NeurIPS 2025 论文列表

Conference on Neural Information Processing Systems

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5,812篇论文

按官方录用论文列表统计,可能与会议公布的数字略有出入。

  • Oral
    931.6%
  • Spotlight
    73912.7%
  • Poster
    4,98085.7%

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Gaussian Approximation and Concentration of Constant Learning-Rate Stochastic Gradient Descent

Ziyang Wei, Jiaqi Li, Zhipeng Lou, Wei Biao Wu

展开摘要

We establish a comprehensive finite-sample and asymptotic theory for stochastic gradient descent (SGD) with constant learning rates. First, we propose a novel linear approximation technique to provide a quenched central limit theorem (CLT) for SGD iterates with refined tail properties, showing that regardless of the chosen initialization, the fluctuations of the algorithm around its target point converge to a multivariate normal distribution. Our conditions are substantially milder than those required in the classical CLTs for SGD, yet offering a stronger convergence result. Furthermore, we derive the first Berry-Esseen bound -- the Gaussian approximation error -- for the constant learning-rate SGD, which is sharp compared to the decaying learning-rate schemes in the literature. Beyond the moment convergence, we also provide the Nagaev-type inequality for the SGD tail probabilities by adopting the autoregressive approximation techniques, which entails non-asymptotic large-deviation guarantees. These results are verified via numerical simulations, paving the way for theoretically grounded uncertainty quantification, especially with non-asymptotic validity.

Poster
VA-GS: Enhancing the Geometric Representation of Gaussian Splatting via View Alignment

Qing Li, Huifang Feng, Xun Gong, Yu-Shen Liu

展开摘要

3D Gaussian Splatting has recently emerged as an efficient solution for high-quality and real-time novel view synthesis. However, its capability for accurate surface reconstruction remains underexplored. Due to the discrete and unstructured nature of Gaussians, supervision based solely on image rendering loss often leads to inaccurate geometry and inconsistent multi-view alignment. In this work, we propose a novel method that enhances the geometric representation of 3D Gaussians through view alignment (VA). Specifically, we incorporate edge-aware image cues into the rendering loss to improve surface boundary delineation. To enforce geometric consistency across views, we introduce a visibility-aware photometric alignment loss that models occlusions and encourages accurate spatial relationships among Gaussians. To further mitigate ambiguities caused by lighting variations, we incorporate normal-based constraints to refine the spatial orientation of Gaussians and improve local surface estimation. Additionally, we leverage deep image feature embeddings to enforce cross-view consistency, enhancing the robustness of the learned geometry under varying viewpoints and illumination. Extensive experiments on standard benchmarks demonstrate that our method achieves state-of-the-art performance in both surface reconstruction and novel view synthesis. The source code is available at https://github.com/LeoQLi/VA-GS.

Poster
1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering

Yuheng Yuan, Qiuhong Shen, Xingyi Yang, Xinchao Wang

展开摘要

4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) \textbf{Short-Lifespan Gaussians}: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) \textbf{Inactive Gaussians}: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present \textbf{4DGS-1K}, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations. Compared to vanilla 4DGS, our method achieves a $41\times$ reduction in storage and $9\times$ faster rasterization on complex dynamic scenes, while maintaining comparable visual quality.

Poster
LangSplatV2: High-dimensional 3D Language Gaussian Splatting with 450+ FPS

Wanhua Li, Yujie Zhao, Minghan Qin, Yang Liu, Yuanhao Cai, Chuang Gan, Hanspeter Pfister

展开摘要

In this paper, we introduce LangSplatV2, which achieves high-dimensional feature splatting at 476.2 FPS and 3D open-vocabulary text querying at 384.6 FPS for high-resolution images, providing a 42 × speedup and a 47 × boost over LangSplat respectively, along with improved query accuracy. LangSplat employs Gaussian Splatting to embed 2D CLIP language features into 3D, significantly enhancing speed and learning a precise 3D language field with SAM semantics. Such advancements in 3D language fields are crucial for applications that require language interaction within complex scenes. However, LangSplat does not yet achieve real- time performance (8.2 FPS), even with advanced A100 GPUs, severely limiting its broader application. In this paper, we first conduct a detailed time analysis of LangSplat, identifying the heavyweight decoder as the primary speed bottleneck. Our solution, LangSplatV2 assumes that each Gaussian acts as a sparse code within a global dictionary, leading to the learning of a 3D sparse coefficient field that entirely eliminates the need for a heavyweight decoder. By leveraging this sparsity, we further propose an efficient sparse coefficient splatting method with CUDA optimization, rendering high-dimensional feature maps at high quality while incurring only the time cost of splatting an ultra-low-dimensional feature. Our experimental results demonstrate that LangSplatV2 not only achieves better or competitive query accuracy but is also significantly faster. Codes and demos are available at our project page: https://langsplat-v2.github.io.

Poster
Solving and Learning Partial Differential Equations with Variational Q-Exponential Processes

Guangting Yu, Shiwei Lan

展开摘要

Solving and learning partial differential equations (PDEs) lies at the core of physics-informed machine learning. Traditional numerical methods, such as finite difference and finite element approaches, are rooted in domain-specific techniques and often lack scalability. Recent advances have introduced neural networks and Gaussian processes (GPs) as flexible tools for automating PDE solving and incorporating physical knowledge into learning frameworks. While GPs offer tractable predictive distributions and a principled probabilistic foundation, they may be suboptimal in capturing complex behaviors such as sharp transitions or non-smooth dynamics. To address this limitation, we propose the use of the Q-exponential process (Q-EP), a recently developed generalization of GPs designed to better handle data with abrupt changes and to more accurately model derivative information. We advocate for Q-EP as a superior alternative to GPs in solving PDEs and associated inverse problems. Leveraging sparse variational inference, our method enables principled uncertainty quantification -- a capability not naturally afforded by neural network-based approaches. Through a series of experiments, including the Eikonal equation, Burgers’ equation, and an inverse Darcy flow problem, we demonstrate that the variational Q-EP method consistently yields more accurate solutions while providing meaningful uncertainty estimates.

Poster
Spike4DGS: Towards High-Speed Dynamic Scene Rendering with 4D Gaussian Splatting via a Spike Camera Array

Qinghong Ye, Yiqian Chang, Jianing Li, Haoran Xu, Xuan Wang, Wei Zhang, Yonghong Tian, Peixi Peng

展开摘要

Spike camera with high temporal resolution offers a new perspective on high-speed dynamic scene rendering. Most existing rendering methods rely on Neural Radiance Fields (NeRF) or 3D Gaussian Splatting (3DGS) for static scenes using a monocular spike camera. However, these methods struggle with dynamic motion, while a single camera suffers from limited spatial coverage, making it challenging to reconstruct fine details in high-speed scenes. To address these problems, we propose Spike4DGS, the first high-speed dynamic scene rendering framework with 4D Gaussian Splatting using spike camera arrays. Technically, we first build a multi-view spike camera array to validate our solution, then establish both synthetic and real-world multi-view spike-based reconstruction datasets. Then, we design a multi-view spike-based dense initialization module that obtains dense point clouds and camera poses from continuous spike streams. Finally, we propose a spike-pixel synergy constraint supervision to optimize Spike4DGS, incorporating both rendered image quality loss and dynamic spatiotemporal spike loss. The results show that our Spike4DGS outperforms state-of-the-art methods in terms of novel view rendering quality on both synthetic and real-world datasets. More details are available at https://github.com/Qinghongye/Spike4DGS.

Poster
HoliGS: Holistic Gaussian Splatting for Embodied View Synthesis

Xiaoyuan Wang, Yizhou Zhao, Botao Ye, Xiaojun Shan, Weijie Lyu, Lu Qi, Kelvin C.K. Chan, Yinxiao Li, Ming-Hsuan Yang

展开摘要

We propose HoliGS, a novel deformable Gaussian splatting framework that addresses embodied view synthesis from long monocular RGB videos. Unlike prior 4D Gaussian splatting and dynamic NeRF pipelines, which struggle with training overhead in minute-long captures, our method leverages invertible Gaussian Splatting deformation networks to reconstruct large-scale, dynamic environments accurately. Specifically, we decompose each scene into a static background plus time-varying objects, each represented by learned Gaussian primitives undergoing global rigid transformations, skeleton-driven articulation, and subtle non-rigid deformations via an invertible neural flow. This hierarchical warping strategy enables robust free-viewpoint novel-view rendering from various embodied camera trajectories by attaching Gaussians to a complete canonical foreground shape (e.g., egocentric or third-person follow), which may involve substantial viewpoint changes and interactions between multiple actors. Our experiments demonstrate that HoliGS achieves superior reconstruction quality on challenging datasets while significantly reducing both training and rendering time compared to state-of-the-art monocular deformable NeRFs. These results highlight a practical and scalable solution for EVS in real-world scenarios. The source code will be released.

Poster
MetaGS: A Meta-Learned Gaussian-Phong Model for Out-of-Distribution 3D Scene Relighting

Yumeng He, Yunbo Wang

展开摘要

Out-of-distribution (OOD) 3D relighting requires novel view synthesis under unseen lighting conditions that differ significantly from the observed images. Existing relighting methods, which assume consistent light source distributions between training and testing, often degrade in OOD scenarios. We introduce **MetaGS** to tackle this challenge from two perspectives. First, we propose a meta-learning approach to train 3D Gaussian splatting, which explicitly promotes learning generalizable Gaussian geometries and appearance attributes across diverse lighting conditions, even with biased training data. Second, we embed fundamental physical priors from the *Blinn-Phong* reflection model into Gaussian splatting, which enhances the decoupling of shading components and leads to more accurate 3D scene reconstruction. Results on both synthetic and real-world datasets demonstrate the effectiveness of MetaGS in challenging OOD relighting tasks, supporting efficient point-light relighting and generalizing well to unseen environment lighting maps.

Spotlight
Achieving $\tilde{\mathcal{O}}(1/N)$ Optimality Gap in Restless Bandits through Gaussian Approximation

Chen Yan, Weina Wang, Lei Ying

展开摘要

We study the finite-horizon Restless Multi-Armed Bandit (RMAB) problem with $N$ homogeneous arms. Prior work has shown that when an RMAB satisfies a non-degeneracy condition, Linear-Programming-based (LP-based) policies derived from the fluid approximation, which captures the mean dynamics of the system, achieve an exponentially small optimality gap. However, it is common for RMABs to be degenerate, in which case LP-based policies can result in a $\Theta(1/\sqrt{N})$ optimality gap per arm. In this paper, we propose a novel Stochastic-Programming-based (SP-based) policy that, under a uniqueness assumption, achieves an $\tilde{\mathcal{O}}(1/N)$ optimality gap for degenerate RMABs. Our approach is based on the construction of a Gaussian stochastic system that captures not only the mean but also the variance of the RMAB dynamics, resulting in a more accurate approximation than the fluid approximation. We then solve a stochastic program for this system to obtain our policy. This is the first result to establish an $\tilde{\mathcal{O}}(1/N)$ optimality gap for degenerate RMABs.

Spotlight
NopeRoomGS: Indoor 3D Gaussian Splatting Optimization without Camera Pose Input

Wenbo Li, Yan Xu, Mingde Yao, Fengjie Liang, Jiankai Sun, Menglu Wang, Guofeng Zhang, Linjiang Huang, Hongsheng Li

展开摘要

Recent advances in 3D Gaussian Splatting (3DGS) have enabled real-time, high-fidelity view synthesis, but remain critically dependent on camera poses estimated by Structure-from-Motion (SfM), which is notoriously unreliable in textureless indoor environments. To eliminate this dependency, recent pose-free variants have been proposed, yet they often fail under abrupt camera motion due to unstable initialization and purely photometric objectives. In this work, we introduce **Nope-RoomGS**, an optimization framework with no need for camera pose inputs, which effectively addresses the textureless regions and abrupt camera motion in indoor room environments through a local-to-global optimization paradigm for 3DGS reconstruction. In the local stage, we propose a lightweight local neural geometric representation to bootstrap a set of reliable local 3D Gaussians for separated short video clips, regularized by multi-frame tracking constraints and foundation model depth priors. This enables reliable initialization even in textureless regions or under abrupt camera motions. In the global stage, we fuse local 3D Gaussians into a unified 3DGS representation through an alternating optimization strategy that jointly refines camera poses and Gaussian parameters, effectively mitigating gradient interference between them. Furthermore, we decompose camera pose optimization based on a piecewise planarity assumption, further enhancing robustness under abrupt camera motion. Extensive experiments on Replica, ScanNet and Tanks & Temples demonstrate the state-of-the-art performance of our method in both camera pose estimation and novel view synthesis.

Poster
Transformers are almost optimal metalearners for linear classification

Roey Magen, Gal Vardi

展开摘要

Transformers have demonstrated impressive in-context learning (ICL) capabilities, raising the question of whether they can serve as metalearners that adapt to new tasks using only a small number of in-context examples, without any further training. While recent theoretical work has studied transformers' ability to perform ICL, most of these analyses do not address the formal metalearning setting, where the objective is to solve a collection of related tasks more efficiently than would be possible by solving each task individually. In this paper, we provide the first theoretical analysis showing that a simplified transformer architecture trained via gradient descent can act as a near-optimal metalearner in a linear classification setting. We consider a natural family of tasks where each task corresponds to a class-conditional Gaussian mixture model, with the mean vectors lying in a shared $k$-dimensional subspace of $\mathbb{R}^d$. After training on a sufficient number of such tasks, we show that the transformer can generalize to a new task using only $\widetilde{O}(k / \widetilde{R}^4)$ in-context examples, where $\widetilde{R}$ denotes the signal strength at test time. This performance (almost) matches that of an optimal learner that knows exactly the shared subspace and significantly outperforms any learner that only has access to the in-context data, which requires $\Omega(d / \widetilde{R}^4)$ examples to generalize.

Poster
Optimal and Provable Calibration in High-Dimensional Binary Classification: Angular Calibration and Platt Scaling

Yufan Li, Pragya Sur

展开摘要

We study the fundamental problem of calibrating a linear binary classifier of the form \(\sigma(\hat{w}^\top x)\), where the feature vector \(x\) is Gaussian, \(\sigma\) is a link function, and \(\hat{w}\) is an estimator of the true linear weight $w^\star$. By interpolating with a noninformative \emph{chance classifier}, we construct a well-calibrated predictor whose interpolation weight depends on the angle \(\angle(\hat{w}, w_\star)\) between the estimator \(\hat{w}\) and the true linear weight \(w_\star\). We establish that this angular calibration approach is provably well-calibrated in a high-dimensional regime where the number of samples and features both diverge, at a comparable rate. The angle \(\angle(\hat{w}, w_\star)\) can be consistently estimated. Furthermore, the resulting predictor is uniquely \emph{Bregman-optimal}, minimizing the Bregman divergence to the true label distribution within a suitable class of calibrated predictors. Our work is the first to provide a calibration strategy that satisfies both calibration and optimality properties provably in high dimensions. Additionally, we identify conditions under which a classical Platt-scaling predictor converges to our Bregman-optimal calibrated solution. Thus, Platt-scaling also inherits these desirable properties provably in high dimensions.

Spotlight
Flow Matching Neural Processes

Hussen Abu Hamad, Dan Rosenbaum

展开摘要

Neural processes (NPs) are a class of models that learn stochastic processes directly from data and can be used for inference, sampling and conditional sampling. We introduce a new NP model based on flow matching, a generative modeling paradigm that has demonstrated strong performance on various data modalities. Following the NP training framework, the model provides amortized predictions of conditional distributions over any arbitrary points in the data. Compared to previous NP models, our model is simple to implement and can be used to sample from conditional distributions using an ODE solver, without requiring auxiliary conditioning methods.In addition, the model provides a controllable tradeoff between accuracy and running time via the number of steps in the ODE solver. We show that our model outperforms previous state-of-the-art neural process methods on various benchmarks including synthetic 1D Gaussian processes data, 2D images, and real-world weather data.

Poster
Dynamic Gaussian Splatting from Defocused and Motion-blurred Monocular Videos

Xuankai Zhang, Junjin Xiao, Qing Zhang

展开摘要

This paper presents a unified framework that allows high-quality dynamic Gaussian Splatting from both defocused and motion-blurred monocular videos. Due to the significant difference between the formation processes of defocus blur and motion blur, existing methods are tailored for either one of them, lacking the ability to simultaneously deal with both of them. Although the two can be jointly modeled as blur kernel-based convolution, the inherent difficulty in estimating accurate blur kernels greatly limits the progress in this direction. In this work, we go a step further towards this direction. Particularly, we propose to estimate per-pixel reliable blur kernels using a blur prediction network that exploits blur-related scene and camera information and is subject to a blur-aware sparsity constraint. Besides, we introduce a dynamic Gaussian densification strategy to mitigate the lack of Gaussians for incomplete regions, and boost the performance of novel view synthesis by incorporating unseen view information to constrain scene optimization. Extensive experiments show that our method outperforms the state-of-the-art methods in generating photorealistic novel view synthesis from defocused and motion-blurred monocular videos. Our code is available at https://github.com/hhhddddddd/dydeblur.

Poster
Rethinking Multimodal Learning from the Perspective of Mitigating Classification Ability Disproportion

Qing-Yuan Jiang, Longfei Huang, Yang Yang

展开摘要

Multimodal learning (MML) is significantly constrained by modality imbalance, leading to suboptimal performance in practice. While existing approaches primarily focus on balancing the learning of different modalities to address this issue, they fundamentally overlook the inherent disproportion in model classification ability, which serves as the primary cause of this phenomenon. In this paper, we propose a novel multimodal learning approach to dynamically balance the classification ability of weak and strong modalities by incorporating the principle of boosting. Concretely, we first propose a sustained boosting algorithm in multimodal learning by simultaneously optimizing the classification and residual errors. Subsequently, we introduce an adaptive classifier assignment strategy to dynamically facilitate the classification performance of the weak modality. Furthermore, we theoretically analyze the convergence property of the cross-modal gap function, ensuring the effectiveness of the proposed boosting scheme. To this end, the classification ability of strong and weak modalities is expected to be balanced, thereby mitigating the imbalance issue. Empirical experiments on widely used datasets reveal the superiority of our method through comparison with various state-of-the-art (SOTA) multimodal learning baselines. The source code is available at https://github.com/njustkmg/NeurIPS25-AUG.

Oral
SPOT: Scalable Policy Optimization with Trees for Markov Decision Processes

Xuyuan Xiong, Pedro Chumpitaz-Flores, Kaixun Hua, Cheng Hua

展开摘要

Interpretable reinforcement learning policies are essential for high-stakes decision-making, yet optimizing decision tree policies in Markov Decision Processes (MDPs) remains challenging. We propose SPOT, a novel method for computing decision tree policies, which formulates the optimization problem as a mixed-integer linear program (MILP). To enhance efficiency, we employ a reduced-space branch-and-bound approach that decouples the MDP dynamics from tree-structure constraints, enabling efficient parallel search. This significantly improves runtime and scalability compared to previous methods. Our approach ensures that each iteration yields the optimal decision tree. Experimental results on standard benchmarks demonstrate that SPOT achieves substantial speedup and scales to larger MDPs with a significantly higher number of states. The resulting decision tree policies are interpretable and compact, maintaining transparency without compromising performance. These results demonstrate that our approach simultaneously achieves interpretability and scalability, delivering high-quality policies an order of magnitude faster than existing approaches.

Poster
Markov Persuasion Processes: Learning to Persuade From Scratch

Francesco Bacchiocchi, Francesco Emanuele Stradi, Matteo Castiglioni, Alberto Marchesi, Nicola Gatti

展开摘要

In Bayesian persuasion, an informed sender strategically discloses information to a receiver so as to persuade them to undertake desirable actions. Recently, Markov persuasion processes (MPPs) have been introduced to capture sequential scenarios where a sender faces a stream of myopic receivers in a Markovian environment. The MPPs studied so far in the literature suffer from issues that prevent them from being fully operational in practice, e.g., they assume that the sender knows receivers' rewards. We fix such issues by addressing MPPs where the sender has no knowledge about the environment. We design a learning algorithm for the sender, working with partial feedback. We prove that its regret with respect to an optimal information-disclosure policy grows sublinearly in the number of episodes, as it is the case for the loss in persuasiveness cumulated while learning. Moreover, we provide lower bounds for our setting matching the guarantees of our algorithm.

Poster
Robust Estimation Under Heterogeneous Corruption Rates

Syomantak Chaudhuri, Jerry Li, Thomas Courtade

展开摘要

We study the problem of robust estimation under heterogeneous corruption rates, where each sample may be independently corrupted with a known but non-identical probability. This setting arises naturally in distributed and federated learning, crowdsourcing, and sensor networks, yet existing robust estimators typically assume uniform or worst-case corruption, ignoring structural heterogeneity. For mean estimation for multivariate bounded distributions and univariate gaussian distributions, we give tight minimax rates for all heterogeneous corruption patterns. For multivariate gaussian mean estimation and linear regression, we establish the minimax rate for squared error up to a factor of $\sqrt{d}$, where $d$ is the dimension. Roughly, our findings suggest that samples beyond a certain corruption threshold may be discarded by the optimal estimators -- this threshold is determined by the empirical distribution of the corruption rates given.

Poster
DEGauss: Defending Against Malicious 3D Editing for Gaussian Splatting

Lingzhuang Meng, Mingwen Shao, Yuanjian Qiao, Xiang Lv

展开摘要

3D editing with Gaussian splatting is exciting in creating realistic content, but it also poses abuse risks for generating malicious 3D content. Existing 2D defense approaches mainly focus on adding perturbations to single image to resist malicious image editing. However, there remain two limitations when applied directly to 3D scenes: (1) These methods fail to reflect 3D spatial correlations, thus protecting ineffectively under multiple viewpoints. (2) Such pixel-level perturbation is easily eliminated during the iterations of 3D editing, leading to failure of protection. To address the above issues, we propose a novel Defense framework against malicious 3D Editing for Gaussian splatting (DEGauss) for robustly disrupting the trajectory of 3D editing in multi-views. Specifically, to enable the effectiveness of perturbation across various views, we devise a view-focal gradient fusion mechanism that dynamically emphasizes the contributions of the most challenging views to adaptively optimize 3D perturbations. Furthermore, we design a dual discrepancy optimization strategy that both maximize the semantic deviation and the edit direction deviation of the guidance conditions to stably disrupt the editing trajectory. Benefiting from the collaborative designs, our method achieves effective resistance to 3D editing from various views while preserving photorealistic rendering quality. Extensive experiments demonstrate that our DEGauss not only performs excellent defense in different scenes, but also exhibits strong generalization across various state-of-the-art 3D editing pipelines.

Poster
DGH: Dynamic Gaussian Hair

Junying Wang, Yuanlu Xu, Edith Tretschk, Ziyan Wang, Anastasia Ianina, Aljaz Bozic, Ulrich Neumann, Tony Tung

展开摘要

The creation of photorealistic dynamic hair remains a major challenge in digital human modeling because of the complex motions, occlusions, and light scattering. Existing methods often resort to static capture and physics-based models that do not scale as they require manual parameter fine-tuning to handle the diversity of hairstyles and motions, and heavy computation to obtain high-quality appearance. In this paper, we present Dynamic Gaussian Hair (DGH), a novel framework that efficiently learns hair dynamics and appearance. We propose: (1) a coarse-to-fine model that learns temporally coherent hair motion dynamics across diverse hairstyles; (2) a strand-guided optimization module that learns a dynamic 3D Gaussian representation for hair appearance with support for differentiable rendering, enabling gradient-based learning of view-consistent appearance under motion. Unlike prior simulation-based pipelines, our approach is fully data-driven, scales with training data, and generalizes across various hairstyles and head motion sequences. Additionally, DGH can be seamlessly integrated into a 3D Gaussian avatar framework, enabling realistic, animatable hair for high-fidelity avatar representation. DGH achieves promising geometry and appearance results, providing a scalable, data-driven alternative to physics-based simulation and rendering.

Poster