranteeing the validity of decoded per-voxel materials. To obtain object-level training data, we propose an annotation pipeline combining knowledge from segmented 3D datasets, material databases, and a vision-language model, along with a new benchmark. Experiments show that VoMP estimates accurate volumetric properties, far outperforming prior art in accuracy and speed.
MatText: Do Language Models Need More than Text & Scale for Materials Modeling?
Effectively representing materials as text has the potential to leverage the vast advancements of large language models (LLMs) for discovering new materials. While LLMs have shown remarkable success in various domains, their application to materials science remains underexplored. A fundamental challenge is the lack of understanding of how to best utilize text-based representations for materials modeling. This challenge is further compounded by the absence of a comprehensive benchmark to rigorously evaluate the capabilities and limitations of these text representations in capturing the complexity of material systems. To address this gap, we propose MatText, a suite of benchmarking tools and datasets designed to systematically evaluate the performance of language models in modeling materials. MatText encompasses nine distinct text-based representations for material systems, including several novel representations. Each representation incorporates unique inductive biases that capture relevant information and integrate prior physical knowledge about materials. Additionally, MatText provides essential tools for training and benchmarking the performance of language models in the context of materials science. These tools include standardized dataset splits for each representation, probes for evaluating sensitivity to geometric factors, and tools for seamlessly converting crystal structures into text. Using MatText, we conduct an extensive analysis of the capabilities of language models in modeling materials. Our findings reveal that current language models consistently struggle to capture the geometric information crucial for materials modeling across all representations. Instead, these models tend to leverage local information, which is emphasized in some of our novel representations. Our analysis underscores MatText's ability to reveal shortcomings of text-based methods for materials design.
HybridMQA: Exploring Geometry-Texture Interactions for Colored Mesh Quality Assessment
Mesh quality assessment (MQA) models play a critical role in the design, optimization, and evaluation of mesh operation systems in a wide variety of applications. Current MQA models, whether model-based methods using topology-aware features or projection-based approaches working on rendered 2D projections, often fail to capture the intricate interactions between texture and 3D geometry. We introduce HybridMQA, a first-of-its-kind hybrid full-reference colored MQA framework that integrates model-based and projection-based approaches, capturing complex interactions between textural information and 3D structures for enriched quality representations. Our method employs graph learning to extract detailed 3D representations, which are then projected to 2D using a novel feature rendering process that precisely aligns them with colored projections. This enables the exploration of geometry-texture interactions via cross-attention, producing comprehensive mesh quality representations. Extensive experiments demonstrate HybridMQA's superior performance across diverse datasets, highlighting its ability to effectively leverage geometry-texture interactions for a thorough understanding of mesh quality. Our implementation will be made publicly available.
MaterialMVP: Illumination-Invariant Material Generation via Multi-view PBR Diffusion
Physically-based rendering (PBR) has become a cornerstone in modern computer graphics, enabling realistic material representation and lighting interactions in 3D scenes. In this paper, we present MaterialMVP, a novel end-to-end model for generating PBR textures from 3D meshes and image prompts, addressing key challenges in multi-view material synthesis. Our approach leverages Reference Attention to extract and encode informative latent from the input reference images, enabling intuitive and controllable texture generation. We also introduce a Consistency-Regularized Training strategy to enforce stability across varying viewpoints and illumination conditions, ensuring illumination-invariant and geometrically consistent results. Additionally, we propose Dual-Channel Material Generation, which separately optimizes albedo and metallic-roughness (MR) textures while maintaining precise spatial alignment with the input images through Multi-Channel Aligned Attention. Learnable material embeddings are further integrated to capture the distinct properties of albedo and MR. Experimental results demonstrate that our model generates PBR textures with realistic behavior across diverse lighting scenarios, outperforming existing methods in both consistency and quality for scalable 3D asset creation.
Point Cloud to Mesh Reconstruction: A Focus on Key Learning-Based Paradigms
Reconstructing meshes from point clouds is an important task in fields such as robotics, autonomous systems, and medical imaging. This survey examines state-of-the-art learning-based approaches to mesh reconstruction, categorizing them into five paradigms: PointNet family, autoencoder architectures, deformation-based methods, point-move techniques, and primitive-based approaches. Each paradigm is explored in depth, detailing the primary approaches and their underlying methodologies. By comparing these techniques, our study serves as a comprehensive guide, and equips researchers and practitioners with the knowledge to navigate the landscape of learning-based mesh reconstruction techniques. The findings underscore the transformative potential of these methods, which often surpass traditional techniques in allowing detailed and efficient reconstructions.
NPC: Neural Point Characters from Video
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/
Gaussian Material Synthesis
We present a learning-based system for rapid mass-scale material synthesis that is useful for novice and expert users alike. The user preferences are learned via Gaussian Process Regression and can be easily sampled for new recommendations. Typically, each recommendation takes 40-60 seconds to render with global illumination, which makes this process impracticable for real-world workflows. Our neural network eliminates this bottleneck by providing high-quality image predictions in real time, after which it is possible to pick the desired materials from a gallery and assign them to a scene in an intuitive manner. Workflow timings against Disney's "principled" shader reveal that our system scales well with the number of sought materials, thus empowering even novice users to generate hundreds of high-quality material models without any expertise in material modeling. Similarly, expert users experience a significant decrease in the total modeling time when populating a scene with materials. Furthermore, our proposed solution also offers controllable recommendations and a novel latent space variant generation step to enable the real-time fine-tuning of materials without requiring any domain expertise.
A Simple Introduction to the SiMPL Method for Density-Based Topology Optimization
We introduce a novel method for solving density-based topology optimization problems: Sigmoidal Mirror descent with a Projected Latent variable (SiMPL). The SiMPL method (pronounced as ``the simple method'') optimizes a design using only first-order derivative information of the objective function. The bound constraints on the density field are enforced with the help of the (negative) Fermi--Dirac entropy, which is also used to define a non-symmetric distance function called a Bregman divergence on the set of admissible designs. This Bregman divergence leads to a simple update rule that is further simplified with the help of a so-called latent variable. Because the SiMPL method involves discretizing the latent variable, it produces a sequence of pointwise-feasible iterates, even when high-order finite elements are used in the discretization. Numerical experiments demonstrate that the method outperforms other popular first-order optimization algorithms. To outline the general applicability of the technique, we include examples with (self-load) compliance minimization and compliant mechanism optimization problems.
MatPROV: A Provenance Graph Dataset of Material Synthesis Extracted from Scientific Literature
Synthesis procedures play a critical role in materials research, as they directly affect material properties. With data-driven approaches increasingly accelerating materials discovery, there is growing interest in extracting synthesis procedures from scientific literature as structured data. However, existing studies often rely on rigid, domain-specific schemas with predefined fields for structuring synthesis procedures or assume that synthesis procedures are linear sequences of operations, which limits their ability to capture the structural complexity of real-world procedures. To address these limitations, we adopt PROV-DM, an international standard for provenance information, which supports flexible, graph-based modeling of procedures. We present MatPROV, a dataset of PROV-DM-compliant synthesis procedures extracted from scientific literature using large language models. MatPROV captures structural complexities and causal relationships among materials, operations, and conditions through visually intuitive directed graphs. This representation enables machine-interpretable synthesis knowledge, opening opportunities for future research such as automated synthesis planning and optimization.
SOPHY: Generating Simulation-Ready Objects with Physical Materials
We present SOPHY, a generative model for 3D physics-aware shape synthesis. Unlike existing 3D generative models that focus solely on static geometry or 4D models that produce physics-agnostic animations, our approach jointly synthesizes shape, texture, and material properties related to physics-grounded dynamics, making the generated objects ready for simulations and interactive, dynamic environments. To train our model, we introduce a dataset of 3D objects annotated with detailed physical material attributes, along with an annotation pipeline for efficient material annotation. Our method enables applications such as text-driven generation of interactive, physics-aware 3D objects and single-image reconstruction of physically plausible shapes. Furthermore, our experiments demonstrate that jointly modeling shape and material properties enhances the realism and fidelity of generated shapes, improving performance on generative geometry evaluation metrics.
Rethinking Network Design and Local Geometry in Point Cloud: A Simple Residual MLP Framework
Point cloud analysis is challenging due to irregularity and unordered data structure. To capture the 3D geometries, prior works mainly rely on exploring sophisticated local geometric extractors using convolution, graph, or attention mechanisms. These methods, however, incur unfavorable latency during inference, and the performance saturates over the past few years. In this paper, we present a novel perspective on this task. We notice that detailed local geometrical information probably is not the key to point cloud analysis -- we introduce a pure residual MLP network, called PointMLP, which integrates no sophisticated local geometrical extractors but still performs very competitively. Equipped with a proposed lightweight geometric affine module, PointMLP delivers the new state-of-the-art on multiple datasets. On the real-world ScanObjectNN dataset, our method even surpasses the prior best method by 3.3% accuracy. We emphasize that PointMLP achieves this strong performance without any sophisticated operations, hence leading to a superior inference speed. Compared to most recent CurveNet, PointMLP trains 2x faster, tests 7x faster, and is more accurate on ModelNet40 benchmark. We hope our PointMLP may help the community towards a better understanding of point cloud analysis. The code is available at https://github.com/ma-xu/pointMLP-pytorch.
Hypothesis Generation for Materials Discovery and Design Using Goal-Driven and Constraint-Guided LLM Agents
Materials discovery and design are essential for advancing technology across various industries by enabling the development of application-specific materials. Recent research has leveraged Large Language Models (LLMs) to accelerate this process. We explore the potential of LLMs to generate viable hypotheses that, once validated, can expedite materials discovery. Collaborating with materials science experts, we curated a novel dataset from recent journal publications, featuring real-world goals, constraints, and methods for designing real-world applications. Using this dataset, we test LLM-based agents that generate hypotheses for achieving given goals under specific constraints. To assess the relevance and quality of these hypotheses, we propose a novel scalable evaluation metric that emulates the process a materials scientist would use to evaluate a hypothesis critically. Our curated dataset, proposed method, and evaluation framework aim to advance future research in accelerating materials discovery and design with LLMs.
MatDecompSDF: High-Fidelity 3D Shape and PBR Material Decomposition from Multi-View Images
We present MatDecompSDF, a novel framework for recovering high-fidelity 3D shapes and decomposing their physically-based material properties from multi-view images. The core challenge of inverse rendering lies in the ill-posed disentanglement of geometry, materials, and illumination from 2D observations. Our method addresses this by jointly optimizing three neural components: a neural Signed Distance Function (SDF) to represent complex geometry, a spatially-varying neural field for predicting PBR material parameters (albedo, roughness, metallic), and an MLP-based model for capturing unknown environmental lighting. The key to our approach is a physically-based differentiable rendering layer that connects these 3D properties to the input images, allowing for end-to-end optimization. We introduce a set of carefully designed physical priors and geometric regularizations, including a material smoothness loss and an Eikonal loss, to effectively constrain the problem and achieve robust decomposition. Extensive experiments on both synthetic and real-world datasets (e.g., DTU) demonstrate that MatDecompSDF surpasses state-of-the-art methods in geometric accuracy, material fidelity, and novel view synthesis. Crucially, our method produces editable and relightable assets that can be seamlessly integrated into standard graphics pipelines, validating its practical utility for digital content creation.
Efficient Graph Field Integrators Meet Point Clouds
We present two new classes of algorithms for efficient field integration on graphs encoding point clouds. The first class, SeparatorFactorization(SF), leverages the bounded genus of point cloud mesh graphs, while the second class, RFDiffusion(RFD), uses popular epsilon-nearest-neighbor graph representations for point clouds. Both can be viewed as providing the functionality of Fast Multipole Methods (FMMs), which have had a tremendous impact on efficient integration, but for non-Euclidean spaces. We focus on geometries induced by distributions of walk lengths between points (e.g., shortest-path distance). We provide an extensive theoretical analysis of our algorithms, obtaining new results in structural graph theory as a byproduct. We also perform exhaustive empirical evaluation, including on-surface interpolation for rigid and deformable objects (particularly for mesh-dynamics modeling), Wasserstein distance computations for point clouds, and the Gromov-Wasserstein variant.
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
Enhancing Sampling Protocol for Point Cloud Classification Against Corruptions
Established sampling protocols for 3D point cloud learning, such as Farthest Point Sampling (FPS) and Fixed Sample Size (FSS), have long been relied upon. However, real-world data often suffer from corruptions, such as sensor noise, which violates the benign data assumption in current protocols. As a result, these protocols are highly vulnerable to noise, posing significant safety risks in critical applications like autonomous driving. To address these issues, we propose an enhanced point cloud sampling protocol, PointSP, designed to improve robustness against point cloud corruptions. PointSP incorporates key point reweighting to mitigate outlier sensitivity and ensure the selection of representative points. It also introduces a local-global balanced downsampling strategy, which allows for scalable and adaptive sampling while maintaining geometric consistency. Additionally, a lightweight tangent plane interpolation method is used to preserve local geometry while enhancing the density of the point cloud. Unlike learning-based approaches that require additional model training, PointSP is architecture-agnostic, requiring no extra learning or modification to the network. This enables seamless integration into existing pipelines. Extensive experiments on synthetic and real-world corrupted datasets show that PointSP significantly improves the robustness and accuracy of point cloud classification, outperforming state-of-the-art methods across multiple benchmarks.
Toward quantitative fractography using convolutional neural networks
The science of fractography revolves around the correlation between topographic characteristics of the fracture surface and the mechanisms and external conditions leading to their creation. While being a topic of investigation for centuries, it has remained mostly qualitative to date. A quantitative analysis of fracture surfaces is of prime interest for both the scientific community and the industrial sector, bearing the potential for improved understanding on the mechanisms controlling the fracture process and at the same time assessing the reliability of computational models currently being used for material design. With new advances in the field of image analysis, and specifically with machine learning tools becoming more accessible and reliable, it is now feasible to automate the process of extracting meaningful information from fracture surface images. Here, we propose a method of identifying and quantifying the relative appearance of intergranular and transgranular fracture events from scanning electron microscope images. The newly proposed method is based on a convolutional neural network algorithm for semantic segmentation. The proposed method is extensively tested and evaluated against two ceramic material systems (Al_2O_3,MgAl_2O_4) and shows high prediction accuracy, despite being trained on only one material system (MgAl_2O_4). While here attention is focused on brittle fracture characteristics, the method can be easily extended to account for other fracture morphologies, such as dimples, fatigue striations, etc.
Alchemist: Parametric Control of Material Properties with Diffusion Models
We propose a method to control material attributes of objects like roughness, metallic, albedo, and transparency in real images. Our method capitalizes on the generative prior of text-to-image models known for photorealism, employing a scalar value and instructions to alter low-level material properties. Addressing the lack of datasets with controlled material attributes, we generated an object-centric synthetic dataset with physically-based materials. Fine-tuning a modified pre-trained text-to-image model on this synthetic dataset enables us to edit material properties in real-world images while preserving all other attributes. We show the potential application of our model to material edited NeRFs.
Points-to-3D: Bridging the Gap between Sparse Points and Shape-Controllable Text-to-3D Generation
Text-to-3D generation has recently garnered significant attention, fueled by 2D diffusion models trained on billions of image-text pairs. Existing methods primarily rely on score distillation to leverage the 2D diffusion priors to supervise the generation of 3D models, e.g., NeRF. However, score distillation is prone to suffer the view inconsistency problem, and implicit NeRF modeling can also lead to an arbitrary shape, thus leading to less realistic and uncontrollable 3D generation. In this work, we propose a flexible framework of Points-to-3D to bridge the gap between sparse yet freely available 3D points and realistic shape-controllable 3D generation by distilling the knowledge from both 2D and 3D diffusion models. The core idea of Points-to-3D is to introduce controllable sparse 3D points to guide the text-to-3D generation. Specifically, we use the sparse point cloud generated from the 3D diffusion model, Point-E, as the geometric prior, conditioned on a single reference image. To better utilize the sparse 3D points, we propose an efficient point cloud guidance loss to adaptively drive the NeRF's geometry to align with the shape of the sparse 3D points. In addition to controlling the geometry, we propose to optimize the NeRF for a more view-consistent appearance. To be specific, we perform score distillation to the publicly available 2D image diffusion model ControlNet, conditioned on text as well as depth map of the learned compact geometry. Qualitative and quantitative comparisons demonstrate that Points-to-3D improves view consistency and achieves good shape controllability for text-to-3D generation. Points-to-3D provides users with a new way to improve and control text-to-3D generation.
EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting
With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.
Point2SSM: Learning Morphological Variations of Anatomies from Point Cloud
We present Point2SSM, a novel unsupervised learning approach for constructing correspondence-based statistical shape models (SSMs) directly from raw point clouds. SSM is crucial in clinical research, enabling population-level analysis of morphological variation in bones and organs. Traditional methods of SSM construction have limitations, including the requirement of noise-free surface meshes or binary volumes, reliance on assumptions or templates, and prolonged inference times due to simultaneous optimization of the entire cohort. Point2SSM overcomes these barriers by providing a data-driven solution that infers SSMs directly from raw point clouds, reducing inference burdens and increasing applicability as point clouds are more easily acquired. While deep learning on 3D point clouds has seen success in unsupervised representation learning and shape correspondence, its application to anatomical SSM construction is largely unexplored. We conduct a benchmark of state-of-the-art point cloud deep networks on the SSM task, revealing their limited robustness to clinical challenges such as noisy, sparse, or incomplete input and limited training data. Point2SSM addresses these issues through an attention-based module, providing effective correspondence mappings from learned point features. Our results demonstrate that the proposed method significantly outperforms existing networks in terms of accurate surface sampling and correspondence, better capturing population-level statistics.
CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
MatTools: Benchmarking Large Language Models for Materials Science Tools
Large language models (LLMs) are increasingly applied to materials science questions, including literature comprehension, property prediction, materials discovery and alloy design. At the same time, a wide range of physics-based computational approaches have been developed in which materials properties can be calculated. Here, we propose a benchmark application to evaluate the proficiency of LLMs to answer materials science questions through the generation and safe execution of codes based on such physics-based computational materials science packages. MatTools is built on two complementary components: a materials simulation tool question-answer (QA) benchmark and a real-world tool-usage benchmark. We designed an automated methodology to efficiently collect real-world materials science tool-use examples. The QA benchmark, derived from the pymatgen (Python Materials Genomics) codebase and documentation, comprises 69,225 QA pairs that assess the ability of an LLM to understand materials science tools. The real-world benchmark contains 49 tasks (138 subtasks) requiring the generation of functional Python code for materials property calculations. Our evaluation of diverse LLMs yields three key insights: (1)Generalists outshine specialists;(2)AI knows AI; and (3)Simpler is better. MatTools provides a standardized framework for assessing and improving LLM capabilities for materials science tool applications, facilitating the development of more effective AI systems for materials science and general scientific research.
MeLM, a generative pretrained language modeling framework that solves forward and inverse mechanics problems
We report a flexible multi-modal mechanics language model, MeLM, applied to solve various nonlinear forward and inverse problems, that can deal with a set of instructions, numbers and microstructure data. The framework is applied to various examples including bio-inspired hierarchical honeycomb design, carbon nanotube mechanics, and protein unfolding. In spite of the flexible nature of the model-which allows us to easily incorporate diverse materials, scales, and mechanical features-it performs well across disparate forward and inverse tasks. Based on an autoregressive attention-model, MeLM effectively represents a large multi-particle system consisting of hundreds of millions of neurons, where the interaction potentials are discovered through graph-forming self-attention mechanisms that are then used to identify relationships from emergent structures, while taking advantage of synergies discovered in the training data. We show that the model can solve complex degenerate mechanics design problems and determine novel material architectures across a range of hierarchical levels, providing an avenue for materials discovery and analysis. Looking beyond the demonstrations reported in this paper, we discuss other opportunities in applied mechanics and general considerations about the use of large language models in modeling, design, and analysis that can span a broad spectrum of material properties from mechanical, thermal, optical, to electronic.
Improving 6D Object Pose Estimation of metallic Household and Industry Objects
6D object pose estimation suffers from reduced accuracy when applied to metallic objects. We set out to improve the state-of-the-art by addressing challenges such as reflections and specular highlights in industrial applications. Our novel BOP-compatible dataset, featuring a diverse set of metallic objects (cans, household, and industrial items) under various lighting and background conditions, provides additional geometric and visual cues. We demonstrate that these cues can be effectively leveraged to enhance overall performance. To illustrate the usefulness of the additional features, we improve upon the GDRNPP algorithm by introducing an additional keypoint prediction and material estimator head in order to improve spatial scene understanding. Evaluations on the new dataset show improved accuracy for metallic objects, supporting the hypothesis that additional geometric and visual cues can improve learning.
Points2Surf: Learning Implicit Surfaces from Point Cloud Patches
A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals. Learning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy. Our extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30\% over SPR and by 270\%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. Our source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf
Multimodal Learning for Materials
Artificial intelligence is transforming computational materials science, improving the prediction of material properties, and accelerating the discovery of novel materials. Recently, publicly available material data repositories have grown rapidly. This growth encompasses not only more materials, but also a greater variety and quantity of their associated properties. Existing machine learning efforts in materials science focus primarily on single-modality tasks, i.e., relationships between materials and a single physical property, thus not taking advantage of the rich and multimodal set of material properties. Here, we introduce Multimodal Learning for Materials (MultiMat), which enables self-supervised multi-modality training of foundation models for materials. We demonstrate our framework's potential using data from the Materials Project database on multiple axes: (i) MultiMat achieves state-of-the-art performance for challenging material property prediction tasks; (ii) MultiMat enables novel and accurate material discovery via latent space similarity, enabling screening for stable materials with desired properties; and (iii) MultiMat encodes interpretable emergent features that may provide novel scientific insights.
Fast and Robust Iterative Closest Point
The Iterative Closest Point (ICP) algorithm and its variants are a fundamental technique for rigid registration between two point sets, with wide applications in different areas from robotics to 3D reconstruction. The main drawbacks for ICP are its slow convergence as well as its sensitivity to outliers, missing data, and partial overlaps. Recent work such as Sparse ICP achieves robustness via sparsity optimization at the cost of computational speed. In this paper, we propose a new method for robust registration with fast convergence. First, we show that the classical point-to-point ICP can be treated as a majorization-minimization (MM) algorithm, and propose an Anderson acceleration approach to speed up its convergence. In addition, we introduce a robust error metric based on the Welsch's function, which is minimized efficiently using the MM algorithm with Anderson acceleration. On challenging datasets with noises and partial overlaps, we achieve similar or better accuracy than Sparse ICP while being at least an order of magnitude faster. Finally, we extend the robust formulation to point-to-plane ICP, and solve the resulting problem using a similar Anderson-accelerated MM strategy. Our robust ICP methods improve the registration accuracy on benchmark datasets while being competitive in computational time.
Point-SAM: Promptable 3D Segmentation Model for Point Clouds
The development of 2D foundation models for image segmentation has been significantly advanced by the Segment Anything Model (SAM). However, achieving similar success in 3D models remains a challenge due to issues such as non-unified data formats, lightweight models, and the scarcity of labeled data with diverse masks. To this end, we propose a 3D promptable segmentation model (Point-SAM) focusing on point clouds. Our approach utilizes a transformer-based method, extending SAM to the 3D domain. We leverage part-level and object-level annotations and introduce a data engine to generate pseudo labels from SAM, thereby distilling 2D knowledge into our 3D model. Our model outperforms state-of-the-art models on several indoor and outdoor benchmarks and demonstrates a variety of applications, such as 3D annotation. Codes and demo can be found at https://github.com/zyc00/Point-SAM.
MatSynth: A Modern PBR Materials Dataset
We introduce MatSynth, a dataset of 4,000+ CC0 ultra-high resolution PBR materials. Materials are crucial components of virtual relightable assets, defining the interaction of light at the surface of geometries. Given their importance, significant research effort was dedicated to their representation, creation and acquisition. However, in the past 6 years, most research in material acquisiton or generation relied either on the same unique dataset, or on company-owned huge library of procedural materials. With this dataset we propose a significantly larger, more diverse, and higher resolution set of materials than previously publicly available. We carefully discuss the data collection process and demonstrate the benefits of this dataset on material acquisition and generation applications. The complete data further contains metadata with each material's origin, license, category, tags, creation method and, when available, descriptions and physical size, as well as 3M+ renderings of the augmented materials, in 1K, under various environment lightings. The MatSynth dataset is released through the project page at: https://www.gvecchio.com/matsynth.
Theoretical and Numerical Analysis of 3D Reconstruction Using Point and Line Incidences
We study the joint image of lines incident to points, meaning the set of image tuples obtained from fixed cameras observing a varying 3D point-line incidence. We prove a formula for the number of complex critical points of the triangulation problem that aims to compute a 3D point-line incidence from noisy images. Our formula works for an arbitrary number of images and measures the intrinsic difficulty of this triangulation. Additionally, we conduct numerical experiments using homotopy continuation methods, comparing different approaches of triangulation of such incidences. In our setup, exploiting the incidence relations gives both a faster point reconstruction and in three views more accurate.
LAM3D: Large Image-Point-Cloud Alignment Model for 3D Reconstruction from Single Image
Large Reconstruction Models have made significant strides in the realm of automated 3D content generation from single or multiple input images. Despite their success, these models often produce 3D meshes with geometric inaccuracies, stemming from the inherent challenges of deducing 3D shapes solely from image data. In this work, we introduce a novel framework, the Large Image and Point Cloud Alignment Model (LAM3D), which utilizes 3D point cloud data to enhance the fidelity of generated 3D meshes. Our methodology begins with the development of a point-cloud-based network that effectively generates precise and meaningful latent tri-planes, laying the groundwork for accurate 3D mesh reconstruction. Building upon this, our Image-Point-Cloud Feature Alignment technique processes a single input image, aligning to the latent tri-planes to imbue image features with robust 3D information. This process not only enriches the image features but also facilitates the production of high-fidelity 3D meshes without the need for multi-view input, significantly reducing geometric distortions. Our approach achieves state-of-the-art high-fidelity 3D mesh reconstruction from a single image in just 6 seconds, and experiments on various datasets demonstrate its effectiveness.
MatKB: Semantic Search for Polycrystalline Materials Synthesis Procedures
In this paper, we present a novel approach to knowledge extraction and retrieval using Natural Language Processing (NLP) techniques for material science. Our goal is to automatically mine structured knowledge from millions of research articles in the field of polycrystalline materials and make it easily accessible to the broader community. The proposed method leverages NLP techniques such as entity recognition and document classification to extract relevant information and build an extensive knowledge base, from a collection of 9.5 Million publications. The resulting knowledge base is integrated into a search engine, which enables users to search for information about specific materials, properties, and experiments with greater precision than traditional search engines like Google. We hope our results can enable material scientists quickly locate desired experimental procedures, compare their differences, and even inspire them to design new experiments. Our website will be available at Github https://github.com/Xianjun-Yang/PcMSP.git soon.
Material Anything: Generating Materials for Any 3D Object via Diffusion
We present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.
VLMaterial: Procedural Material Generation with Large Vision-Language Models
Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.
ConvMesh: Reimagining Mesh Quality Through Convex Optimization
Mesh generation has become a critical topic in recent years, forming the foundation of all 3D objects used across various applications, such as virtual reality, gaming, and 3D printing. With advancements in computational resources and machine learning, neural networks have emerged as powerful tools for generating high-quality 3D object representations, enabling accurate scene and object reconstructions. Despite these advancements, many methods produce meshes that lack realism or exhibit geometric and textural flaws, necessitating additional processing to improve their quality. This research introduces a convex optimization programming called disciplined convex programming to enhance existing meshes by refining their texture and geometry with a conic solver. By focusing on a sparse set of point clouds from both the original and target meshes, this method demonstrates significant improvements in mesh quality with minimal data requirements. To evaluate the approach, the classical dolphin mesh dataset from Facebook AI was used as a case study, with optimization performed using the CVXPY library. The results reveal promising potential for streamlined and effective mesh refinement.
Scalable Diffusion for Materials Generation
Generative models trained on internet-scale data are capable of generating novel and realistic texts, images, and videos. A natural next question is whether these models can advance science, for example by generating novel stable materials. Traditionally, models with explicit structures (e.g., graphs) have been used in modeling structural relationships in scientific data (e.g., atoms and bonds in crystals), but generating structures can be difficult to scale to large and complex systems. Another challenge in generating materials is the mismatch between standard generative modeling metrics and downstream applications. For instance, common metrics such as the reconstruction error do not correlate well with the downstream goal of discovering stable materials. In this work, we tackle the scalability challenge by developing a unified crystal representation that can represent any crystal structure (UniMat), followed by training a diffusion probabilistic model on these UniMat representations. Our empirical results suggest that despite the lack of explicit structure modeling, UniMat can generate high fidelity crystal structures from larger and more complex chemical systems, outperforming previous graph-based approaches under various generative modeling metrics. To better connect the generation quality of materials to downstream applications, such as discovering novel stable materials, we propose additional metrics for evaluating generative models of materials, including per-composition formation energy and stability with respect to convex hulls through decomposition energy from Density Function Theory (DFT). Lastly, we show that conditional generation with UniMat can scale to previously established crystal datasets with up to millions of crystals structures, outperforming random structure search (the current leading method for structure discovery) in discovering new stable materials.
RPBG: Towards Robust Neural Point-based Graphics in the Wild
Point-based representations have recently gained popularity in novel view synthesis, for their unique advantages, e.g., intuitive geometric representation, simple manipulation, and faster convergence. However, based on our observation, these point-based neural re-rendering methods are only expected to perform well under ideal conditions and suffer from noisy, patchy points and unbounded scenes, which are challenging to handle but defacto common in real applications. To this end, we revisit one such influential method, known as Neural Point-based Graphics (NPBG), as our baseline, and propose Robust Point-based Graphics (RPBG). We in-depth analyze the factors that prevent NPBG from achieving satisfactory renderings on generic datasets, and accordingly reform the pipeline to make it more robust to varying datasets in-the-wild. Inspired by the practices in image restoration, we greatly enhance the neural renderer to enable the attention-based correction of point visibility and the inpainting of incomplete rasterization, with only acceptable overheads. We also seek for a simple and lightweight alternative for environment modeling and an iterative method to alleviate the problem of poor geometry. By thorough evaluation on a wide range of datasets with different shooting conditions and camera trajectories, RPBG stably outperforms the baseline by a large margin, and exhibits its great robustness over state-of-the-art NeRF-based variants. Code available at https://github.com/QT-Zhu/RPBG.
PointDreamer: Zero-shot 3D Textured Mesh Reconstruction from Colored Point Cloud
Faithfully reconstructing textured meshes is crucial for many applications. Compared to text or image modalities, leveraging 3D colored point clouds as input (colored-PC-to-mesh) offers inherent advantages in comprehensively and precisely replicating the target object's 360{\deg} characteristics. While most existing colored-PC-to-mesh methods suffer from blurry textures or require hard-to-acquire 3D training data, we propose PointDreamer, a novel framework that harnesses 2D diffusion prior for superior texture quality. Crucially, unlike prior 2D-diffusion-for-3D works driven by text or image inputs, PointDreamer successfully adapts 2D diffusion models to 3D point cloud data by a novel project-inpaint-unproject pipeline. Specifically, it first projects the point cloud into sparse 2D images and then performs diffusion-based inpainting. After that, diverging from most existing 3D reconstruction or generation approaches that predict texture in 3D/UV space thus often yielding blurry texture, PointDreamer achieves high-quality texture by directly unprojecting the inpainted 2D images to the 3D mesh. Furthermore, we identify for the first time a typical kind of unprojection artifact appearing in occlusion borders, which is common in other multiview-image-to-3D pipelines but less-explored. To address this, we propose a novel solution named the Non-Border-First (NBF) unprojection strategy. Extensive qualitative and quantitative experiments on various synthetic and real-scanned datasets demonstrate that PointDreamer, though zero-shot, exhibits SoTA performance (30% improvement on LPIPS score from 0.118 to 0.068), and is robust to noisy, sparse, or even incomplete input data. Code at: https://github.com/YuQiao0303/PointDreamer.
NeuMaDiff: Neural Material Synthesis via Hyperdiffusion
High-quality material synthesis is essential for replicating complex surface properties to create realistic digital scenes. However, existing methods often suffer from inefficiencies in time and memory, require domain expertise, or demand extensive training data, with high-dimensional material data further constraining performance. Additionally, most approaches lack multi-modal guidance capabilities and standardized evaluation metrics, limiting control and comparability in synthesis tasks. To address these limitations, we propose NeuMaDiff, a novel neural material synthesis framework utilizing hyperdiffusion. Our method employs neural fields as a low-dimensional representation and incorporates a multi-modal conditional hyperdiffusion model to learn the distribution over material weights. This enables flexible guidance through inputs such as material type, text descriptions, or reference images, providing greater control over synthesis. To support future research, we contribute two new material datasets and introduce two BRDF distributional metrics for more rigorous evaluation. We demonstrate the effectiveness of NeuMaDiff through extensive experiments, including a novel statistics-based constrained synthesis approach, which enables the generation of materials of desired categories.
OmniPhysGS: 3D Constitutive Gaussians for General Physics-Based Dynamics Generation
Recently, significant advancements have been made in the reconstruction and generation of 3D assets, including static cases and those with physical interactions. To recover the physical properties of 3D assets, existing methods typically assume that all materials belong to a specific predefined category (e.g., elasticity). However, such assumptions ignore the complex composition of multiple heterogeneous objects in real scenarios and tend to render less physically plausible animation given a wider range of objects. We propose OmniPhysGS for synthesizing a physics-based 3D dynamic scene composed of more general objects. A key design of OmniPhysGS is treating each 3D asset as a collection of constitutive 3D Gaussians. For each Gaussian, its physical material is represented by an ensemble of 12 physical domain-expert sub-models (rubber, metal, honey, water, etc.), which greatly enhances the flexibility of the proposed model. In the implementation, we define a scene by user-specified prompts and supervise the estimation of material weighting factors via a pretrained video diffusion model. Comprehensive experiments demonstrate that OmniPhysGS achieves more general and realistic physical dynamics across a broader spectrum of materials, including elastic, viscoelastic, plastic, and fluid substances, as well as interactions between different materials. Our method surpasses existing methods by approximately 3% to 16% in metrics of visual quality and text alignment.
Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion
In recent years, there has been rapid development in 3D generation models, opening up new possibilities for applications such as simulating the dynamic movements of 3D objects and customizing their behaviors. However, current 3D generative models tend to focus only on surface features such as color and shape, neglecting the inherent physical properties that govern the behavior of objects in the real world. To accurately simulate physics-aligned dynamics, it is essential to predict the physical properties of materials and incorporate them into the behavior prediction process. Nonetheless, predicting the diverse materials of real-world objects is still challenging due to the complex nature of their physical attributes. In this paper, we propose Physics3D, a novel method for learning various physical properties of 3D objects through a video diffusion model. Our approach involves designing a highly generalizable physical simulation system based on a viscoelastic material model, which enables us to simulate a wide range of materials with high-fidelity capabilities. Moreover, we distill the physical priors from a video diffusion model that contains more understanding of realistic object materials. Extensive experiments demonstrate the effectiveness of our method with both elastic and plastic materials. Physics3D shows great potential for bridging the gap between the physical world and virtual neural space, providing a better integration and application of realistic physical principles in virtual environments. Project page: https://liuff19.github.io/Physics3D.
An Extensible Multimodal Multi-task Object Dataset with Materials
We present EMMa, an Extensible, Multimodal dataset of Amazon product listings that contains rich Material annotations. It contains more than 2.8 million objects, each with image(s), listing text, mass, price, product ratings, and position in Amazon's product-category taxonomy. We also design a comprehensive taxonomy of 182 physical materials (e.g., Plastic rightarrow Thermoplastic rightarrow Acrylic). Objects are annotated with one or more materials from this taxonomy. With the numerous attributes available for each object, we develop a Smart Labeling framework to quickly add new binary labels to all objects with very little manual labeling effort, making the dataset extensible. Each object attribute in our dataset can be included in either the model inputs or outputs, leading to combinatorial possibilities in task configurations. For example, we can train a model to predict the object category from the listing text, or the mass and price from the product listing image. EMMa offers a new benchmark for multi-task learning in computer vision and NLP, and allows practitioners to efficiently add new tasks and object attributes at scale.
Physically Compatible 3D Object Modeling from a Single Image
We present a computational framework that transforms single images into 3D physical objects. The visual geometry of a physical object in an image is determined by three orthogonal attributes: mechanical properties, external forces, and rest-shape geometry. Existing single-view 3D reconstruction methods often overlook this underlying composition, presuming rigidity or neglecting external forces. Consequently, the reconstructed objects fail to withstand real-world physical forces, resulting in instability or undesirable deformation -- diverging from their intended designs as depicted in the image. Our optimization framework addresses this by embedding physical compatibility into the reconstruction process. We explicitly decompose the three physical attributes and link them through static equilibrium, which serves as a hard constraint, ensuring that the optimized physical shapes exhibit desired physical behaviors. Evaluations on a dataset collected from Objaverse demonstrate that our framework consistently enhances the physical realism of 3D models over existing methods. The utility of our framework extends to practical applications in dynamic simulations and 3D printing, where adherence to physical compatibility is paramount.
SymPoint Revolutionized: Boosting Panoptic Symbol Spotting with Layer Feature Enhancement
SymPoint is an initial attempt that utilizes point set representation to solve the panoptic symbol spotting task on CAD drawing. Despite its considerable success, it overlooks graphical layer information and suffers from prohibitively slow training convergence. To tackle this issue, we introduce SymPoint-V2, a robust and efficient solution featuring novel, streamlined designs that overcome these limitations. In particular, we first propose a Layer Feature-Enhanced module (LFE) to encode the graphical layer information into the primitive feature, which significantly boosts the performance. We also design a Position-Guided Training (PGT) method to make it easier to learn, which accelerates the convergence of the model in the early stages and further promotes performance. Extensive experiments show that our model achieves better performance and faster convergence than its predecessor SymPoint on the public benchmark. Our code and trained models are available at https://github.com/nicehuster/SymPointV2.
Chord: Chain of Rendering Decomposition for PBR Material Estimation from Generated Texture Images
Material creation and reconstruction are crucial for appearance modeling but traditionally require significant time and expertise from artists. While recent methods leverage visual foundation models to synthesize PBR materials from user-provided inputs, they often fall short in quality, flexibility, and user control. We propose a novel two-stage generate-and-estimate framework for PBR material generation. In the generation stage, a fine-tuned diffusion model synthesizes shaded, tileable texture images aligned with user input. In the estimation stage, we introduce a chained decomposition scheme that sequentially predicts SVBRDF channels by passing previously extracted representation as input into a single-step image-conditional diffusion model. Our method is efficient, high quality, and enables flexible user control. We evaluate our approach against existing material generation and estimation methods, demonstrating superior performance. Our material estimation method shows strong robustness on both generated textures and in-the-wild photographs. Furthermore, we highlight the flexibility of our framework across diverse applications, including text-to-material, image-to-material, structure-guided generation, and material editing.
GridFormer: Point-Grid Transformer for Surface Reconstruction
Implicit neural networks have emerged as a crucial technology in 3D surface reconstruction. To reconstruct continuous surfaces from discrete point clouds, encoding the input points into regular grid features (plane or volume) has been commonly employed in existing approaches. However, these methods typically use the grid as an index for uniformly scattering point features. Compared with the irregular point features, the regular grid features may sacrifice some reconstruction details but improve efficiency. To take full advantage of these two types of features, we introduce a novel and high-efficiency attention mechanism between the grid and point features named Point-Grid Transformer (GridFormer). This mechanism treats the grid as a transfer point connecting the space and point cloud. Our method maximizes the spatial expressiveness of grid features and maintains computational efficiency. Furthermore, optimizing predictions over the entire space could potentially result in blurred boundaries. To address this issue, we further propose a boundary optimization strategy incorporating margin binary cross-entropy loss and boundary sampling. This approach enables us to achieve a more precise representation of the object structure. Our experiments validate that our method is effective and outperforms the state-of-the-art approaches under widely used benchmarks by producing more precise geometry reconstructions. The code is available at https://github.com/list17/GridFormer.
A Prompt-Engineered Large Language Model, Deep Learning Workflow for Materials Classification
Large language models (LLMs) have demonstrated rapid progress across a wide array of domains. Owing to the very large number of parameters and training data in LLMs, these models inherently encompass an expansive and comprehensive materials knowledge database, far exceeding the capabilities of individual researcher. Nonetheless, devising methods to harness the knowledge embedded within LLMs for the design and discovery of novel materials remains a formidable challenge. We introduce a general approach for addressing materials classification problems, which incorporates LLMs, prompt engineering, and deep learning. Utilizing a dataset of metallic glasses as a case study, our methodology achieved an improvement of up to 463% in prediction accuracy compared to conventional classification models. These findings underscore the potential of leveraging textual knowledge generated by LLMs for materials especially in the common situation where datasets are sparse, thereby promoting innovation in materials discovery and design.
Material Palette: Extraction of Materials from a Single Image
In this paper, we propose a method to extract physically-based rendering (PBR) materials from a single real-world image. We do so in two steps: first, we map regions of the image to material concepts using a diffusion model, which allows the sampling of texture images resembling each material in the scene. Second, we benefit from a separate network to decompose the generated textures into Spatially Varying BRDFs (SVBRDFs), providing us with materials ready to be used in rendering applications. Our approach builds on existing synthetic material libraries with SVBRDF ground truth, but also exploits a diffusion-generated RGB texture dataset to allow generalization to new samples using unsupervised domain adaptation (UDA). Our contributions are thoroughly evaluated on synthetic and real-world datasets. We further demonstrate the applicability of our method for editing 3D scenes with materials estimated from real photographs. The code and models will be made open-source. Project page: https://astra-vision.github.io/MaterialPalette/
Training-Free Constrained Generation With Stable Diffusion Models
Stable diffusion models represent the state-of-the-art in data synthesis across diverse domains and hold transformative potential for applications in science and engineering, e.g., by facilitating the discovery of novel solutions and simulating systems that are computationally intractable to model explicitly. While there is increasing effort to incorporate physics-based constraints into generative models, existing techniques are either limited in their applicability to latent diffusion frameworks or lack the capability to strictly enforce domain-specific constraints. To address this limitation this paper proposes a novel integration of stable diffusion models with constrained optimization frameworks, enabling the generation of outputs satisfying stringent physical and functional requirements. The effectiveness of this approach is demonstrated through material design experiments requiring adherence to precise morphometric properties, challenging inverse design tasks involving the generation of materials inducing specific stress-strain responses, and copyright-constrained content generation tasks. All code has been released at https://github.com/RAISELab-atUVA/Constrained-Stable-Diffusion.
NeRF-based Point Cloud Reconstruction using a Stationary Camera for Agricultural Applications
This paper presents a NeRF-based framework for point cloud (PCD) reconstruction, specifically designed for indoor high-throughput plant phenotyping facilities. Traditional NeRF-based reconstruction methods require cameras to move around stationary objects, but this approach is impractical for high-throughput environments where objects are rapidly imaged while moving on conveyors or rotating pedestals. To address this limitation, we develop a variant of NeRF-based PCD reconstruction that uses a single stationary camera to capture images as the object rotates on a pedestal. Our workflow comprises COLMAP-based pose estimation, a straightforward pose transformation to simulate camera movement, and subsequent standard NeRF training. A defined Region of Interest (ROI) excludes irrelevant scene data, enabling the generation of high-resolution point clouds (10M points). Experimental results demonstrate excellent reconstruction fidelity, with precision-recall analyses yielding an F-score close to 100.00 across all evaluated plant objects. Although pose estimation remains computationally intensive with a stationary camera setup, overall training and reconstruction times are competitive, validating the method's feasibility for practical high-throughput indoor phenotyping applications. Our findings indicate that high-quality NeRF-based 3D reconstructions are achievable using a stationary camera, eliminating the need for complex camera motion or costly imaging equipment. This approach is especially beneficial when employing expensive and delicate instruments, such as hyperspectral cameras, for 3D plant phenotyping. Future work will focus on optimizing pose estimation techniques and further streamlining the methodology to facilitate seamless integration into automated, high-throughput 3D phenotyping pipelines.
Point-Bind & Point-LLM: Aligning Point Cloud with Multi-modality for 3D Understanding, Generation, and Instruction Following
We introduce Point-Bind, a 3D multi-modality model aligning point clouds with 2D image, language, audio, and video. Guided by ImageBind, we construct a joint embedding space between 3D and multi-modalities, enabling many promising applications, e.g., any-to-3D generation, 3D embedding arithmetic, and 3D open-world understanding. On top of this, we further present Point-LLM, the first 3D large language model (LLM) following 3D multi-modal instructions. By parameter-efficient fine-tuning techniques, Point-LLM injects the semantics of Point-Bind into pre-trained LLMs, e.g., LLaMA, which requires no 3D instruction data, but exhibits superior 3D and multi-modal question-answering capacity. We hope our work may cast a light on the community for extending 3D point clouds to multi-modality applications. Code is available at https://github.com/ZiyuGuo99/Point-Bind_Point-LLM.
DualPM: Dual Posed-Canonical Point Maps for 3D Shape and Pose Reconstruction
The choice of data representation is a key factor in the success of deep learning in geometric tasks. For instance, DUSt3R recently introduced the concept of viewpoint-invariant point maps, generalizing depth prediction and showing that all key problems in the 3D reconstruction of static scenes can be reduced to predicting such point maps. In this paper, we develop an analogous concept for a very different problem: the reconstruction of the 3D shape and pose of deformable objects. To this end, we introduce Dual Point Maps (DualPM), where a pair of point maps is extracted from the same image-one associating pixels to their 3D locations on the object and the other to a canonical version of the object in its rest pose. We also extend point maps to amodal reconstruction to recover the complete shape of the object, even through self-occlusions. We show that 3D reconstruction and 3D pose estimation can be reduced to the prediction of DualPMs. Empirically, we demonstrate that this representation is a suitable target for deep networks to predict. Specifically, we focus on modeling quadrupeds, showing that DualPMs can be trained purely on synthetic 3D data, consisting of one or two models per category, while generalizing effectively to real images. With this approach, we achieve significant improvements over previous methods for the 3D analysis and reconstruction of such objects.
Free-form language-based robotic reasoning and grasping
Performing robotic grasping from a cluttered bin based on human instructions is a challenging task, as it requires understanding both the nuances of free-form language and the spatial relationships between objects. Vision-Language Models (VLMs) trained on web-scale data, such as GPT-4o, have demonstrated remarkable reasoning capabilities across both text and images. But can they truly be used for this task in a zero-shot setting? And what are their limitations? In this paper, we explore these research questions via the free-form language-based robotic grasping task, and propose a novel method, FreeGrasp, leveraging the pre-trained VLMs' world knowledge to reason about human instructions and object spatial arrangements. Our method detects all objects as keypoints and uses these keypoints to annotate marks on images, aiming to facilitate GPT-4o's zero-shot spatial reasoning. This allows our method to determine whether a requested object is directly graspable or if other objects must be grasped and removed first. Since no existing dataset is specifically designed for this task, we introduce a synthetic dataset FreeGraspData by extending the MetaGraspNetV2 dataset with human-annotated instructions and ground-truth grasping sequences. We conduct extensive analyses with both FreeGraspData and real-world validation with a gripper-equipped robotic arm, demonstrating state-of-the-art performance in grasp reasoning and execution. Project website: https://tev-fbk.github.io/FreeGrasp/.
Project and Forget: Solving Large-Scale Metric Constrained Problems
Given a set of dissimilarity measurements amongst data points, determining what metric representation is most "consistent" with the input measurements or the metric that best captures the relevant geometric features of the data is a key step in many machine learning algorithms. Existing methods are restricted to specific kinds of metrics or small problem sizes because of the large number of metric constraints in such problems. In this paper, we provide an active set algorithm, Project and Forget, that uses Bregman projections, to solve metric constrained problems with many (possibly exponentially) inequality constraints. We provide a theoretical analysis of Project and Forget and prove that our algorithm converges to the global optimal solution and that the L_2 distance of the current iterate to the optimal solution decays asymptotically at an exponential rate. We demonstrate that using our method we can solve large problem instances of three types of metric constrained problems: general weight correlation clustering, metric nearness, and metric learning; in each case, out-performing the state of the art methods with respect to CPU times and problem sizes.
Incorporating Domain Knowledge into Materials Tokenization
While language models are increasingly utilized in materials science, typical models rely on frequency-centric tokenization methods originally developed for natural language processing. However, these methods frequently produce excessive fragmentation and semantic loss, failing to maintain the structural and semantic integrity of material concepts. To address this issue, we propose MATTER, a novel tokenization approach that integrates material knowledge into tokenization. Based on MatDetector trained on our materials knowledge base and a re-ranking method prioritizing material concepts in token merging, MATTER maintains the structural integrity of identified material concepts and prevents fragmentation during tokenization, ensuring their semantic meaning remains intact. The experimental results demonstrate that MATTER outperforms existing tokenization methods, achieving an average performance gain of 4% and 2% in the generation and classification tasks, respectively. These results underscore the importance of domain knowledge for tokenization strategies in scientific text processing. Our code is available at https://github.com/yerimoh/MATTER
Texture Generation on 3D Meshes with Point-UV Diffusion
In this work, we focus on synthesizing high-quality textures on 3D meshes. We present Point-UV diffusion, a coarse-to-fine pipeline that marries the denoising diffusion model with UV mapping to generate 3D consistent and high-quality texture images in UV space. We start with introducing a point diffusion model to synthesize low-frequency texture components with our tailored style guidance to tackle the biased color distribution. The derived coarse texture offers global consistency and serves as a condition for the subsequent UV diffusion stage, aiding in regularizing the model to generate a 3D consistent UV texture image. Then, a UV diffusion model with hybrid conditions is developed to enhance the texture fidelity in the 2D UV space. Our method can process meshes of any genus, generating diversified, geometry-compatible, and high-fidelity textures. Code is available at https://cvmi-lab.github.io/Point-UV-Diffusion
An open-source robust machine learning platform for real-time detection and classification of 2D material flakes
The most widely used method for obtaining high-quality two-dimensional materials is through mechanical exfoliation of bulk crystals. Manual identification of suitable flakes from the resulting random distribution of crystal thicknesses and sizes on a substrate is a time-consuming, tedious task. Here, we present a platform for fully automated scanning, detection, and classification of two-dimensional materials, the source code of which we make openly available. Our platform is designed to be accurate, reliable, fast, and versatile in integrating new materials, making it suitable for everyday laboratory work. The implementation allows fully automated scanning and analysis of wafers with an average inference time of 100 ms for images of 2.3 Mpixels. The developed detection algorithm is based on a combination of the flakes' optical contrast toward the substrate and their geometric shape. We demonstrate that it is able to detect the majority of exfoliated flakes of various materials, with an average recall (AR50) between 67% and 89%. We also show that the algorithm can be trained with as few as five flakes of a given material, which we demonstrate for the examples of few-layer graphene, WSe_2, MoSe_2, CrI_3, 1T-TaS_2 and hexagonal BN. Our platform has been tested over a two-year period, during which more than 10^6 images of multiple different materials were acquired by over 30 individual researchers.
Diffusion Probabilistic Models for 3D Point Cloud Generation
We present a probabilistic model for point cloud generation, which is fundamental for various 3D vision tasks such as shape completion, upsampling, synthesis and data augmentation. Inspired by the diffusion process in non-equilibrium thermodynamics, we view points in point clouds as particles in a thermodynamic system in contact with a heat bath, which diffuse from the original distribution to a noise distribution. Point cloud generation thus amounts to learning the reverse diffusion process that transforms the noise distribution to the distribution of a desired shape. Specifically, we propose to model the reverse diffusion process for point clouds as a Markov chain conditioned on certain shape latent. We derive the variational bound in closed form for training and provide implementations of the model. Experimental results demonstrate that our model achieves competitive performance in point cloud generation and auto-encoding. The code is available at https://github.com/luost26/diffusion-point-cloud.
MatAtlas: Text-driven Consistent Geometry Texturing and Material Assignment
We present MatAtlas, a method for consistent text-guided 3D model texturing. Following recent progress we leverage a large scale text-to-image generation model (e.g., Stable Diffusion) as a prior to texture a 3D model. We carefully design an RGB texturing pipeline that leverages a grid pattern diffusion, driven by depth and edges. By proposing a multi-step texture refinement process, we significantly improve the quality and 3D consistency of the texturing output. To further address the problem of baked-in lighting, we move beyond RGB colors and pursue assigning parametric materials to the assets. Given the high-quality initial RGB texture, we propose a novel material retrieval method capitalized on Large Language Models (LLM), enabling editabiliy and relightability. We evaluate our method on a wide variety of geometries and show that our method significantly outperform prior arts. We also analyze the role of each component through a detailed ablation study.
Argus: Leveraging Multiview Images for Improved 3-D Scene Understanding With Large Language Models
Advancements in foundation models have made it possible to conduct applications in various downstream tasks. Especially, the new era has witnessed a remarkable capability to extend Large Language Models (LLMs) for tackling tasks of 3D scene understanding. Current methods rely heavily on 3D point clouds, but the 3D point cloud reconstruction of an indoor scene often results in information loss. Some textureless planes or repetitive patterns are prone to omission and manifest as voids within the reconstructed 3D point clouds. Besides, objects with complex structures tend to introduce distortion of details caused by misalignments between the captured images and the dense reconstructed point clouds. 2D multi-view images present visual consistency with 3D point clouds and provide more detailed representations of scene components, which can naturally compensate for these deficiencies. Based on these insights, we propose Argus, a novel 3D multimodal framework that leverages multi-view images for enhanced 3D scene understanding with LLMs. In general, Argus can be treated as a 3D Large Multimodal Foundation Model (3D-LMM) since it takes various modalities as input(text instructions, 2D multi-view images, and 3D point clouds) and expands the capability of LLMs to tackle 3D tasks. Argus involves fusing and integrating multi-view images and camera poses into view-as-scene features, which interact with the 3D features to create comprehensive and detailed 3D-aware scene embeddings. Our approach compensates for the information loss while reconstructing 3D point clouds and helps LLMs better understand the 3D world. Extensive experiments demonstrate that our method outperforms existing 3D-LMMs in various downstream tasks.
Leveraging Pretrained Diffusion Models for Zero-Shot Part Assembly
3D part assembly aims to understand part relationships and predict their 6-DoF poses to construct realistic 3D shapes, addressing the growing demand for autonomous assembly, which is crucial for robots. Existing methods mainly estimate the transformation of each part by training neural networks under supervision, which requires a substantial quantity of manually labeled data. However, the high cost of data collection and the immense variability of real-world shapes and parts make traditional methods impractical for large-scale applications. In this paper, we propose first a zero-shot part assembly method that utilizes pre-trained point cloud diffusion models as discriminators in the assembly process, guiding the manipulation of parts to form realistic shapes. Specifically, we theoretically demonstrate that utilizing a diffusion model for zero-shot part assembly can be transformed into an Iterative Closest Point (ICP) process. Then, we propose a novel pushing-away strategy to address the overlap parts, thereby further enhancing the robustness of the method. To verify our work, we conduct extensive experiments and quantitative comparisons to several strong baseline methods, demonstrating the effectiveness of the proposed approach, which even surpasses the supervised learning method. The code has been released on https://github.com/Ruiyuan-Zhang/Zero-Shot-Assembly.
SAM2Point: Segment Any 3D as Videos in Zero-shot and Promptable Manners
We introduce SAM2Point, a preliminary exploration adapting Segment Anything Model 2 (SAM 2) for zero-shot and promptable 3D segmentation. SAM2Point interprets any 3D data as a series of multi-directional videos, and leverages SAM 2 for 3D-space segmentation, without further training or 2D-3D projection. Our framework supports various prompt types, including 3D points, boxes, and masks, and can generalize across diverse scenarios, such as 3D objects, indoor scenes, outdoor environments, and raw sparse LiDAR. Demonstrations on multiple 3D datasets, e.g., Objaverse, S3DIS, ScanNet, Semantic3D, and KITTI, highlight the robust generalization capabilities of SAM2Point. To our best knowledge, we present the most faithful implementation of SAM in 3D, which may serve as a starting point for future research in promptable 3D segmentation. Online Demo: https://huggingface.co/spaces/ZiyuG/SAM2Point . Code: https://github.com/ZiyuGuo99/SAM2Point .
Boosting 3D Object Generation through PBR Materials
Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
3D-LFM: Lifting Foundation Model
The lifting of 3D structure and camera from 2D landmarks is at the cornerstone of the entire discipline of computer vision. Traditional methods have been confined to specific rigid objects, such as those in Perspective-n-Point (PnP) problems, but deep learning has expanded our capability to reconstruct a wide range of object classes (e.g. C3PDO and PAUL) with resilience to noise, occlusions, and perspective distortions. All these techniques, however, have been limited by the fundamental need to establish correspondences across the 3D training data -- significantly limiting their utility to applications where one has an abundance of "in-correspondence" 3D data. Our approach harnesses the inherent permutation equivariance of transformers to manage varying number of points per 3D data instance, withstands occlusions, and generalizes to unseen categories. We demonstrate state of the art performance across 2D-3D lifting task benchmarks. Since our approach can be trained across such a broad class of structures we refer to it simply as a 3D Lifting Foundation Model (3D-LFM) -- the first of its kind.
Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures
Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf
How Will It Drape Like? Capturing Fabric Mechanics from Depth Images
We propose a method to estimate the mechanical parameters of fabrics using a casual capture setup with a depth camera. Our approach enables to create mechanically-correct digital representations of real-world textile materials, which is a fundamental step for many interactive design and engineering applications. As opposed to existing capture methods, which typically require expensive setups, video sequences, or manual intervention, our solution can capture at scale, is agnostic to the optical appearance of the textile, and facilitates fabric arrangement by non-expert operators. To this end, we propose a sim-to-real strategy to train a learning-based framework that can take as input one or multiple images and outputs a full set of mechanical parameters. Thanks to carefully designed data augmentation and transfer learning protocols, our solution generalizes to real images despite being trained only on synthetic data, hence successfully closing the sim-to-real loop.Key in our work is to demonstrate that evaluating the regression accuracy based on the similarity at parameter space leads to an inaccurate distances that do not match the human perception. To overcome this, we propose a novel metric for fabric drape similarity that operates on the image domain instead on the parameter space, allowing us to evaluate our estimation within the context of a similarity rank. We show that out metric correlates with human judgments about the perception of drape similarity, and that our model predictions produce perceptually accurate results compared to the ground truth parameters.
Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.
MatterGen: a generative model for inorganic materials design
The design of functional materials with desired properties is essential in driving technological advances in areas like energy storage, catalysis, and carbon capture. Generative models provide a new paradigm for materials design by directly generating entirely novel materials given desired property constraints. Despite recent progress, current generative models have low success rate in proposing stable crystals, or can only satisfy a very limited set of property constraints. Here, we present MatterGen, a model that generates stable, diverse inorganic materials across the periodic table and can further be fine-tuned to steer the generation towards a broad range of property constraints. To enable this, we introduce a new diffusion-based generative process that produces crystalline structures by gradually refining atom types, coordinates, and the periodic lattice. We further introduce adapter modules to enable fine-tuning towards any given property constraints with a labeled dataset. Compared to prior generative models, structures produced by MatterGen are more than twice as likely to be novel and stable, and more than 15 times closer to the local energy minimum. After fine-tuning, MatterGen successfully generates stable, novel materials with desired chemistry, symmetry, as well as mechanical, electronic and magnetic properties. Finally, we demonstrate multi-property materials design capabilities by proposing structures that have both high magnetic density and a chemical composition with low supply-chain risk. We believe that the quality of generated materials and the breadth of MatterGen's capabilities represent a major advancement towards creating a universal generative model for materials design.
Gaussian Splatting with Localized Points Management
Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.
MovingParts: Motion-based 3D Part Discovery in Dynamic Radiance Field
We present MovingParts, a NeRF-based method for dynamic scene reconstruction and part discovery. We consider motion as an important cue for identifying parts, that all particles on the same part share the common motion pattern. From the perspective of fluid simulation, existing deformation-based methods for dynamic NeRF can be seen as parameterizing the scene motion under the Eulerian view, i.e., focusing on specific locations in space through which the fluid flows as time passes. However, it is intractable to extract the motion of constituting objects or parts using the Eulerian view representation. In this work, we introduce the dual Lagrangian view and enforce representations under the Eulerian/Lagrangian views to be cycle-consistent. Under the Lagrangian view, we parameterize the scene motion by tracking the trajectory of particles on objects. The Lagrangian view makes it convenient to discover parts by factorizing the scene motion as a composition of part-level rigid motions. Experimentally, our method can achieve fast and high-quality dynamic scene reconstruction from even a single moving camera, and the induced part-based representation allows direct applications of part tracking, animation, 3D scene editing, etc.
Towards More Diverse and Challenging Pre-training for Point Cloud Learning: Self-Supervised Cross Reconstruction with Decoupled Views
Point cloud learning, especially in a self-supervised way without manual labels, has gained growing attention in both vision and learning communities due to its potential utility in a wide range of applications. Most existing generative approaches for point cloud self-supervised learning focus on recovering masked points from visible ones within a single view. Recognizing that a two-view pre-training paradigm inherently introduces greater diversity and variance, it may thus enable more challenging and informative pre-training. Inspired by this, we explore the potential of two-view learning in this domain. In this paper, we propose Point-PQAE, a cross-reconstruction generative paradigm that first generates two decoupled point clouds/views and then reconstructs one from the other. To achieve this goal, we develop a crop mechanism for point cloud view generation for the first time and further propose a novel positional encoding to represent the 3D relative position between the two decoupled views. The cross-reconstruction significantly increases the difficulty of pre-training compared to self-reconstruction, which enables our method to surpass previous single-modal self-reconstruction methods in 3D self-supervised learning. Specifically, it outperforms the self-reconstruction baseline (Point-MAE) by 6.5%, 7.0%, and 6.7% in three variants of ScanObjectNN with the Mlp-Linear evaluation protocol. The code is available at https://github.com/aHapBean/Point-PQAE.
ADAPT: Lightweight, Long-Range Machine Learning Force Fields Without Graphs
Point defects play a central role in driving the properties of materials. First-principles methods are widely used to compute defect energetics and structures, including at scale for high-throughput defect databases. However, these methods are computationally expensive, making machine-learning force fields (MLFFs) an attractive alternative for accelerating structural relaxations. Most existing MLFFs are based on graph neural networks (GNNs), which can suffer from oversmoothing and poor representation of long-range interactions. Both of these issues are especially of concern when modeling point defects. To address these challenges, we introduce the Accelerated Deep Atomic Potential Transformer (ADAPT), an MLFF that replaces graph representations with a direct coordinates-in-space formulation and explicitly considers all pairwise atomic interactions. Atoms are treated as tokens, with a Transformer encoder modeling their interactions. Applied to a dataset of silicon point defects, ADAPT achieves a roughly 33 percent reduction in both force and energy prediction errors relative to a state-of-the-art GNN-based model, while requiring only a fraction of the computational cost.
PointNet++: Deep Hierarchical Feature Learning on Point Sets in a Metric Space
Few prior works study deep learning on point sets. PointNet by Qi et al. is a pioneer in this direction. However, by design PointNet does not capture local structures induced by the metric space points live in, limiting its ability to recognize fine-grained patterns and generalizability to complex scenes. In this work, we introduce a hierarchical neural network that applies PointNet recursively on a nested partitioning of the input point set. By exploiting metric space distances, our network is able to learn local features with increasing contextual scales. With further observation that point sets are usually sampled with varying densities, which results in greatly decreased performance for networks trained on uniform densities, we propose novel set learning layers to adaptively combine features from multiple scales. Experiments show that our network called PointNet++ is able to learn deep point set features efficiently and robustly. In particular, results significantly better than state-of-the-art have been obtained on challenging benchmarks of 3D point clouds.
FlowMM: Generating Materials with Riemannian Flow Matching
Crystalline materials are a fundamental component in next-generation technologies, yet modeling their distribution presents unique computational challenges. Of the plausible arrangements of atoms in a periodic lattice only a vanishingly small percentage are thermodynamically stable, which is a key indicator of the materials that can be experimentally realized. Two fundamental tasks in this area are to (a) predict the stable crystal structure of a known composition of elements and (b) propose novel compositions along with their stable structures. We present FlowMM, a pair of generative models that achieve state-of-the-art performance on both tasks while being more efficient and more flexible than competing methods. We generalize Riemannian Flow Matching to suit the symmetries inherent to crystals: translation, rotation, permutation, and periodic boundary conditions. Our framework enables the freedom to choose the flow base distributions, drastically simplifying the problem of learning crystal structures compared with diffusion models. In addition to standard benchmarks, we validate FlowMM's generated structures with quantum chemistry calculations, demonstrating that it is about 3x more efficient, in terms of integration steps, at finding stable materials compared to previous open methods.
Point2CAD: Reverse Engineering CAD Models from 3D Point Clouds
Computer-Aided Design (CAD) model reconstruction from point clouds is an important problem at the intersection of computer vision, graphics, and machine learning; it saves the designer significant time when iterating on in-the-wild objects. Recent advancements in this direction achieve relatively reliable semantic segmentation but still struggle to produce an adequate topology of the CAD model. In this work, we analyze the current state of the art for that ill-posed task and identify shortcomings of existing methods. We propose a hybrid analytic-neural reconstruction scheme that bridges the gap between segmented point clouds and structured CAD models and can be readily combined with different segmentation backbones. Moreover, to power the surface fitting stage, we propose a novel implicit neural representation of freeform surfaces, driving up the performance of our overall CAD reconstruction scheme. We extensively evaluate our method on the popular ABC benchmark of CAD models and set a new state-of-the-art for that dataset. Project page: https://www.obukhov.ai/point2cad}{https://www.obukhov.ai/point2cad.
A general-purpose material property data extraction pipeline from large polymer corpora using Natural Language Processing
The ever-increasing number of materials science articles makes it hard to infer chemistry-structure-property relations from published literature. We used natural language processing (NLP) methods to automatically extract material property data from the abstracts of polymer literature. As a component of our pipeline, we trained MaterialsBERT, a language model, using 2.4 million materials science abstracts, which outperforms other baseline models in three out of five named entity recognition datasets when used as the encoder for text. Using this pipeline, we obtained ~300,000 material property records from ~130,000 abstracts in 60 hours. The extracted data was analyzed for a diverse range of applications such as fuel cells, supercapacitors, and polymer solar cells to recover non-trivial insights. The data extracted through our pipeline is made available through a web platform at https://polymerscholar.org which can be used to locate material property data recorded in abstracts conveniently. This work demonstrates the feasibility of an automatic pipeline that starts from published literature and ends with a complete set of extracted material property information.
SEMI-PointRend: Improved Semiconductor Wafer Defect Classification and Segmentation as Rendering
In this study, we applied the PointRend (Point-based Rendering) method to semiconductor defect segmentation. PointRend is an iterative segmentation algorithm inspired by image rendering in computer graphics, a new image segmentation method that can generate high-resolution segmentation masks. It can also be flexibly integrated into common instance segmentation meta-architecture such as Mask-RCNN and semantic meta-architecture such as FCN. We implemented a model, termed as SEMI-PointRend, to generate precise segmentation masks by applying the PointRend neural network module. In this paper, we focus on comparing the defect segmentation predictions of SEMI-PointRend and Mask-RCNN for various defect types (line-collapse, single bridge, thin bridge, multi bridge non-horizontal). We show that SEMI-PointRend can outperforms Mask R-CNN by up to 18.8% in terms of segmentation mean average precision.
JARVIS-Leaderboard: A Large Scale Benchmark of Materials Design Methods
Lack of rigorous reproducibility and validation are major hurdles for scientific development across many fields. Materials science in particular encompasses a variety of experimental and theoretical approaches that require careful benchmarking. Leaderboard efforts have been developed previously to mitigate these issues. However, a comprehensive comparison and benchmarking on an integrated platform with multiple data modalities with both perfect and defect materials data is still lacking. This work introduces JARVIS-Leaderboard, an open-source and community-driven platform that facilitates benchmarking and enhances reproducibility. The platform allows users to set up benchmarks with custom tasks and enables contributions in the form of dataset, code, and meta-data submissions. We cover the following materials design categories: Artificial Intelligence (AI), Electronic Structure (ES), Force-fields (FF), Quantum Computation (QC) and Experiments (EXP). For AI, we cover several types of input data, including atomic structures, atomistic images, spectra, and text. For ES, we consider multiple ES approaches, software packages, pseudopotentials, materials, and properties, comparing results to experiment. For FF, we compare multiple approaches for material property predictions. For QC, we benchmark Hamiltonian simulations using various quantum algorithms and circuits. Finally, for experiments, we use the inter-laboratory approach to establish benchmarks. There are 1281 contributions to 274 benchmarks using 152 methods with more than 8 million data-points, and the leaderboard is continuously expanding. The JARVIS-Leaderboard is available at the website: https://pages.nist.gov/jarvis_leaderboard
3D Human Mesh Estimation from Virtual Markers
Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at https://github.com/ShirleyMaxx/VirtualMarker.
Sel3DCraft: Interactive Visual Prompts for User-Friendly Text-to-3D Generation
Text-to-3D (T23D) generation has transformed digital content creation, yet remains bottlenecked by blind trial-and-error prompting processes that yield unpredictable results. While visual prompt engineering has advanced in text-to-image domains, its application to 3D generation presents unique challenges requiring multi-view consistency evaluation and spatial understanding. We present Sel3DCraft, a visual prompt engineering system for T23D that transforms unstructured exploration into a guided visual process. Our approach introduces three key innovations: a dual-branch structure combining retrieval and generation for diverse candidate exploration; a multi-view hybrid scoring approach that leverages MLLMs with innovative high-level metrics to assess 3D models with human-expert consistency; and a prompt-driven visual analytics suite that enables intuitive defect identification and refinement. Extensive testing and user studies demonstrate that Sel3DCraft surpasses other T23D systems in supporting creativity for designers.
DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.
Facet: highly efficient E(3)-equivariant networks for interatomic potentials
Computational materials discovery is limited by the high cost of first-principles calculations. Machine learning (ML) potentials that predict energies from crystal structures are promising, but existing methods face computational bottlenecks. Steerable graph neural networks (GNNs) encode geometry with spherical harmonics, respecting atomic symmetries -- permutation, rotation, and translation -- for physically realistic predictions. Yet maintaining equivariance is difficult: activation functions must be modified, and each layer must handle multiple data types for different harmonic orders. We present Facet, a GNN architecture for efficient ML potentials, developed through systematic analysis of steerable GNNs. Our innovations include replacing expensive multi-layer perceptrons (MLPs) for interatomic distances with splines, which match performance while cutting computational and memory demands. We also introduce a general-purpose equivariant layer that mixes node information via spherical grid projection followed by standard MLPs -- faster than tensor products and more expressive than linear or gate layers. On the MPTrj dataset, Facet matches leading models with far fewer parameters and under 10% of their training compute. On a crystal relaxation task, it runs twice as fast as MACE models. We further show SevenNet-0's parameters can be reduced by over 25% with no accuracy loss. These techniques enable more than 10x faster training of large-scale foundation models for ML potentials, potentially reshaping computational materials discovery.
Neural Photometry-guided Visual Attribute Transfer
We present a deep learning-based method for propagating spatially-varying visual material attributes (e.g. texture maps or image stylizations) to larger samples of the same or similar materials. For training, we leverage images of the material taken under multiple illuminations and a dedicated data augmentation policy, making the transfer robust to novel illumination conditions and affine deformations. Our model relies on a supervised image-to-image translation framework and is agnostic to the transferred domain; we showcase a semantic segmentation, a normal map, and a stylization. Following an image analogies approach, the method only requires the training data to contain the same visual structures as the input guidance. Our approach works at interactive rates, making it suitable for material edit applications. We thoroughly evaluate our learning methodology in a controlled setup providing quantitative measures of performance. Last, we demonstrate that training the model on a single material is enough to generalize to materials of the same type without the need for massive datasets.
FlowLLM: Flow Matching for Material Generation with Large Language Models as Base Distributions
Material discovery is a critical area of research with the potential to revolutionize various fields, including carbon capture, renewable energy, and electronics. However, the immense scale of the chemical space makes it challenging to explore all possible materials experimentally. In this paper, we introduce FlowLLM, a novel generative model that combines large language models (LLMs) and Riemannian flow matching (RFM) to design novel crystalline materials. FlowLLM first fine-tunes an LLM to learn an effective base distribution of meta-stable crystals in a text representation. After converting to a graph representation, the RFM model takes samples from the LLM and iteratively refines the coordinates and lattice parameters. Our approach significantly outperforms state-of-the-art methods, increasing the generation rate of stable materials by over three times and increasing the rate for stable, unique, and novel crystals by sim50% - a huge improvement on a difficult problem. Additionally, the crystals generated by FlowLLM are much closer to their relaxed state when compared with another leading model, significantly reducing post-hoc computational cost.
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
Proving the Potential of Skeleton Based Action Recognition to Automate the Analysis of Manual Processes
In manufacturing sectors such as textiles and electronics, manual processes are a fundamental part of production. The analysis and monitoring of the processes is necessary for efficient production design. Traditional methods for analyzing manual processes are complex, expensive, and inflexible. Compared to established approaches such as Methods-Time-Measurement (MTM), machine learning (ML) methods promise: Higher flexibility, self-sufficient & permanent use, lower costs. In this work, based on a video stream, the current motion class in a manual assembly process is detected. With information on the current motion, Key-Performance-Indicators (KPIs) can be derived easily. A skeleton-based action recognition approach is taken, as this field recently shows major success in machine vision tasks. For skeleton-based action recognition in manual assembly, no sufficient pre-work could be found. Therefore, a ML pipeline is developed, to enable extensive research on different (pre-) processing methods and neural nets. Suitable well generalizing approaches are found, proving the potential of ML to enhance analyzation of manual processes. Models detect the current motion, performed by an operator in manual assembly, but the results can be transferred to all kinds of manual processes.
Vector-Based Approach to the Stoichiometric Analysis of Multicomponent Chemical Reactions: The Case of Black Powder
The study demonstrates the capabilities of a vector-based approach for calculating stoichiometric coefficients in chemical equations, using black powder as an illustrative example. A method is proposed for selecting and constraining intermediate interactions between reactants, as well as for identifying final products. It is shown that even a small number of components can lead to a large number of final and intermediate products. Through concrete calculations, a correlation is established between the number of possible chemical equations and the number of reactants. A methodology is proposed for computing all possible chemical equations within a reaction system for arbitrary component ratios, enabling the derivation of all feasible chemical reactions. Additionally, a method is developed for calculating the chemical composition for a fixed set of reactants, allowing for the evaluation of the set of products resulting from all possible chemical interactions given a specified initial composition.
TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting
Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.
PhysTwin: Physics-Informed Reconstruction and Simulation of Deformable Objects from Videos
Creating a physical digital twin of a real-world object has immense potential in robotics, content creation, and XR. In this paper, we present PhysTwin, a novel framework that uses sparse videos of dynamic objects under interaction to produce a photo- and physically realistic, real-time interactive virtual replica. Our approach centers on two key components: (1) a physics-informed representation that combines spring-mass models for realistic physical simulation, generative shape models for geometry, and Gaussian splats for rendering; and (2) a novel multi-stage, optimization-based inverse modeling framework that reconstructs complete geometry, infers dense physical properties, and replicates realistic appearance from videos. Our method integrates an inverse physics framework with visual perception cues, enabling high-fidelity reconstruction even from partial, occluded, and limited viewpoints. PhysTwin supports modeling various deformable objects, including ropes, stuffed animals, cloth, and delivery packages. Experiments show that PhysTwin outperforms competing methods in reconstruction, rendering, future prediction, and simulation under novel interactions. We further demonstrate its applications in interactive real-time simulation and model-based robotic motion planning.
MoMa: A Modular Deep Learning Framework for Material Property Prediction
Deep learning methods for material property prediction have been widely explored to advance materials discovery. However, the prevailing pre-train then fine-tune paradigm often fails to address the inherent diversity and disparity of material tasks. To overcome these challenges, we introduce MoMa, a Modular framework for Materials that first trains specialized modules across a wide range of tasks and then adaptively composes synergistic modules tailored to each downstream scenario. Evaluation across 17 datasets demonstrates the superiority of MoMa, with a substantial 14% average improvement over the strongest baseline. Few-shot and continual learning experiments further highlight MoMa's potential for real-world applications. Pioneering a new paradigm of modular material learning, MoMa will be open-sourced to foster broader community collaboration.
Φeat: Physically-Grounded Feature Representation
Foundation models have emerged as effective backbones for many vision tasks. However, current self-supervised features entangle high-level semantics with low-level physical factors, such as geometry and illumination, hindering their use in tasks requiring explicit physical reasoning. In this paper, we introduce Φeat, a novel physically-grounded visual backbone that encourages a representation sensitive to material identity, including reflectance cues and geometric mesostructure. Our key idea is to employ a pretraining strategy that contrasts spatial crops and physical augmentations of the same material under varying shapes and lighting conditions. While similar data have been used in high-end supervised tasks such as intrinsic decomposition or material estimation, we demonstrate that a pure self-supervised training strategy, without explicit labels, already provides a strong prior for tasks requiring robust features invariant to external physical factors. We evaluate the learned representations through feature similarity analysis and material selection, showing that Φeat captures physically-grounded structure beyond semantic grouping. These findings highlight the promise of unsupervised physical feature learning as a foundation for physics-aware perception in vision and graphics. These findings highlight the promise of unsupervised physical feature learning as a foundation for physics-aware perception in vision and graphics.
Towards Fully-Automated Materials Discovery via Large-Scale Synthesis Dataset and Expert-Level LLM-as-a-Judge
Materials synthesis is vital for innovations such as energy storage, catalysis, electronics, and biomedical devices. Yet, the process relies heavily on empirical, trial-and-error methods guided by expert intuition. Our work aims to support the materials science community by providing a practical, data-driven resource. We have curated a comprehensive dataset of 17K expert-verified synthesis recipes from open-access literature, which forms the basis of our newly developed benchmark, AlchemyBench. AlchemyBench offers an end-to-end framework that supports research in large language models applied to synthesis prediction. It encompasses key tasks, including raw materials and equipment prediction, synthesis procedure generation, and characterization outcome forecasting. We propose an LLM-as-a-Judge framework that leverages large language models for automated evaluation, demonstrating strong statistical agreement with expert assessments. Overall, our contributions offer a supportive foundation for exploring the capabilities of LLMs in predicting and guiding materials synthesis, ultimately paving the way for more efficient experimental design and accelerated innovation in materials science.
MeSH Suggester: A Library and System for MeSH Term Suggestion for Systematic Review Boolean Query Construction
Boolean query construction is often critical for medical systematic review literature search. To create an effective Boolean query, systematic review researchers typically spend weeks coming up with effective query terms and combinations. One challenge to creating an effective systematic review Boolean query is the selection of effective MeSH Terms to include in the query. In our previous work, we created neural MeSH term suggestion methods and compared them to state-of-the-art MeSH term suggestion methods. We found neural MeSH term suggestion methods to be highly effective. In this demonstration, we build upon our previous work by creating (1) a Web-based MeSH term suggestion prototype system that allows users to obtain suggestions from a number of underlying methods and (2) a Python library that implements ours and others' MeSH term suggestion methods and that is aimed at researchers who want to further investigate, create or deploy such type of methods. We describe the architecture of the web-based system and how to use it for the MeSH term suggestion task. For the Python library, we describe how the library can be used for advancing further research and experimentation, and we validate the results of the methods contained in the library on standard datasets. Our web-based prototype system is available at http://ielab-mesh-suggest.uqcloud.net, while our Python library is at https://github.com/ielab/meshsuggestlib.
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets
In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.
Dynamic Point Fields
Recent years have witnessed significant progress in the field of neural surface reconstruction. While the extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives such as point clouds can significantly reduce computational complexity, without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as-isometric-as-possible regularisation. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to additionally leverage semantic information such as keypoint dynamics to guide the deformation learning. We demonstrate our model with an example application of creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses.
Attention-based Point Cloud Edge Sampling
Point cloud sampling is a less explored research topic for this data representation. The most commonly used sampling methods are still classical random sampling and farthest point sampling. With the development of neural networks, various methods have been proposed to sample point clouds in a task-based learning manner. However, these methods are mostly generative-based, rather than selecting points directly using mathematical statistics. Inspired by the Canny edge detection algorithm for images and with the help of the attention mechanism, this paper proposes a non-generative Attention-based Point cloud Edge Sampling method (APES), which captures salient points in the point cloud outline. Both qualitative and quantitative experimental results show the superior performance of our sampling method on common benchmark tasks.
Point-JEPA: A Joint Embedding Predictive Architecture for Self-Supervised Learning on Point Cloud
Recent advancements in self-supervised learning in the point cloud domain have demonstrated significant potential. However, these methods often suffer from drawbacks, including lengthy pre-training time, the necessity of reconstruction in the input space, or the necessity of additional modalities. In order to address these issues, we introduce Point-JEPA, a joint embedding predictive architecture designed specifically for point cloud data. To this end, we introduce a sequencer that orders point cloud patch embeddings to efficiently compute and utilize their proximity based on the indices during target and context selection. The sequencer also allows shared computations of the patch embeddings' proximity between context and target selection, further improving the efficiency. Experimentally, our method achieves competitive results with state-of-the-art methods while avoiding the reconstruction in the input space or additional modality.
