Zian Wang

CV
h-index20
14papers
1,219citations
Novelty55%
AI Score49

14 Papers

45.7CVSep 22, 2022Code
GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images

Jun Gao, Tianchang Shen, Zian Wang et al. · nvidia, utoronto

As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in the synthesis process, which makes their use in common 3D software non-trivial. In this work, we introduce GET3D, a Generative model that directly generates Explicit Textured 3D meshes with complex topology, rich geometric details, and high-fidelity textures. We bridge recent success in the differentiable surface modeling, differentiable rendering as well as 2D Generative Adversarial Networks to train our model from 2D image collections. GET3D is able to generate high-quality 3D textured meshes, ranging from cars, chairs, animals, motorbikes and human characters to buildings, achieving significant improvements over previous methods.

27.5CVApr 6, 2023
Neural Fields meet Explicit Geometric Representation for Inverse Rendering of Urban Scenes

Zian Wang, Tianchang Shen, Jun Gao et al. · nvidia, utoronto

Reconstruction and intrinsic decomposition of scenes from captured imagery would enable many applications such as relighting and virtual object insertion. Recent NeRF based methods achieve impressive fidelity of 3D reconstruction, but bake the lighting and shadows into the radiance field, while mesh-based methods that facilitate intrinsic decomposition through differentiable rendering have not yet scaled to the complexity and scale of outdoor scenes. We present a novel inverse rendering framework for large urban scenes capable of jointly reconstructing the scene geometry, spatially-varying materials, and HDR lighting from a set of posed RGB images with optional depth. Specifically, we use a neural field to account for the primary rays, and use an explicit mesh (reconstructed from the underlying neural field) for modeling secondary rays that produce higher-order lighting effects such as cast shadows. By faithfully disentangling complex geometry and materials from lighting effects, our method enables photorealistic relighting with specular and shadow effects on several outdoor datasets. Moreover, it supports physics-based scene manipulations such as virtual object insertion with ray-traced shadow casting.

26.3CVNov 16, 2023
Adaptive Shells for Efficient Neural Radiance Field Rendering

Zian Wang, Tianchang Shen, Merlin Nimier-David et al. · nvidia, utoronto

Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.

20.9CVAug 19, 2024
Photorealistic Object Insertion with Diffusion-Guided Inverse Rendering

Ruofan Liang, Zan Gojcic, Merlin Nimier-David et al.

The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.

1.2MFSep 12, 2024
COMEX Copper Futures Volatility Forecasting: Econometric Models and Deep Learning

Zian Wang, Xinyi Lu

This paper investigates the forecasting performance of COMEX copper futures realized volatility across various high-frequency intervals using both econometric volatility models and deep learning recurrent neural network models. The econometric models considered are GARCH and HAR, while the deep learning models include RNN (Recurrent Neural Network), LSTM (Long Short-Term Memory), and GRU (Gated Recurrent Unit). In forecasting daily realized volatility for COMEX copper futures with a rolling window approach, the econometric models, particularly HAR, outperform recurrent neural networks overall, with HAR achieving the lowest QLIKE loss function value. However, when the data is replaced with hourly high-frequency realized volatility, the deep learning models outperform the GARCH model, and HAR attains a comparable QLIKE loss function value. Despite the black-box nature of machine learning models, the deep learning models demonstrate superior forecasting performance, surpassing the fixed QLIKE value of HAR in the experiment. Moreover, as the forecast horizon extends for daily realized volatility, deep learning models gradually close the performance gap with the GARCH model in certain loss function metrics. Nonetheless, HAR remains the most effective model overall for daily realized volatility forecasting in copper futures.

34.6CVJan 30, 2025
DiffusionRenderer: Neural Inverse and Forward Rendering with Video Diffusion Models

Ruofan Liang, Zan Gojcic, Huan Ling et al. · utoronto

Understanding and modeling lighting effects are fundamental tasks in computer vision and graphics. Classic physically-based rendering (PBR) accurately simulates the light transport, but relies on precise scene representations--explicit 3D geometry, high-quality material properties, and lighting conditions--that are often impractical to obtain in real-world scenarios. Therefore, we introduce DiffusionRenderer, a neural approach that addresses the dual problem of inverse and forward rendering within a holistic framework. Leveraging powerful video diffusion model priors, the inverse rendering model accurately estimates G-buffers from real-world videos, providing an interface for image editing tasks, and training data for the rendering model. Conversely, our rendering model generates photorealistic images from G-buffers without explicit light transport simulation. Experiments demonstrate that DiffusionRenderer effectively approximates inverse and forwards rendering, consistently outperforming the state-of-the-art. Our model enables practical applications from a single video input--including relighting, material editing, and realistic object insertion.

18.7CROct 25, 2024
RobustKV: Defending Large Language Models against Jailbreak Attacks via KV Eviction

Tanqiu Jiang, Zian Wang, Jiacheng Liang et al.

Jailbreak attacks circumvent LLMs' built-in safeguards by concealing harmful queries within jailbreak prompts. While existing defenses primarily focus on mitigating the effects of jailbreak prompts, they often prove inadequate as jailbreak prompts can take arbitrary, adaptive forms. This paper presents RobustKV, a novel defense that adopts a fundamentally different approach by selectively removing critical tokens of harmful queries from key-value (KV) caches. Intuitively, for a jailbreak prompt to be effective, its tokens must achieve sufficient `importance' (as measured by attention scores), which inevitably lowers the importance of tokens in the concealed harmful query. Thus, by strategically evicting the KVs of the lowest-ranked tokens, RobustKV diminishes the presence of the harmful query in the KV cache, thus preventing the LLM from generating malicious responses. Extensive evaluation using benchmark datasets and models demonstrates that RobustKV effectively counters state-of-the-art jailbreak attacks while maintaining the LLM's general performance on benign queries. Moreover, RobustKV creates an intriguing evasiveness dilemma for adversaries, forcing them to balance between evading RobustKV and bypassing the LLM's built-in safeguards. This trade-off contributes to RobustKV's robustness against adaptive attacks. (warning: this paper contains potentially harmful content generated by LLMs.)

8.0GRJun 11, 2025
VideoMat: Extracting PBR Materials from Video Diffusion Models

Jacob Munkberg, Zian Wang, Ruofan Liang et al. · nvidia, utoronto

We leverage finetuned video diffusion models, intrinsic decomposition of videos, and physically-based differentiable rendering to generate high quality materials for 3D models given a text prompt or a single image. We condition a video diffusion model to respect the input geometry and lighting condition. This model produces multiple views of a given 3D model with coherent material properties. Secondly, we use a recent model to extract intrinsics (base color, roughness, metallic) from the generated video. Finally, we use the intrinsics alongside the generated video in a differentiable path tracer to robustly extract PBR materials directly compatible with common content creation tools.

22.6LGOct 16, 2025
Internalizing World Models via Self-Play Finetuning for Agentic RL

Shiqi Chen, Tongyao Zhu, Zian Wang et al.

Large Language Models (LLMs) as agents often struggle in out-of-distribution (OOD) scenarios. Real-world environments are complex and dynamic, governed by task-specific rules and stochasticity, which makes it difficult for LLMs to ground their internal knowledge in those dynamics. Under such OOD conditions, vanilla RL training often fails to scale; we observe Pass@k--the probability that at least one of (k) sampled trajectories succeeds--drops markedly across training steps, indicating brittle exploration and limited generalization. Inspired by model-based reinforcement learning, we hypothesize that equipping LLM agents with an internal world model can better align reasoning with environmental dynamics and improve decision-making. We show how to encode this world model by decomposing it into two components: state representation and transition modeling. Building on this, we introduce SPA, a simple reinforcement learning framework that cold-starts the policy via a Self-Play supervised finetuning (SFT) stage to learn the world model by interacting with the environment, then uses it to simulate future states prior to policy optimization. This simple initialization outperforms the online world-modeling baseline and greatly boosts the RL-based agent training performance. Experiments across diverse environments like Sokoban, FrozenLake, and Sudoku show that our approach significantly improves performance. For example, SPA boosts the Sokoban success rate from 25.6% to 59.8% and raises the FrozenLake score from 22.1% to 70.9% for the Qwen2.5-1.5B-Instruct model.

23.8CVOct 5, 2025
ChronoEdit: Towards Temporal Reasoning for Image Editing and World Simulation

Jay Zhangjie Wu, Xuanchi Ren, Tianchang Shen et al. · nvidia, utoronto

Recent advances in large generative models have greatly enhanced both image editing and in-context image generation, yet a critical gap remains in ensuring physical consistency, where edited objects must remain coherent. This capability is especially vital for world simulation related tasks. In this paper, we present ChronoEdit, a framework that reframes image editing as a video generation problem. First, ChronoEdit treats the input and edited images as the first and last frames of a video, allowing it to leverage large pretrained video generative models that capture not only object appearance but also the implicit physics of motion and interaction through learned temporal consistency. Second, ChronoEdit introduces a temporal reasoning stage that explicitly performs editing at inference time. Under this setting, target frame is jointly denoised with reasoning tokens to imagine a plausible editing trajectory that constrains the solution space to physically viable transformations. The reasoning tokens are then dropped after a few steps to avoid the high computational cost of rendering a full video. To validate ChronoEdit, we introduce PBench-Edit, a new benchmark of image-prompt pairs for contexts that require physical consistency, and demonstrate that ChronoEdit surpasses state-of-the-art baselines in both visual fidelity and physical plausibility. Project page for code and models: https://research.nvidia.com/labs/toronto-ai/chronoedit

25.3CVMay 2, 2023
Neural LiDAR Fields for Novel View Synthesis

Shengyu Huang, Zan Gojcic, Zian Wang et al.

We present Neural Fields for LiDAR (NFL), a method to optimise a neural field scene representation from LiDAR measurements, with the goal of synthesizing realistic LiDAR scans from novel viewpoints. NFL combines the rendering power of neural fields with a detailed, physically motivated model of the LiDAR sensing process, thus enabling it to accurately reproduce key sensor behaviors like beam divergence, secondary returns, and ray dropping. We evaluate NFL on synthetic and real LiDAR scans and show that it outperforms explicit reconstruct-then-simulate methods as well as other NeRF-style methods on LiDAR novel view synthesis task. Moreover, we show that the improved realism of the synthesized views narrows the domain gap to real scans and translates to better registration and semantic segmentation performance.

1.4CVNov 16, 2021
Learning Intrinsic Images for Clothing

Kuo Jiang, Zian Wang, Xiaodong Yang

Reconstruction of human clothing is an important task and often relies on intrinsic image decomposition. With a lack of domain-specific data and coarse evaluation metrics, existing models failed to produce satisfying results for graphics applications. In this paper, we focus on intrinsic image decomposition for clothing images and have comprehensive improvements. We collected CloIntrinsics, a clothing intrinsic image dataset, including a synthetic training set and a real-world testing set. A more interpretable edge-aware metric and an annotation scheme is designed for the testing set, which allows diagnostic evaluation for intrinsic models. Finally, we propose ClothInNet model with carefully designed loss terms and an adversarial module. It utilizes easy-to-acquire labels to learn from real-world shading, significantly improves performance with only minor additional annotation effort. We show that our proposed model significantly reduce texture-copying artifacts while retaining surprisingly tiny details, outperforming existing state-of-the-art methods.

20.2CVOct 30, 2021
DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer

Wenzheng Chen, Joey Litalien, Jun Gao et al.

We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths -- speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting.

23.3CVSep 13, 2021
Learning Indoor Inverse Rendering with 3D Spatially-Varying Lighting

Zian Wang, Jonah Philion, Sanja Fidler et al.

In this work, we address the problem of jointly estimating albedo, normals, depth and 3D spatially-varying lighting from a single image. Most existing methods formulate the task as image-to-image translation, ignoring the 3D properties of the scene. However, indoor scenes contain complex 3D light transport where a 2D representation is insufficient. In this paper, we propose a unified, learning-based inverse rendering framework that formulates 3D spatially-varying lighting. Inspired by classic volume rendering techniques, we propose a novel Volumetric Spherical Gaussian representation for lighting, which parameterizes the exitant radiance of the 3D scene surfaces on a voxel grid. We design a physics based differentiable renderer that utilizes our 3D lighting representation, and formulates the energy-conserving image formation process that enables joint training of all intrinsic properties with the re-rendering constraint. Our model ensures physically correct predictions and avoids the need for ground-truth HDR lighting which is not easily accessible. Experiments show that our method outperforms prior works both quantitatively and qualitatively, and is capable of producing photorealistic results for AR applications such as virtual object insertion even for highly specular objects.