CLMar 23, 2023
GesGPT: Speech Gesture Synthesis With Text Parsing from ChatGPTNan Gao, Zeyu Zhao, Zhi Zeng et al.
Gesture synthesis has gained significant attention as a critical research field, aiming to produce contextually appropriate and natural gestures corresponding to speech or textual input. Although deep learning-based approaches have achieved remarkable progress, they often overlook the rich semantic information present in the text, leading to less expressive and meaningful gestures. In this letter, we propose GesGPT, a novel approach to gesture generation that leverages the semantic analysis capabilities of large language models , such as ChatGPT. By capitalizing on the strengths of LLMs for text analysis, we adopt a controlled approach to generate and integrate professional gestures and base gestures through a text parsing script, resulting in diverse and meaningful gestures. Firstly, our approach involves the development of prompt principles that transform gesture generation into an intention classification problem using ChatGPT. We also conduct further analysis on emphasis words and semantic words to aid in gesture generation. Subsequently, we construct a specialized gesture lexicon with multiple semantic annotations, decoupling the synthesis of gestures into professional gestures and base gestures. Finally, we merge the professional gestures with base gestures. Experimental results demonstrate that GesGPT effectively generates contextually appropriate and expressive gestures.
CVApr 12
HOG-Layout: Hierarchical 3D Scene Generation, Optimization and Editing via Vision-Language ModelsHaiyan Jiang, Deyu Zhang, Dongdong Weng et al.
3D layout generation and editing play a crucial role in Embodied AI and immersive VR interaction. However, manual creation requires tedious labor, while data-driven generation often lacks diversity. The emergence of large models introduces new possibilities for 3D scene synthesis. We present HOG-Layout that enables text-driven hierarchical scene generation, optimization and real-time scene editing with large language models (LLMs) and vision-language models (VLMs). HOG-Layout improves scene semantic consistency and plausibility through retrieval-augmented generation (RAG) technology, incorporates an optimization module to enhance physical consistency, and adopts a hierarchical representation to enhance inference and optimization, achieving real-time editing. Experimental results demonstrate that HOG-Layout produces more reasonable environments compared with existing baselines, while supporting fast and intuitive scene editing.
GRDec 1, 2025
TagSplat: Topology-Aware Gaussian Splatting for Dynamic Mesh Modeling and TrackingHanzhi Guo, Dongdong Weng, Mo Su et al.
Topology-consistent dynamic model sequences are essential for applications such as animation and model editing. However, existing 4D reconstruction methods face challenges in generating high-quality topology-consistent meshes. To address this, we propose a topology-aware dynamic reconstruction framework based on Gaussian Splatting. We introduce a Gaussian topological structure that explicitly encodes spatial connectivity. This structure enables topology-aware densification and pruning, preserving the manifold consistency of the Gaussian representation. Temporal regularization terms further ensure topological coherence over time, while differentiable mesh rasterization improves mesh quality. Experimental results demonstrate that our method reconstructs topology-consistent mesh sequences with significantly higher accuracy than existing approaches. Moreover, the resulting meshes enable precise 3D keypoint tracking. Project page: https://haza628.github.io/tagSplat/
CLMar 26, 2025
SARGes: Semantically Aligned Reliable Gesture Generation via Intent ChainNan Gao, Yihua Bao, Dongdong Weng et al.
Co-speech gesture generation enhances human-computer interaction realism through speech-synchronized gesture synthesis. However, generating semantically meaningful gestures remains a challenging problem. We propose SARGes, a novel framework that leverages large language models (LLMs) to parse speech content and generate reliable semantic gesture labels, which subsequently guide the synthesis of meaningful co-speech gestures.First, we constructed a comprehensive co-speech gesture ethogram and developed an LLM-based intent chain reasoning mechanism that systematically parses and decomposes gesture semantics into structured inference steps following ethogram criteria, effectively guiding LLMs to generate context-aware gesture labels. Subsequently, we constructed an intent chain-annotated text-to-gesture label dataset and trained a lightweight gesture label generation model, which then guides the generation of credible and semantically coherent co-speech gestures. Experimental results demonstrate that SARGes achieves highly semantically-aligned gesture labeling (50.2% accuracy) with efficient single-pass inference (0.4 seconds). The proposed method provides an interpretable intent reasoning pathway for semantic gesture synthesis.
CVDec 12, 2024
Motion Generation Review: Exploring Deep Learning for Lifelike Animation with ManifoldJiayi Zhao, Dongdong Weng, Qiuxin Du et al.
Human motion generation involves creating natural sequences of human body poses, widely used in gaming, virtual reality, and human-computer interaction. It aims to produce lifelike virtual characters with realistic movements, enhancing virtual agents and immersive experiences. While previous work has focused on motion generation based on signals like movement, music, text, or scene background, the complexity of human motion and its relationships with these signals often results in unsatisfactory outputs. Manifold learning offers a solution by reducing data dimensionality and capturing subspaces of effective motion. In this review, we present a comprehensive overview of manifold applications in human motion generation, one of the first in this domain. We explore methods for extracting manifolds from unstructured data, their application in motion generation, and discuss their advantages and future directions. This survey aims to provide a broad perspective on the field and stimulate new approaches to ongoing challenges.
GRJul 24, 2025
PS-GS: Gaussian Splatting for Multi-View Photometric StereoYixiao Chen, Bin Liang, Hanzhi Guo et al.
Integrating inverse rendering with multi-view photometric stereo (MVPS) yields more accurate 3D reconstructions than the inverse rendering approaches that rely on fixed environment illumination. However, efficient inverse rendering with MVPS remains challenging. To fill this gap, we introduce the Gaussian Splatting for Multi-view Photometric Stereo (PS-GS), which efficiently and jointly estimates the geometry, materials, and lighting of the object that is illuminated by diverse directional lights (multi-light). Our method first reconstructs a standard 2D Gaussian splatting model as the initial geometry. Based on the initialization model, it then proceeds with the deferred inverse rendering by the full rendering equation containing a lighting-computing multi-layer perceptron. During the whole optimization, we regularize the rendered normal maps by the uncalibrated photometric stereo estimated normals. We also propose the 2D Gaussian ray-tracing for single directional light to refine the incident lighting. The regularizations and the use of multi-view and multi-light images mitigate the ill-posed problem of inverse rendering. After optimization, the reconstructed object can be used for novel-view synthesis, relighting, and material and shape editing. Experiments on both synthetic and real datasets demonstrate that our method outperforms prior works in terms of reconstruction accuracy and computational efficiency.
GRMar 7, 2025
STGA: Selective-Training Gaussian Head AvatarsHanzhi Guo, Yixiao Chen, Dongye Xiaonuo et al.
We propose selective-training Gaussian head avatars (STGA) to enhance the details of dynamic head Gaussian. The dynamic head Gaussian model is trained based on the FLAME parameterized model. Each Gaussian splat is embedded within the FLAME mesh to achieve mesh-based animation of the Gaussian model. Before training, our selection strategy calculates the 3D Gaussian splat to be optimized in each frame. The parameters of these 3D Gaussian splats are optimized in the training of each frame, while those of the other splats are frozen. This means that the splats participating in the optimization process differ in each frame, to improve the realism of fine details. Compared with network-based methods, our method achieves better results with shorter training time. Compared with mesh-based methods, our method produces more realistic details within the same training time. Additionally, the ablation experiment confirms that our method effectively enhances the quality of details.
HCMar 7, 2019
Symmetrical Reality: Toward a Unified Framework for Physical and Virtual RealityZhenliang Zhang, Cong Wang, Dongdong Weng et al.
In this paper, we review the background of physical reality, virtual reality, and some traditional mixed forms of them. Based on the current knowledge, we propose a new unified concept called symmetrical reality to describe the physical and virtual world in a unified perspective. Under the framework of symmetrical reality, the traditional virtual reality, augmented reality, inverse virtual reality, and inverse augmented reality can be interpreted using a unified presentation. We analyze the characteristics of symmetrical reality from two different observation locations (i.e., from the physical world and from the virtual world), where all other forms of physical and virtual reality can be treated as special cases of symmetrical reality.
HCAug 10, 2018
Inverse Augmented Reality: A Virtual Agent's PerspectiveZhenliang Zhang, Dongdong Weng, Haiyan Jiang et al.
We propose a framework called inverse augmented reality (IAR) which describes the scenario that a virtual agent living in the virtual world can observe both virtual objects and real objects. This is different from the traditional augmented reality. The traditional virtual reality, mixed reality and augmented reality are all generated for humans, i.e., they are human-centered frameworks. On the contrary, the proposed inverse augmented reality is a virtual agent-centered framework, which represents and analyzes the reality from a virtual agent's perspective. In this paper, we elaborate the framework of inverse augmented reality to argue the equivalence of the virtual world and the physical world regarding the whole physical structure.