PowerSim: Differentiable Physics Simulation and Rendering with Power Diagrams
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
arXiv:2608.29269v1 Announce Type: new Abstract: Relightable interactive scene reconstruction aims to build an editable 3D model from scans of different object arrangements and render new layouts unde...
Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions.
WireSeg-32K is a new synthetic dataset designed for wire instance segmentation, comprising 32,000 RGB images, instance masks, depth maps, and a complementary real-world test set with annotations. The dataset is generated using DeformX, a co-simulation pipeline that couples Cosserat-rod dynamics with photorealistic Isaac Sim rendering to produce physically plausible, contact-consistent wire shapes and diverse scenes. Fine-tuning SAM3 with LoRA on WireSeg-32K improves real-world mAP@75 by 10.2% compared to the off-the-shelf model, demonstrating the transferability of physically grounded synthetic data.
arXiv:2606. 29379v1 Announce Type: cross Abstract: Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities.
arXiv:2608.24212v1 Announce Type: new Abstract: The advancement of Embodied AI necessitates high-quality simulation assets that faithfully mirror the real world. However, transforming raw visual obse...
WorldSculpt presents a method for generating compositional 3D representations of cluttered scenes with hundreds of objects by adapting a single-object 3D generative prior to multi-view observations. The approach, built on Pixal3D with a multi-view conditioning pathway, can generalize to highly occluded scenes without scene-level training. The authors also introduce the UE-MeshyScene benchmark and demonstrate that their method outperforms prior approaches across various evaluation settings, including converting existing 3DGS worlds into compositional mesh scenes.