Wang Yifan

CV
h-index48
24papers
2,204citations
Novelty58%
AI Score59

24 Papers

CVDec 16, 2022
PointAvatar: Deformable Point-based Head Avatars from Videos

Yufeng Zheng, Wang Yifan, Gordon Wetzstein et al. · stanford

The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods.

CVJun 28, 2022
Generative Neural Articulated Radiance Fields

Alexander W. Bergman, Petr Kellnhofer, Wang Yifan et al. · stanford

Unsupervised learning of 3D-aware generative adversarial networks (GANs) using only collections of single-view 2D photographs has very recently made much progress. These 3D GANs, however, have not been demonstrated for human bodies and the generated radiance fields of existing frameworks are not directly editable, limiting their applicability in downstream tasks. We propose a solution to these challenges by developing a 3D GAN framework that learns to generate radiance fields of human bodies or faces in a canonical pose and warp them using an explicit deformation field into a desired body pose or facial expression. Using our framework, we demonstrate the first high-quality radiance field generation results for human bodies. Moreover, we show that our deformation-aware training procedure significantly improves the quality of generated bodies or faces when editing their poses or facial expressions compared to a 3D GAN that is not trained with explicit deformations.

AIOct 11, 2023
State of the Art on Diffusion Models for Visual Computing

Ryan Po, Wang Yifan, Vladislav Golyanik et al.

The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion-based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state-of-the-art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion-based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.

CVJul 11, 2023
Efficient 3D Articulated Human Generation with Layered Surface Volumes

Yinghao Xu, Wang Yifan, Alexander W. Bergman et al.

Access to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. However, existing 3D GAN frameworks typically rely on scene representations that leverage either template meshes, which are fast but offer limited quality, or volumes, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D object representation for articulated digital humans. LSVs represent a human body using multiple textured mesh layers around a conventional template. These layers are rendered using alpha compositing with fast differentiable rasterization, and they can be interpreted as a volumetric representation that allocates its capacity to a manifold of finite thickness around the template. Unlike conventional single-layer templates that struggle with representing fine off-surface details like hair or accessories, our surface volumes naturally capture such details. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings, where a 2D generator learns to synthesize the RGBA textures for the individual layers. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and view-consistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks.

CVMar 20, 2023
DehazeNeRF: Multiple Image Haze Removal and 3D Shape Reconstruction using Neural Radiance Fields

Wei-Ting Chen, Wang Yifan, Sy-Yen Kuo et al.

Neural radiance fields (NeRFs) have demonstrated state-of-the-art performance for 3D computer vision tasks, including novel view synthesis and 3D shape reconstruction. However, these methods fail in adverse weather conditions. To address this challenge, we introduce DehazeNeRF as a framework that robustly operates in hazy conditions. DehazeNeRF extends the volume rendering equation by adding physically realistic terms that model atmospheric scattering. By parameterizing these terms using suitable networks that match the physical properties, we introduce effective inductive biases, which, together with the proposed regularizations, allow DehazeNeRF to demonstrate successful multi-view haze removal, novel view synthesis, and 3D shape reconstruction where existing approaches fail.

CVJul 10, 2023
Articulated 3D Head Avatar Generation using Text-to-Image Diffusion Models

Alexander W. Bergman, Wang Yifan, Gordon Wetzstein

The ability to generate diverse 3D articulated head avatars is vital to a plethora of applications, including augmented reality, cinematography, and education. Recent work on text-guided 3D object generation has shown great promise in addressing these needs. These methods directly leverage pre-trained 2D text-to-image diffusion models to generate 3D-multi-view-consistent radiance fields of generic objects. However, due to the lack of geometry and texture priors, these methods have limited control over the generated 3D objects, making it difficult to operate inside a specific domain, e.g., human heads. In this work, we develop a new approach to text-guided 3D head avatar generation to address this limitation. Our framework directly operates on the geometry and texture of an articulable 3D morphable model (3DMM) of a head, and introduces novel optimization procedures to update the geometry and texture while keeping the 2D and 3D facial features aligned. The result is a 3D head avatar that is consistent with the text description and can be readily articulated using the deformation model of the 3DMM. We show that our diffusion-based articulated head avatars outperform state-of-the-art approaches for this task. The latter are typically based on CLIP, which is known to provide limited diversity of generation and accuracy for 3D object generation.

CVOct 31, 2023
Pose-to-Motion: Cross-Domain Motion Retargeting with Pose Prior

Qingqing Zhao, Peizhuo Li, Wang Yifan et al.

Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On the other hand, pose data is more accessible, since static posed characters are easier to create and can even be extracted from images using recent advancements in computer vision. In this paper, we utilize this alternative data source and introduce a neural motion synthesis approach through retargeting. Our method generates plausible motions for characters that have only pose data by transferring motion from an existing motion capture dataset of another character, which can have drastically different skeletons. Our experiments show that our method effectively combines the motion features of the source character with the pose features of the target character, and performs robustly with small or noisy pose data sets, ranging from a few artist-created poses to noisy poses estimated directly from images. Additionally, a conducted user study indicated that a majority of participants found our retargeted motion to be more enjoyable to watch, more lifelike in appearance, and exhibiting fewer artifacts. Project page: https://cyanzhao42.github.io/pose2motion

CVNov 29, 2023
Gaussian Shell Maps for Efficient 3D Human Generation

Rameen Abdal, Wang Yifan, Zifan Shi et al.

Efficient generation of 3D digital humans is important in several industries, including virtual reality, social media, and cinematic production. 3D generative adversarial networks (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures, however, typically rely on volume representations, which are slow to render, thereby hampering the GAN training and requiring multi-view-inconsistent 2D upsamplers. Here, we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network architectures with emerging 3D Gaussian rendering primitives using an articulable multi shell--based scaffold. In this setting, a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly, we sample 3D Gaussians on the shells whose attributes are encoded in the texture features. These Gaussians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and, at inference time, to deform a body into arbitrary user-defined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves high-quality multi-view consistent renderings at a native resolution of $512 \times 512$ pixels. We demonstrate that GSMs successfully generate 3D humans when trained on single-view datasets, including SHHQ and DeepFashion.

CVFeb 23
tttLRM: Test-Time Training for Long Context and Autoregressive 3D Reconstruction

Chen Wang, Hao Tan, Wang Yifan et al.

We propose tttLRM, a novel large 3D reconstruction model that leverages a Test-Time Training (TTT) layer to enable long-context, autoregressive 3D reconstruction with linear computational complexity, further scaling the model's capability. Our framework efficiently compresses multiple image observations into the fast weights of the TTT layer, forming an implicit 3D representation in the latent space that can be decoded into various explicit formats, such as Gaussian Splats (GS) for downstream applications. The online learning variant of our model supports progressive 3D reconstruction and refinement from streaming observations. We demonstrate that pretraining on novel view synthesis tasks effectively transfers to explicit 3D modeling, resulting in improved reconstruction quality and faster convergence. Extensive experiments show that our method achieves superior performance in feedforward 3D Gaussian reconstruction compared to state-of-the-art approaches on both objects and scenes.

GRDec 9, 2025
Residual Primitive Fitting of 3D Shapes with SuperFrusta

Aditya Ganeshan, Matheus Gadelha, Thibault Groueix et al.

We introduce a framework for converting 3D shapes into compact and editable assemblies of analytic primitives, directly addressing the persistent trade-off between reconstruction fidelity and parsimony. Our approach combines two key contributions: a novel primitive, termed SuperFrustum, and an iterative fiting algorithm, Residual Primitive Fitting (ResFit). SuperFrustum is an analytical primitive that is simultaneously (1) expressive, being able to model various common solids such as cylinders, spheres, cones & their tapered and bent forms, (2) editable, being compactly parameterized with 8 parameters, and (3) optimizable, with a sign distance field differentiable w.r.t. its parameters almost everywhere. ResFit is an unsupervised procedure that interleaves global shape analysis with local optimization, iteratively fitting primitives to the unexplained residual of a shape to discover a parsimonious yet accurate decompositions for each input shape. On diverse 3D benchmarks, our method achieves state-of-the-art results, improving IoU by over 9 points while using nearly half as many primitives as prior work. The resulting assemblies bridge the gap between dense 3D data and human-controllable design, producing high-fidelity and editable shape programs.

CVMar 21, 2024
GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation

Yinghao Xu, Zifan Shi, Wang Yifan et al.

We introduce GRM, a large-scale reconstructor capable of recovering a 3D asset from sparse-view images in around 0.1s. GRM is a feed-forward transformer-based model that efficiently incorporates multi-view information to translate the input pixels into pixel-aligned Gaussians, which are unprojected to create a set of densely distributed 3D Gaussians representing a scene. Together, our transformer architecture and the use of 3D Gaussians unlock a scalable and efficient reconstruction framework. Extensive experimental results demonstrate the superiority of our method over alternatives regarding both reconstruction quality and efficiency. We also showcase the potential of GRM in generative tasks, i.e., text-to-3D and image-to-3D, by integrating it with existing multi-view diffusion models. Our project website is at: https://justimyhxu.github.io/projects/grm/.

GRJun 10, 2019Code
Differentiable Surface Splatting for Point-based Geometry Processing

Wang Yifan, Felice Serena, Shihao Wu et al.

We propose Differentiable Surface Splatting (DSS), a high-fidelity differentiable renderer for point clouds. Gradients for point locations and normals are carefully designed to handle discontinuities of the rendering function. Regularization terms are introduced to ensure uniform distribution of the points on the underlying surface. We demonstrate applications of DSS to inverse rendering for geometry synthesis and denoising, where large scale topological changes, as well as small scale detail modifications, are accurately and robustly handled without requiring explicit connectivity, outperforming state-of-the-art techniques. The data and code are at https://github.com/yifita/DSS.

CVMar 26, 2024
TC4D: Trajectory-Conditioned Text-to-4D Generation

Sherwin Bahmani, Xian Liu, Wang Yifan et al. · stanford

Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.

GRApr 5, 2024
PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations

Yang Zheng, Qingqing Zhao, Guandao Yang et al.

Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop. Our project website is at: https://qingqing-zhao.github.io/PhysAvatar

CVFeb 13, 2025
RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets

Isabella Liu, Zhan Xu, Wang Yifan et al.

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints and skeleton topologies and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton templates and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends its application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. It achieves significantly faster performance than existing auto-rigging methods, completing rigging in under a few seconds per shape. Please check our website for more details: https://www.liuisabella.com/RigAnything

CVDec 5, 2025
SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training

Yang Zheng, Hao Tan, Kai Zhang et al.

The rise of 3D Gaussian Splatting has revolutionized photorealistic 3D asset creation, yet a critical gap remains for their interactive refinement and editing. Existing approaches based on diffusion or optimization are ill-suited for this task, as they are often prohibitively slow, destructive to the original asset's identity, or lack the precision for fine-grained control. To address this, we introduce \ourmethod, a state-aware feedforward model that enables continuous editing of 3D Gaussian assets from user-provided 2D view(s). Our method directly predicts updates to the attributes of a compact, feature-rich Gaussian representation and leverages Test-Time Training to create a state-aware, iterative workflow. The versatility of our approach allows a single architecture to perform diverse tasks, including high-fidelity local detail refinement, local paint-over, and consistent global recoloring, all at interactive speeds, paving the way for fluid and intuitive 3D content authoring.

CVNov 21, 2025
Illustrator's Depth: Monocular Layer Index Prediction for Image Decomposition

Nissim Maruani, Peiying Zhang, Siddhartha Chaudhuri et al.

We introduce Illustrator's Depth, a novel definition of depth that addresses a key challenge in digital content creation: decomposing flat images into editable, ordered layers. Inspired by an artist's compositional process, illustrator's depth infers a layer index to each pixel, forming an interpretable image decomposition through a discrete, globally consistent ordering of elements optimized for editability. We also propose and train a neural network using a curated dataset of layered vector graphics to predict layering directly from raster inputs. Our layer index inference unlocks a range of powerful downstream applications. In particular, it significantly outperforms state-of-the-art baselines for image vectorization while also enabling high-fidelity text-to-vector-graphics generation, automatic 3D relief generation from 2D images, and intuitive depth-aware editing. By reframing depth from a physical quantity to a creative abstraction, illustrator's depth prediction offers a new foundation for editable image decomposition.

CVAug 28, 2025
Reusing Computation in Text-to-Image Diffusion for Efficient Generation of Image Sets

Dale Decatur, Thibault Groueix, Wang Yifan et al.

Text-to-image diffusion models enable high-quality image generation but are computationally expensive. While prior work optimizes per-inference efficiency, we explore an orthogonal approach: reducing redundancy across correlated prompts. Our method leverages the coarse-to-fine nature of diffusion models, where early denoising steps capture shared structures among similar prompts. We propose a training-free approach that clusters prompts based on semantic similarity and shares computation in early diffusion steps. Experiments show that for models trained conditioned on image embeddings, our approach significantly reduces compute cost while improving image quality. By leveraging UnClip's text-to-image prior, we enhance diffusion step allocation for greater efficiency. Our method seamlessly integrates with existing pipelines, scales with prompt sets, and reduces the environmental and financial burden of large-scale text-to-image generation. Project page: https://ddecatur.github.io/hierarchical-diffusion/

CVFeb 4, 2025
ShapeShifter: 3D Variations Using Multiscale and Sparse Point-Voxel Diffusion

Nissim Maruani, Wang Yifan, Matthew Fisher et al.

This paper proposes ShapeShifter, a new 3D generative model that learns to synthesize shape variations based on a single reference model. While generative methods for 3D objects have recently attracted much attention, current techniques often lack geometric details and/or require long training times and large resources. Our approach remedies these issues by combining sparse voxel grids and point, normal, and color sampling within a multiscale neural architecture that can be trained efficiently and in parallel. We show that our resulting variations better capture the fine details of their original input and can handle more general types of surfaces than previous SDF-based methods. Moreover, we offer interactive generation of 3D shape variants, allowing more human control in the design loop if needed.

CVDec 6, 2021
Input-level Inductive Biases for 3D Reconstruction

Wang Yifan, Carl Doersch, Relja Arandjelović et al.

Much of the recent progress in 3D vision has been driven by the development of specialized architectures that incorporate geometrical inductive biases. In this paper we tackle 3D reconstruction using a domain agnostic architecture and study how instead to inject the same type of inductive biases directly as extra inputs to the model. This approach makes it possible to apply existing general models, such as Perceivers, on this rich domain, without the need for architectural changes, while simultaneously maintaining data efficiency of bespoke models. In particular we study how to encode cameras, projective ray incidence and epipolar geometry as model inputs, and demonstrate competitive multi-view depth estimation performance on multiple benchmarks.

CVJun 9, 2021
Geometry-Consistent Neural Shape Representation with Implicit Displacement Fields

Wang Yifan, Lukas Rahmann, Olga Sorkine-Hornung

We present implicit displacement fields, a novel representation for detailed 3D geometry. Inspired by a classic surface deformation technique, displacement mapping, our method represents a complex surface as a smooth base surface plus a displacement along the base's normal directions, resulting in a frequency-based shape decomposition, where the high frequency signal is constrained geometrically by the low frequency signal. Importantly, this disentanglement is unsupervised thanks to a tailored architectural design that has an innate frequency hierarchy by construction. We explore implicit displacement field surface reconstruction and detail transfer and demonstrate superior representational power, training stability and generalizability.

CVDec 11, 2020
Iso-Points: Optimizing Neural Implicit Surfaces with Hybrid Representations

Wang Yifan, Shihao Wu, Cengiz Oztireli et al.

Neural implicit functions have emerged as a powerful representation for surfaces in 3D. Such a function can encode a high quality surface with intricate details into the parameters of a deep neural network. However, optimizing for the parameters for accurate and robust reconstructions remains a challenge, especially when the input data is noisy or incomplete. In this work, we develop a hybrid neural surface representation that allows us to impose geometry-aware sampling and regularization, which significantly improves the fidelity of reconstructions. We propose to use \emph{iso-points} as an explicit representation for a neural implicit function. These points are computed and updated on-the-fly during training to capture important geometric features and impose geometric constraints on the optimization. We demonstrate that our method can be adopted to improve state-of-the-art techniques for reconstructing neural implicit surfaces from multi-view images or point clouds. Quantitative and qualitative evaluations show that, compared with existing sampling and optimization methods, our approach allows faster convergence, better generalization, and accurate recovery of details and topology.

GRDec 13, 2019
Neural Cages for Detail-Preserving 3D Deformations

Wang Yifan, Noam Aigerman, Vladimir G. Kim et al.

We propose a novel learnable representation for detail-preserving shape deformation. The goal of our method is to warp a source shape to match the general structure of a target shape, while preserving the surface details of the source. Our method extends a traditional cage-based deformation technique, where the source shape is enclosed by a coarse control mesh termed \emph{cage}, and translations prescribed on the cage vertices are interpolated to any point on the source mesh via special weight functions. The use of this sparse cage scaffolding enables preserving surface details regardless of the shape's intricacy and topology. Our key contribution is a novel neural network architecture for predicting deformations by controlling the cage. We incorporate a differentiable cage-based deformation module in our architecture, and train our network end-to-end. Our method can be trained with common collections of 3D models in an unsupervised fashion, without any cage-specific annotations. We demonstrate the utility of our method for synthesizing shape variations and deformation transfer.

CVNov 27, 2018
Patch-based Progressive 3D Point Set Upsampling

Wang Yifan, Shihao Wu, Hui Huang et al.

We present a detail-driven deep neural network for point set upsampling. A high-resolution point set is essential for point-based rendering and surface reconstruction. Inspired by the recent success of neural image super-resolution techniques, we progressively train a cascade of patch-based upsampling networks on different levels of detail end-to-end. We propose a series of architectural design contributions that lead to a substantial performance boost. The effect of each technical contribution is demonstrated in an ablation study. Qualitative and quantitative experiments show that our method significantly outperforms the state-of-the-art learning-based and optimazation-based approaches, both in terms of handling low-resolution inputs and revealing high-fidelity details.