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Excited to share our new arXiv paper, "๐๐
๐๐ฟ๐ฎ๐ฐ๐๐ถ๐ป๐ด ๐ก๐ฒ๐๐ฟ๐ฎ๐น ๐ ๐ฎ๐๐ฒ๐ฟ๐ถ๐ฎ๐น๐ ๐ณ๐ฟ๐ผ๐บ ๐ ๐๐น๐๐ถ-๐๐ถ๐ฒ๐ ๐๐บ๐ฎ๐ด๐ฒ๐."
๐ Project page: nvlabs.github.io/neumatex/
๐ Paper: arxiv.org/abs/2606.26715
๐ก๐ง๐;๐๐ฅ
We tackle the challenging inverse rendering problem of extracting "neural materials" from images by combining:
1๏ธโฃ Large-scale material reconstruction foundation model
2๏ธโฃ Test-time optimization using differentiable Monte Carlo path tracer
3๏ธโฃ Uncertainty-guided material regularization
What is a "๐ก๐ฒ๐๐ฟ๐ฎ๐น ๐ ๐ฎ๐๐ฒ๐ฟ๐ถ๐ฎ๐น"? It's a universal SVBSDF representation that goes beyond classic PBR. The neural specular latent space encodes complex material-light interactions like haze, dust, clearcoat, fuzz, and scattering, all while being path-traceable in real time.
Classic PBR struggles (diffuse + single-lobe specular component) with these complex multi-layered specular effects. To overcome this and the lack of prior knowledge about the neural material latent space, we combine a Large Material Reconstruction Model (LMRM) for robust initialization with uncertainty-guided Test-Time Optimization (TTO).
This project wraps up an intense and amazing 13-week internship at NVIDIA Real-Time Graphics Research (research.nvidia.com/labs/rtrโฆ). Huge thanks to my amazing mentors and the team: Jon Hasselgren, Jacob Munkberg, Peter Kocsis, Andrea Weidlich, and Tae-Hyun Oh. Super excited to share our efforts on next-generation generative content creation.
Youwang Kim retweeted
Many of you are in the process of applying for jobs in academia and/or in industry.
As you prepare your job talks, consider giving it the following structure:
First, a short snippet of your overall set of technical accomplishments. For instance, you might spend the first 15 minutes giving short overviews of a few of your works/papers - it's also very good to draw a theme across them if there is one.
Second, you can spend the next 20-25 minutes doing a deep dive on *just one* of them - say, the one you're most proud of, or the one that matches the team/department interests and needs best.
Finally, use the last 5-10 minutes to summarize and talk about what you think are important new directions to pursue in research and how these could have impact on the field, the company, or the department and their areas of interest and growth.
It's hard to give a bad talk that's structured this way.
I proudly share this new paper "๐ง๐ฒ๐
๐๐๐ฟ๐ฒ ๐ฆ๐ฝ๐ฎ๐ฐ๐ฒ ๐ ๐ฎ๐๐ฒ๐ฟ๐ถ๐ฎ๐น ๐๐ถ๐ณ๐ณ๐๐๐ถ๐ผ๐ป" from my NVIDIA mentors: Jacob Munkberg, Peter Kocsis (@Peter4AI), and Jon Hasselgren!
The idea is elegant: instead of generating material views in image space and fusing them, run diffusion directly in PBR material texture space. That makes the result view-consistent by design, while reusing strong pre-trained video diffusion priors to generate complete PBR materials that generalize across arbitrary geometries and UV parameterizations.
Honestly, the 8K-res PBR texture generation is the most impressive I've seen for this task. Enjoy the super-detailed lion statue in the attached video!
I'm also excited about its extension to neural materials, which connects beautifully to my own ๐๐๐ช๐๐๐ฉ๐๐ญ work with the same team on extracting neural materials from images. Two sides of the same story โ pushing the boundaries of what we can do within PBR and with new representations beyond PBR.
Don't miss the stunning visuals on the project page!
๐ Page: nvlabs.github.io/texdiffusioโฆ
Also check out the updated ๐๐๐ช๐๐๐ฉ๐๐ญ results ๐ค
๐ Page: nvlabs.github.io/neumatex/
๐ข Texture Space Material Diffusion
We generate relightable materials from photos or text using video diffusion priors directly in texture space, scaling to 8K textures.
Great project with Jacob Munkberg (@yoslber) and Jon Hasselgren!
nvlabs.github.io/texdiffusioโฆ
Youwang Kim retweeted
Where on the floorplan was this photo taken? ๐
Excited to share SceneAligner, accepted to #NeurIPS2026!
We tackle this by reconstructing the scene in 3D and aligning it to the floorplan. Joint work with @ruojin8 @ElorHadar [1/8]
Youwang Kim retweeted
Iโm as excited about the possibilities AI brings as anyone. I should be because Iโve worked on it since 1985. But I want to balance this excitement with a dose of humanity and what still makes people both special and necessary.
Despite its nearly infinite knowledge, I still write better than Claude. Why? Precisely because Iโm human. I understand my audience in a way Claude canโt and maybe never will. I understand what it means to be bored, confused, and distracted because Iโve been board, confused, and distracted. Iโve been moved to tears by words on a page. I have empathy for my reader because I too am a reader with a limited human brain.
So, when I write, I write for you, dear reader. Your time is precious. I need to earn your attention. Writing is a very imperfect process of communication from one human to another.
In contrast to my writing, Claude is brutalist. It assaults with declaratives. It fires off staccato jargon with no sympathy for a reader who is lost. Sure, you can coax it to behave but it doesnโt do this out of empathy for the reader because it lacks this. Claudeโs default style reveals the true heart of the machine.
I hope my writing also has a bit of style, a little be of me, in it. A trail of words guiding you into a little part of my mind. The words are a fingerprint left behind. Claude leaves a big greasy fingerprint that is unmistakable. In that sense it has style. But that style reveals its lack of empathy for the reader. The best word for it is โcondescendingโ.
What drives me to write this missive is some small creative spark and a human drive to share it. I woke up this morning with โa bee in my bonnetโ about our societal enthusiasm and fear about AI. I need to write to articulate my thoughts to myself and hopefully to you.
AI is getting very very good. But Iโm still better at this and other things. Iโm sure that you too are better than AI at what you do. Real humans are still more creative and more interesting than AI. I want facts from AI, but I want to know what humans think and feel. I hope we blunder onwards into the future writing, creating, and sharing in our wonderfully imperfect human way.
If you read something written by me, know that it was written by me. It is my brain reaching out to yours without the filter of AI. My words. Imperfect. Like me and like you.
Youwang Kim retweeted
3D/4D reconstruction is one of the great achievements of computer vision. With roots in photogrammetry, multi-view geometry was much studied (e.g. Hartley & Zisserman). In the last decade, it was successfully combined with deep learning. Shape priors which come from recognition got incorporated (e.g. for humans, in HMR) and recent systems like VGGT and SAM 3D can do amazing stuff. This progress is directly relevant for robotics, which (duh) operates in the 3D world. Many robotics papers in the learning era weren't exploiting 3D structure, which IMHO is just wasting valuable signal. But there has been a strong real2sim2real tradition for years e.g. here are two projects from my group (and there are many others, I am not claiming exclusivity). I am glad that people have rediscovered this capability with Astra. But please do give credit to human researchers, not just AI models. zhec.github.io/rhoi/ ,
videomimic.net/
Youwang Kim retweeted
For 3D learning, the โBitter Lessonโ doesnโt properly respect Kolmogorov complexity.
The colloquial version of the bitter lesson is that, in a nutshell, just scaling up data and compute always beats problem-specific modeling (note that this is not actually what Sutton said; more on that later).
But look at the current situation with LLMs and agents generating 3D content: the really impressive examples depend on configuring an API, language, or software package (Three.js, OpenSCAD, Blender, etc.). Each representation impacts the description size for a given objectโand for the classes of object that can be faithfully represented via one of these procedural descriptions, the encoding is vastly more efficient than an explicit description (points, splats, polygons, etc.) or even an implicit description (SDF, NeRF, etc.).
Moreover, the smaller you can make the procedural description, the better the LLM works: it has to predict fewer tokens to describe the same object, because each token does a better job of compressing geometric information. E.g., the words โunit sphereโ are far more compact than a list of points or a collection of voxels.
So, in the procedural setting, building models for predicting shape becomes an exercise in bounding Kolmogorov complexity: whatโs the smallest โprogramโ I can use to describe a given object? (Or more precisely: which language minimizes description length *and* the entropy of the description, for a model trained on that language.)
Thatโs why current tools lean on carefully crafted abstractions (again, Blender, OpenSCAD, Three.js, etc.), for which many examples are available. Astra doesnโt run off and build you a giant neural network, hoping that the โright representationโ will somehow be learned deep within the network weights.
None of this, by the way, contradicts what Rich Sutton actually said: the input/output encoding matters, even if the rest is just scaling up search and learning. And the reason we see examples in Three.js and not a more esoteric language is that there is a large corpus of examples to learn from. But the idea that the network will just โlearn the best representationโ by adjusting its weights is a misguided fiction.
Instead, it really seems like we are entering an era of โcode as geometryโ counterposed to WorldLabsโ โgeometry as codeโ, where design of domain-specific languages is a key task. (And of course, search and learning will inevitably play a role in this designโฆ)
Computer Graphics also plays a central role, because itโs the mechanism for decompressing the procedural description into an explicit representation (building a cylinder, tessellating a curve, etc.). Thatโs the tool calling part of the agentic process. And the better these graphics algorithms get, the more effective the language becomes. People are worried about the death of Computer Visionโbut it seems Graphics is coming back from the grave. ๐งโโ๏ธ
(And, might I add, that differential geometry is a very expressive language that few are taking advantage of in this setting. ๐)
Youwang Kim retweeted
๐ขNeuMatEx - Material Reconstruction beyond PBR
We extract neural materials from multi-view images using a Large Material Reconstruction Model combined with differentiable rendering,
Great project from @kim_youwang!
nvlabs.github.io/neumatex/
Check out our new arXiv paper, "๐๐ถ๐๐: ๐๐ฒ๐ฒ๐ฑ-๐ณ๐ผ๐ฟ๐๐ฎ๐ฟ๐ฑ ๐ถ๐ป๐๐๐ฎ๐ป๐ ๐๐ฎ๐๐๐๐ถ๐ฎ๐ป ๐๐ผ๐ฑ๐ฒ๐ฐ ๐๐๐ฎ๐๐ฎ๐ฟ๐ ๐ณ๐ฟ๐ผ๐บ ๐ฎ ๐ฆ๐ถ๐ป๐ด๐น๐ฒ ๐ฃ๐ผ๐ฟ๐๐ฟ๐ฎ๐ถ๐ ๐๐บ๐ฎ๐ด๐ฒ."
๐ Project page: kim-youwang.github.io/FiCA
๐ Paper: arxiv.org/abs/2606.24232
๐ก๐ง๐;๐๐ฅ
We can generate an animatable, photorealistic avatar from a single iPhone selfie in 5 seconds, thanks to our carefully designed 2D/3D foundation models:
1๏ธโฃ Human-centric vision foundation model (Fine-tuned Sapiens)
2๏ธโฃ Joint UV texture and geometry diffusion model
3๏ธโฃ Feed-forward mesh detail refinement network
4๏ธโฃ Universal mesh-to-3DGS prior model
Combining 2D (image/UV) space foundation models with a 3D space prior model can solve the challenging inverse problem of "Single selfie โ Photorealistic animatable 3D avatar."
This work was done while I was interning at Meta Codec Avatars Lab in 2024โ2025. I'm really proud of the results, and this work became the core motivation for my follow-up paper at CVPR 2026, ELITE (kim-youwang.github.io/elite).
Special thanks to the amazing team for their invaluable guidance and patience:ย Chen Cao, Zhengyu Yang, Liuhao Ge, Yu Rong, Timur Bagautdinov, Su Zhaoen, Nir Sopher, Jovan Popovic, Deng Teng, @Tae_Hyun_Oh. It was my honor to work with you all, and again, I'm really proud of the results we achieved ๐
โ๏ธHeading to #CVPR2026 in Denver!
I'm excited to present our latest work on monocular high-fidelity 3D head avatar synthesis.
๐ ๐๐๐๐ง๐: ๐๐ณ๐ณ๐ถ๐ฐ๐ถ๐ฒ๐ป๐ ๐๐ฎ๐๐๐๐ถ๐ฎ๐ป ๐๐ฒ๐ฎ๐ฑ ๐๐๐ฎ๐๐ฎ๐ฟ ๐ณ๐ฟ๐ผ๐บ ๐ฎ ๐ ๐ผ๐ป๐ผ๐ฐ๐๐น๐ฎ๐ฟ ๐ฉ๐ถ๐ฑ๐ฒ๐ผ ๐๐ถ๐ฎ ๐๐ฒ๐ฎ๐ฟ๐ป๐ฒ๐ฑ ๐๐ป๐ถ๐๐ถ๐ฎ๐น๐ถ๐๐ฎ๐๐ถ๐ผ๐ป ๐ฎ๐ป๐ฑ ๐ง๐๐๐-๐๐ถ๐บ๐ฒ ๐๐ฒ๐ป๐ฒ๐ฟ๐ฎ๐๐ถ๐๐ฒ ๐๐ฑ๐ฎ๐ฝ๐๐ฎ๐๐ถ๐ผ๐ป
๐ฅ ๐๐๐๐ต๐ผ๐ฟ๐: Kim Youwang, Lee Hyoseok, Subin Park, @GerardPonsMoll1, @Tae_Hyun_Oh
๐
๐ฃ๐ฟ๐ฒ๐๐ฒ๐ป๐๐ฎ๐๐ถ๐ผ๐ป: Sunday, June 7, PM โ PM
๐ ๐๐ผ๐ฐ๐ฎ๐๐ถ๐ผ๐ป:ย ExHall A, Poster #369
๐ ๐ฃ๐ฎ๐ฝ๐ฒ๐ฟ: openaccess.thecvf.com/contenโฆ
๐ ๐ฃ๐ฎ๐ด๐ฒ: kim-youwang.github.io/elite
๐ ๐๐ผ๐ฑ๐ฒ: github.com/kaist-ami/elite
I'm looking forward to connecting with fellow researchers. Letโs meet up and discuss!
Youwang Kim retweeted
#CVPR2026 Highlight
How to make relighting more photorealistic? Make reconstruction happening together!
GeoRelight jointly resolves Geometry, Instrinsics, and Relighting, and proves they have mutual benefit (Geometry helps you know shadow and shading)
yuxuan-xue.com/georelight
Youwang Kim retweeted
Large-scale Codec Avatars: learning photorealistic avatars from millions of videos.
A massive team effort, and incredibly proud of how it turned out.
- Project: junxuan-li.github.io/lca
- Paper: arxiv.org/html/2604.02320v1 #CVPR2026
๐๐๐๐ง๐, ๐ผ๐๐ฟ ๐ฟ๐ฒ๐ฐ๐ฒ๐ป๐ ๐ฝ๐ฟ๐ผ๐ท๐ฒ๐ฐ๐ ๐ผ๐ป ๐ต๐ถ๐ด๐ต-๐ณ๐ถ๐ฑ๐ฒ๐น๐ถ๐๐ ๐ฏ๐ ๐๐ฎ๐๐๐๐ถ๐ฎ๐ป ๐ฎ๐๐ฎ๐๐ฎ๐ฟ ๐๐๐ป๐๐ต๐ฒ๐๐ถ๐ ๐ต๐ฎ๐ ๐ฏ๐ฒ๐ฒ๐ป ๐ฎ๐ฐ๐ฐ๐ฒ๐ฝ๐๐ฒ๐ฑ ๐๐ผ ๐๐ฉ๐ฃ๐ฅ ๐ฎ๐ฌ๐ฎ๐ฒ!
๐ก๐ง๐;๐๐ฅ
We study a mutually reinforcing synergy of 2D & 3D face priors (generative & data priors) to tackle the longstanding challenge in monocular synthesis of animatable, photorealistic 3D face avatar โ Balancing between in-the-wild generalization and efficient synthesis.
๐๐๐๐ง๐: ๐๐ณ๐ณ๐ถ๐ฐ๐ถ๐ฒ๐ป๐ ๐๐ฎ๐๐๐๐ถ๐ฎ๐ป ๐๐ฒ๐ฎ๐ฑ ๐๐๐ฎ๐๐ฎ๐ฟ ๐ณ๐ฟ๐ผ๐บ ๐ฎ ๐ ๐ผ๐ป๐ผ๐ฐ๐๐น๐ฎ๐ฟ ๐ฉ๐ถ๐ฑ๐ฒ๐ผ ๐๐ถ๐ฎ ๐๐ฒ๐ฎ๐ฟ๐ป๐ฒ๐ฑ ๐๐ป๐ถ๐๐ถ๐ฎ๐น๐ถ๐๐ฎ๐๐ถ๐ผ๐ป ๐ฎ๐ป๐ฑ ๐ง๐๐๐-๐๐ถ๐บ๐ฒ ๐๐ฒ๐ป๐ฒ๐ฟ๐ฎ๐๐ถ๐๐ฒ ๐๐ฑ๐ฎ๐ฝ๐๐ฎ๐๐ถ๐ผ๐ป
๐ ๐ฃ๐ฟ๐ผ๐ท๐ฒ๐ฐ๐ ๐ฝ๐ฎ๐ด๐ฒ: kim-youwang.github.io/elite
๐ ๐ฃ๐ฎ๐ฝ๐ฒ๐ฟ: arxiv.org/abs/2601.10200
ELITE was a project that I've worked on with all my heart, and thanks to my collaborators' tremendous efforts and their patience. Huge congrats to my coauthors: Lee Hyoseok, Subin Park, @GerardPonsMoll1 , @Tae_Hyun_Oh
Now that we have building blocks for "๐ฅ๐๐ค๐ฉ๐ค๐ง๐๐๐ก๐๐จ๐ฉ๐๐" and "๐จ๐ค๐๐๐๐ก" world simulations. What'll be the next steps? ๐ง
Youwang Kim retweeted
ELITE:ย Efficient Gaussian Head Avatar from a Monocular Video viaย Learnedย Initialization and TEst-time Generative Adaptation
This work combines 3D data priors with 2D diffusion generative priors to create 3D Avatars from Monocular video. The 3D prior uses a feedforward network for speed and the 2D single step diffusion prior uses a clean reference frame to correct imperfect novel view renderings.
๐ฝ๏ธ Project Page: kim-youwang.github.io/elite
๐ Paper: drive.google.com/file/d/17azโฆ
๐ป Code coming soon!
Youwang Kim retweeted
Here's a nice "proof without words":
The sum of the squares of several positive values can never be bigger than the square of their sum.
This picture helps make sense of how โโ and โโ norms regularize and sparsify solutions (resp.). [1/n]
Atย #ICLR2025, we will present "NeuFace: A Large-Scale 3D Face Mesh Video Dataset via Neural Re-parameterized Optimization."
๐ Hall 3 + Hall 2B #69
๐
Thu, Apr 24, 3:00โ5:30 pm Singapore Time
I'd really like to meet & discuss with fellow researchers. Let's connect!
(1/3)
TL;DR: We introduce a novel optimization approach for obtaining reliable 3DMM labels from large-scale internet facial videos.
The tracking code has already been released, and we will release a demo dataset shortly. Stay tuned!
Page: kim-youwang.github.io/neufacโฆ
(2/3)
Thanks again to my amazing collaborators: Hyun Lee, Sung-Bin Kim, Suekyeong Nam, Janghoon Ju, and @Tae_Hyun_Oh !!
(3/3)











