Abstract
Method
A set of K impact recordings from the same object is encoded, pooled as an unordered set, and mapped to continuous, renderer-compatible material parameters. Blend supervision regularizes both the prediction and the latent representation.
Training combines a target-weighted regression loss, a soft-label material classification head, a blend regression term, and a latent blend consistency loss that aligns a blend's audio latent with the interpolation of its two base-material latents — teaching a continuous acoustic-to-physical mapping instead of a lookup over discrete classes.
Physical modal analysis
The parameters are renderer-compatible: every object is voxelized and solved with FEM modal analysis, and the estimated parameters drive the same modal synthesizer at re-render time — so the whole loop, from geometry to sound, stays physically grounded. Below: a voxelized mesh and several of its FEM vibration modes (displacement magnitude).










Where the parameters enter the sound
Each of the five targets is a coefficient of a classical modal sound synthesis equation, so predicting θ = [E, ρ, ν, α, β] is the same as predicting how the object rings. Each parameter is color-coded wherever it enters the equations.
Pitch. A stiffer object (higher E) rings higher and a heavier one (higher ρ) rings lower: every partial scales with \sqrt{\htmlClass{pE}{E}/\htmlClass{pR}{\rho}}. ν only nudges the ratios between partials.
Decay. α adds the same damping to every mode (it dominates the low ones); β grows with \omega_i^{2}, so it kills the high modes first. Each partial fades as e^{-d_i t}.
Continuous material blends
Because the targets are continuous, a material can be interpolated. Drag the slider to morph one object from Plastic to Ceramic: the impact sound and the underlying physical parameters move smoothly together (ρ, E, α, β by geometric mean, ν arithmetic) — the continuity our latent blend-consistency objective is built for.
Same object & strike throughout — only the material changes. Each step is a full FEM modal re-solve at the interpolated parameters.
Geometric mean for the quantities that span orders of magnitude, arithmetic for ν — exactly what the slider does at every step.
Listen · Synthetic re-rendering
For each object we play the input impact and the sound re-rendered from our predicted parameters (FEM modal synthesis, same object & hit). Close match = accurate parameters.
Object · pure

Object · pure

Object · pure

Log-mel spectrograms (onset-aligned): the re-render reproduces the input's modal structure and decay from the predicted parameters alone.
Listen · Real-world objects
Real recordings and 3D models from ObjectFolder-Real: each panel shows the log-mel of the real recording (left) next to the sound re-rendered from the material parameters our model predicted from that recording (right, playable). Hit point is arbitrary and hit time is estimated (no metadata used).
Vase (green)

Salad Bowl

Kettlebell

Results
Our model achieves lower MAE than each baseline across all jointly evaluated parameters, with Avg. NMAE of 0.078 on single-material impacts and 0.116 on blends. It runs in 6.1 ms per query, compared with seconds for the audio–language baselines and 190 ms for optimization-based estimation.
| Method | Setting | Test subset | ρ | E | ν | α | β | Avg. NMAE | Infer. time | VRAM |
|---|---|---|---|---|---|---|---|---|---|---|
| DSP + Ridge Reg. | Conventional | Single | 0.190 | 0.443 | 0.047 | 9.93 | 3.26×10-7 | 1.405 | 16.1 (ms) | CPU |
| Blend | 0.131 | 0.321 | 0.032 | 5.19 | 1.83×10-7 | 0.961 | ||||
| Qwen2.5-Omni-7B | ICL | Single | 0.338 | 0.614 | 0.071 | 13.38 | 1.61×10-1 | 1.270 | 5.6 (s) | 16.1 GB |
| Blend | 0.257 | 0.495 | 0.067 | 8.23 | 1.73×10-1 | 1.162 | ||||
| Audio Flamingo 3 | ICL | Single | 14.1 | 2.14 | 0.130 | 21.7 | 1.8×10-2 | 12.42 | 4.4 (s) | 18.3 GB |
| Blend | 13.4 | 2.33 | 0.123 | 11.3 | 4.4×10-2 | 10.92 | ||||
| DiffSound | Optimization | Single | N/A | 0.893 | 0.890 | N/A | N/A | – | 190 (ms) | 2.0 GB |
| Blend | N/A | 0.487 | 0.696 | N/A | N/A | – | ||||
| Ours | Feed-forward | Single | 0.081 | 0.140 | 0.008 | 0.59 | 2.39×10-8 | 0.078 | 6.1 (ms) | 1.33 GB |
| Blend | 0.119 | 0.206 | 0.012 | 1.08 | 1.32×10-8 | 0.116 |
Comparison of physical-parameter estimation methods on ImpactMat. ρ and E are reported in the log-space target scale, ν is linear, and α and β are in physical units. Avg. NMAE is computed over all five normalized target dimensions and is omitted for DiffSound, which estimates only E and ν in our evaluation. Evaluated with K = 1; lower is better.
BibTeX
@article{cho2026impactmat,
title = {ImpactMat: Continuous Material Estimation for Inverse Impact Sound Rendering},
author = {Cho, Hyebin and Kim, Bumsoo and Chung, Joon Son},
journal = {arXiv preprint arXiv:2610.07061},
year = {2026}
}