Xueting Li

CV
h-index40
40papers
2,062citations
Novelty57%
AI Score62

40 Papers

CVNov 20, 2023Code
Pyramid Diffusion for Fine 3D Large Scene Generation

Yuheng Liu, Xinke Li, Xueting Li et al.

Diffusion models have shown remarkable results in generating 2D images and small-scale 3D objects. However, their application to the synthesis of large-scale 3D scenes has been rarely explored. This is mainly due to the inherent complexity and bulky size of 3D scenery data, particularly outdoor scenes, and the limited availability of comprehensive real-world datasets, which makes training a stable scene diffusion model challenging. In this work, we explore how to effectively generate large-scale 3D scenes using the coarse-to-fine paradigm. We introduce a framework, the Pyramid Discrete Diffusion model (PDD), which employs scale-varied diffusion models to progressively generate high-quality outdoor scenes. Experimental results of PDD demonstrate our successful exploration in generating 3D scenes both unconditionally and conditionally. We further showcase the data compatibility of the PDD model, due to its multi-scale architecture: a PDD model trained on one dataset can be easily fine-tuned with another dataset. Code is available at https://github.com/yuhengliu02/pyramid-discrete-diffusion.

96.5ROJun 3
GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Tianyi Xie, Haotian Zhang, Jinhyung Park et al.

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.

CVMar 21, 2023
Affordance Diffusion: Synthesizing Hand-Object Interactions

Yufei Ye, Xueting Li, Abhinav Gupta et al.

Recent successes in image synthesis are powered by large-scale diffusion models. However, most methods are currently limited to either text- or image-conditioned generation for synthesizing an entire image, texture transfer or inserting objects into a user-specified region. In contrast, in this work we focus on synthesizing complex interactions (ie, an articulated hand) with a given object. Given an RGB image of an object, we aim to hallucinate plausible images of a human hand interacting with it. We propose a two-step generative approach: a LayoutNet that samples an articulation-agnostic hand-object-interaction layout, and a ContentNet that synthesizes images of a hand grasping the object given the predicted layout. Both are built on top of a large-scale pretrained diffusion model to make use of its latent representation. Compared to baselines, the proposed method is shown to generalize better to novel objects and perform surprisingly well on out-of-distribution in-the-wild scenes of portable-sized objects. The resulting system allows us to predict descriptive affordance information, such as hand articulation and approaching orientation. Project page: https://judyye.github.io/affordiffusion-www

AIJul 18, 2023
Emotional Intelligence of Large Language Models

Xuena Wang, Xueting Li, Zi Yin et al.

Large Language Models (LLMs) have demonstrated remarkable abilities across numerous disciplines, primarily assessed through tasks in language generation, knowledge utilization, and complex reasoning. However, their alignment with human emotions and values, which is critical for real-world applications, has not been systematically evaluated. Here, we assessed LLMs' Emotional Intelligence (EI), encompassing emotion recognition, interpretation, and understanding, which is necessary for effective communication and social interactions. Specifically, we first developed a novel psychometric assessment focusing on Emotion Understanding (EU), a core component of EI, suitable for both humans and LLMs. This test requires evaluating complex emotions (e.g., surprised, joyful, puzzled, proud) in realistic scenarios (e.g., despite feeling underperformed, John surprisingly achieved a top score). With a reference frame constructed from over 500 adults, we tested a variety of mainstream LLMs. Most achieved above-average EQ scores, with GPT-4 exceeding 89% of human participants with an EQ of 117. Interestingly, a multivariate pattern analysis revealed that some LLMs apparently did not reply on the human-like mechanism to achieve human-level performance, as their representational patterns were qualitatively distinct from humans. In addition, we discussed the impact of factors such as model size, training method, and architecture on LLMs' EQ. In summary, our study presents one of the first psychometric evaluations of the human-like characteristics of LLMs, which may shed light on the future development of LLMs aiming for both high intellectual and emotional intelligence. Project website: https://emotional-intelligence.github.io/

CVNov 28, 2023
A Unified Approach for Text- and Image-guided 4D Scene Generation

Yufeng Zheng, Xueting Li, Koki Nagano et al.

Large-scale diffusion generative models are greatly simplifying image, video and 3D asset creation from user-provided text prompts and images. However, the challenging problem of text-to-4D dynamic 3D scene generation with diffusion guidance remains largely unexplored. We propose Dream-in-4D, which features a novel two-stage approach for text-to-4D synthesis, leveraging (1) 3D and 2D diffusion guidance to effectively learn a high-quality static 3D asset in the first stage; (2) a deformable neural radiance field that explicitly disentangles the learned static asset from its deformation, preserving quality during motion learning; and (3) a multi-resolution feature grid for the deformation field with a displacement total variation loss to effectively learn motion with video diffusion guidance in the second stage. Through a user preference study, we demonstrate that our approach significantly advances image and motion quality, 3D consistency and text fidelity for text-to-4D generation compared to baseline approaches. Thanks to its motion-disentangled representation, Dream-in-4D can also be easily adapted for controllable generation where appearance is defined by one or multiple images, without the need to modify the motion learning stage. Thus, our method offers, for the first time, a unified approach for text-to-4D, image-to-4D and personalized 4D generation tasks.

CVApr 5, 2022
Autoregressive 3D Shape Generation via Canonical Mapping

An-Chieh Cheng, Xueting Li, Sifei Liu et al.

With the capacity of modeling long-range dependencies in sequential data, transformers have shown remarkable performances in a variety of generative tasks such as image, audio, and text generation. Yet, taming them in generating less structured and voluminous data formats such as high-resolution point clouds have seldom been explored due to ambiguous sequentialization processes and infeasible computation burden. In this paper, we aim to further exploit the power of transformers and employ them for the task of 3D point cloud generation. The key idea is to decompose point clouds of one category into semantically aligned sequences of shape compositions, via a learned canonical space. These shape compositions can then be quantized and used to learn a context-rich composition codebook for point cloud generation. Experimental results on point cloud reconstruction and unconditional generation show that our model performs favorably against state-of-the-art approaches. Furthermore, our model can be easily extended to multi-modal shape completion as an application for conditional shape generation.

CVDec 9, 2022
Physics-based Indirect Illumination for Inverse Rendering

Youming Deng, Xueting Li, Sifei Liu et al.

We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that first locates surface points through an efficient refined sphere tracing algorithm, then explicitly traces the incoming indirect lights at each surface point based on reflection. Then, we estimate each identified indirect light through an efficient neural network. Moreover, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by boundary lights inspired by differentiable irradiance in computer graphics. As a result, the proposed differentiable illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.

82.0CVMay 31
Reasmory: 3D Reconstruction as Explicit Memory for VLMs Spatial Reasoning

Jixuan He, Xueting Li, Chieh Hubert Lin et al.

Vision-Language Models (VLMs) exhibit emerging spatial reasoning capabilities, yet they remain unreliable on tasks requiring precise spatial understanding, such as viewpoint reasoning, directional comparison, and distance estimation. In multi-view images and monocular videos, relevant spatial cues are often sparse and distributed across redundant observations, making them difficult to organize and exploit. Reconstruction-based Vision Foundation Models (VFMs) offer a natural way to aggregate such observations into explicit spatial memory, such as point clouds. However, simply exposing reconstruction models as free-form tools is brittle, VLMs may invoke tools incorrectly, skip required spatial transformations, or misuse intermediate results. We propose \textbf{Reasmory}, a framework that formulates spatial reasoning as structured program execution over reconstructed spatial memory. Reasmory constructs explicit 3D memory, augments it with semantically grounded 3D object instances, and introduces a lightweight Domain-Specific Language (DSL) that constrains how VLMs query objects and cameras, transform viewpoints, and render observations during reasoning. Generated programs are parsed and validated before execution, enabling more reliable interaction with spatial memory than unconstrained tool use. Experiments on multi-view image and video spatial reasoning benchmarks show consistent gains of 6--18\% over strong baselines, including GPT-5-mini and Gemini-3-flash, indicating that explicit 3D memory is most useful when accessed through constrained, validated operations rather than free-form tool calls.

CVJun 14, 2023
Generalizable One-shot Neural Head Avatar

Xueting Li, Shalini De Mello, Sifei Liu et al.

We present a method that reconstructs and animates a 3D head avatar from a single-view portrait image. Existing methods either involve time-consuming optimization for a specific person with multiple images, or they struggle to synthesize intricate appearance details beyond the facial region. To address these limitations, we propose a framework that not only generalizes to unseen identities based on a single-view image without requiring person-specific optimization, but also captures characteristic details within and beyond the face area (e.g. hairstyle, accessories, etc.). At the core of our method are three branches that produce three tri-planes representing the coarse 3D geometry, detailed appearance of a source image, as well as the expression of a target image. By applying volumetric rendering to the combination of the three tri-planes followed by a super-resolution module, our method yields a high fidelity image of the desired identity, expression and pose. Once trained, our model enables efficient 3D head avatar reconstruction and animation via a single forward pass through a network. Experiments show that the proposed approach generalizes well to unseen validation datasets, surpassing SOTA baseline methods by a large margin on head avatar reconstruction and animation.

CVSep 26, 2023
3D Reconstruction with Generalizable Neural Fields using Scene Priors

Yang Fu, Shalini De Mello, Xueting Li et al.

High-fidelity 3D scene reconstruction has been substantially advanced by recent progress in neural fields. However, most existing methods train a separate network from scratch for each individual scene. This is not scalable, inefficient, and unable to yield good results given limited views. While learning-based multi-view stereo methods alleviate this issue to some extent, their multi-view setting makes it less flexible to scale up and to broad applications. Instead, we introduce training generalizable Neural Fields incorporating scene Priors (NFPs). The NFP network maps any single-view RGB-D image into signed distance and radiance values. A complete scene can be reconstructed by merging individual frames in the volumetric space WITHOUT a fusion module, which provides better flexibility. The scene priors can be trained on large-scale datasets, allowing for fast adaptation to the reconstruction of a new scene with fewer views. NFP not only demonstrates SOTA scene reconstruction performance and efficiency, but it also supports single-image novel-view synthesis, which is underexplored in neural fields. More qualitative results are available at: https://oasisyang.github.io/neural-prior

63.2CVMar 17
SOMA: Unifying Parametric Human Body Models

Jun Saito, Jiefeng Li, Michael de Ruyter et al.

Parametric human body models are foundational to human reconstruction, animation, and simulation, yet they remain mutually incompatible: SMPL, SMPL-X, MHR, Anny, and related models each diverge in mesh topology, skeletal structure, shape parameterization, and unit convention, making it impractical to exploit their complementary strengths within a single pipeline. We present SOMA, a unified body layer that bridges these heterogeneous representations through three abstraction layers. Mesh topology abstraction maps any source model's identity to a shared canonical mesh in constant time per vertex. Skeletal abstraction recovers a full set of identity-adapted joint transforms from any body shape, whether in rest pose or an arbitrary posed configuration, in a single closed-form pass, with no iterative optimization or per-model training. Pose abstraction inverts the skinning pipeline to recover unified skeleton rotations directly from posed vertices of any supported model, enabling heterogeneous motion datasets to be consumed without custom retargeting. Together, these layers reduce the $O(M^2)$ per-pair adapter problem to $O(M)$ single-backend connectors, letting practitioners freely mix identity sources and pose data at inference time. The entire pipeline is fully differentiable end-to-end and GPU-accelerated via NVIDIA-Warp.

CVDec 18, 2025
Instant Expressive Gaussian Head Avatar via 3D-Aware Expression Distillation

Kaiwen Jiang, Xueting Li, Seonwook Park et al.

Portrait animation has witnessed tremendous quality improvements thanks to recent advances in video diffusion models. However, these 2D methods often compromise 3D consistency and speed, limiting their applicability in real-world scenarios, such as digital twins or telepresence. In contrast, 3D-aware facial animation feedforward methods -- built upon explicit 3D representations, such as neural radiance fields or Gaussian splatting -- ensure 3D consistency and achieve faster inference speed, but come with inferior expression details. In this paper, we aim to combine their strengths by distilling knowledge from a 2D diffusion-based method into a feed-forward encoder, which instantly converts an in-the-wild single image into a 3D-consistent, fast yet expressive animatable representation. Our animation representation is decoupled from the face's 3D representation and learns motion implicitly from data, eliminating the dependency on pre-defined parametric models that often constrain animation capabilities. Unlike previous computationally intensive global fusion mechanisms (e.g., multiple attention layers) for fusing 3D structural and animation information, our design employs an efficient lightweight local fusion strategy to achieve high animation expressivity. As a result, our method runs at 107.31 FPS for animation and pose control while achieving comparable animation quality to the state-of-the-art, surpassing alternative designs that trade speed for quality or vice versa. Project website is https://research.nvidia.com/labs/amri/projects/instant4d

73.4CVMar 10
ReCoSplat: Autoregressive Feed-Forward Gaussian Splatting Using Render-and-Compare

Freeman Cheng, Botao Ye, Xueting Li et al.

Online novel view synthesis remains challenging, requiring robust scene reconstruction from sequential, often unposed, observations. We present ReCoSplat, an autoregressive feed-forward Gaussian Splatting model supporting posed or unposed inputs, with or without camera intrinsics. While assembling local Gaussians using camera poses scales better than canonical-space prediction, it creates a dilemma during training: using ground-truth poses ensures stability but causes a distribution mismatch when predicted poses are used at inference. To address this, we introduce a Render-and-Compare (ReCo) module. ReCo renders the current reconstruction from the predicted viewpoint and compares it with the incoming observation, providing a stable conditioning signal that compensates for pose errors. To support long sequences, we propose a hybrid KV cache compression strategy combining early-layer truncation with chunk-level selective retention, reducing the KV cache size by over 90% for 100+ frames. ReCoSplat achieves state-of-the-art performance across different input settings on both in- and out-of-distribution benchmarks. Code and pretrained models will be released. Our project page is at https://freemancheng.com/ReCoSplat .

CVDec 31, 2025
Edit3r: Instant 3D Scene Editing from Sparse Unposed Images

Jiageng Liu, Weijie Lyu, Xueting Li et al.

We present Edit3r, a feed-forward framework that reconstructs and edits 3D scenes in a single pass from unposed, view-inconsistent, instruction-edited images. Unlike prior methods requiring per-scene optimization, Edit3r directly predicts instruction-aligned 3D edits, enabling fast and photorealistic rendering without optimization or pose estimation. A key challenge in training such a model lies in the absence of multi-view consistent edited images for supervision. We address this with (i) a SAM2-based recoloring strategy that generates reliable, cross-view-consistent supervision, and (ii) an asymmetric input strategy that pairs a recolored reference view with raw auxiliary views, encouraging the network to fuse and align disparate observations. At inference, our model effectively handles images edited by 2D methods such as InstructPix2Pix, despite not being exposed to such edits during training. For large-scale quantitative evaluation, we introduce DL3DV-Edit-Bench, a benchmark built on the DL3DV test split, featuring 20 diverse scenes, 4 edit types and 100 edits in total. Comprehensive quantitative and qualitative results show that Edit3r achieves superior semantic alignment and enhanced 3D consistency compared to recent baselines, while operating at significantly higher inference speed, making it promising for real-time 3D editing applications.

CVFeb 17
Revealing and Enhancing Core Visual Regions: Harnessing Internal Attention Dynamics for Hallucination Mitigation in LVLMs

Guangtao Lyu, Qi Liu, Chenghao Xu et al.

LVLMs have achieved strong multimodal reasoning capabilities but remain prone to hallucinations, producing outputs inconsistent with visual inputs or user instructions. Existing training-free methods, including contrastive decoding and auxiliary expert models, which incur several times more computational overhead and may introduce potential interference, as well as static internal signal enhancement, are often vulnerable to the attention sink phenomenon. We find that internal Positive Attention Dynamics (PAD) in LVLMs naturally reveal semantically core visual regions under the distortions of attention sinks. Based on this, we propose Positive Attention Dynamics Enhancement (PADE), a training-free attention intervention that constructs a PAD map to identify semantically core visual regions, applies per-head Median Absolute Deviation Scaling to adaptively control the intervention strength, and leverages System-Token Compensation to maintain attention to complex user instructions and support long-term output consistency. Experiments on multiple LVLMs and benchmarks show that PADE improves visual grounding and reduces hallucinations, validating the effectiveness of leveraging internal attention dynamics for reliable multimodal reasoning.

CVFeb 25, 2025Code
Synthesizing Consistent Novel Views via 3D Epipolar Attention without Re-Training

Botao Ye, Sifei Liu, Xueting Li et al.

Large diffusion models demonstrate remarkable zero-shot capabilities in novel view synthesis from a single image. However, these models often face challenges in maintaining consistency across novel and reference views. A crucial factor leading to this issue is the limited utilization of contextual information from reference views. Specifically, when there is an overlap in the viewing frustum between two views, it is essential to ensure that the corresponding regions maintain consistency in both geometry and appearance. This observation leads to a simple yet effective approach, where we propose to use epipolar geometry to locate and retrieve overlapping information from the input view. This information is then incorporated into the generation of target views, eliminating the need for training or fine-tuning, as the process requires no learnable parameters. Furthermore, to enhance the overall consistency of generated views, we extend the utilization of epipolar attention to a multi-view setting, allowing retrieval of overlapping information from the input view and other target views. Qualitative and quantitative experimental results demonstrate the effectiveness of our method in significantly improving the consistency of synthesized views without the need for any fine-tuning. Moreover, This enhancement also boosts the performance of downstream applications such as 3D reconstruction. The code is available at https://github.com/botaoye/ConsisSyn.

CVFeb 19, 2018Code
A Closed-form Solution to Photorealistic Image Stylization

Yijun Li, Ming-Yu Liu, Xueting Li et al.

Photorealistic image stylization concerns transferring style of a reference photo to a content photo with the constraint that the stylized photo should remain photorealistic. While several photorealistic image stylization methods exist, they tend to generate spatially inconsistent stylizations with noticeable artifacts. In this paper, we propose a method to address these issues. The proposed method consists of a stylization step and a smoothing step. While the stylization step transfers the style of the reference photo to the content photo, the smoothing step ensures spatially consistent stylizations. Each of the steps has a closed-form solution and can be computed efficiently. We conduct extensive experimental validations. The results show that the proposed method generates photorealistic stylization outputs that are more preferred by human subjects as compared to those by the competing methods while running much faster. Source code and additional results are available at https://github.com/NVIDIA/FastPhotoStyle .

CVOct 31, 2024
No Pose, No Problem: Surprisingly Simple 3D Gaussian Splats from Sparse Unposed Images

Botao Ye, Sifei Liu, Haofei Xu et al.

We introduce NoPoSplat, a feed-forward model capable of reconstructing 3D scenes parameterized by 3D Gaussians from \textit{unposed} sparse multi-view images. Our model, trained exclusively with photometric loss, achieves real-time 3D Gaussian reconstruction during inference. To eliminate the need for accurate pose input during reconstruction, we anchor one input view's local camera coordinates as the canonical space and train the network to predict Gaussian primitives for all views within this space. This approach obviates the need to transform Gaussian primitives from local coordinates into a global coordinate system, thus avoiding errors associated with per-frame Gaussians and pose estimation. To resolve scale ambiguity, we design and compare various intrinsic embedding methods, ultimately opting to convert camera intrinsics into a token embedding and concatenate it with image tokens as input to the model, enabling accurate scene scale prediction. We utilize the reconstructed 3D Gaussians for novel view synthesis and pose estimation tasks and propose a two-stage coarse-to-fine pipeline for accurate pose estimation. Experimental results demonstrate that our pose-free approach can achieve superior novel view synthesis quality compared to pose-required methods, particularly in scenarios with limited input image overlap. For pose estimation, our method, trained without ground truth depth or explicit matching loss, significantly outperforms the state-of-the-art methods with substantial improvements. This work makes significant advances in pose-free generalizable 3D reconstruction and demonstrates its applicability to real-world scenarios. Code and trained models are available at https://noposplat.github.io/.

CVDec 18, 2023
GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning

Ye Yuan, Xueting Li, Yangyi Huang et al.

Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

CVApr 11, 2024
Gaga: Group Any Gaussians via 3D-aware Memory Bank

Weijie Lyu, Xueting Li, Abhijit Kundu et al.

We introduce Gaga, a framework that reconstructs and segments open-world 3D scenes by leveraging inconsistent 2D masks predicted by zero-shot class-agnostic segmentation models. Contrasted to prior 3D scene segmentation approaches that rely on video object tracking or contrastive learning methods, Gaga utilizes spatial information and effectively associates object masks across diverse camera poses through a novel 3D-aware memory bank. By eliminating the assumption of continuous view changes in training images, Gaga demonstrates robustness to variations in camera poses, particularly beneficial for sparsely sampled images, ensuring precise mask label consistency. Furthermore, Gaga accommodates 2D segmentation masks from diverse sources and demonstrates robust performance with different open-world zero-shot class-agnostic segmentation models, significantly enhancing its versatility. Extensive qualitative and quantitative evaluations demonstrate that Gaga performs favorably against state-of-the-art methods, emphasizing its potential for real-world applications such as 3D scene understanding and manipulation.

CVOct 20, 2024
Layout-your-3D: Controllable and Precise 3D Generation with 2D Blueprint

Junwei Zhou, Xueting Li, Lu Qi et al.

We present Layout-Your-3D, a framework that allows controllable and compositional 3D generation from text prompts. Existing text-to-3D methods often struggle to generate assets with plausible object interactions or require tedious optimization processes. To address these challenges, our approach leverages 2D layouts as a blueprint to facilitate precise and plausible control over 3D generation. Starting with a 2D layout provided by a user or generated from a text description, we first create a coarse 3D scene using a carefully designed initialization process based on efficient reconstruction models. To enforce coherent global 3D layouts and enhance the quality of instance appearances, we propose a collision-aware layout optimization process followed by instance-wise refinement. Experimental results demonstrate that Layout-Your-3D yields more reasonable and visually appealing compositional 3D assets while significantly reducing the time required for each prompt. Additionally, Layout-Your-3D can be easily applicable to downstream tasks, such as 3D editing and object insertion. Our project page is available at:https://colezwhy.github.io/layoutyour3d/

CVDec 12, 2024
SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing

Xueting Li, Ye Yuan, Shalini De Mello et al.

We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing, and the human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing simulation pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first employ three text-conditioned 3D generative models to generate garment mesh, body shape and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanisms for each body part. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches.

CVJun 24, 2025
CoCo4D: Comprehensive and Complex 4D Scene Generation

Junwei Zhou, Xueting Li, Lu Qi et al.

Existing 4D synthesis methods primarily focus on object-level generation or dynamic scene synthesis with limited novel views, restricting their ability to generate multi-view consistent and immersive dynamic 4D scenes. To address these constraints, we propose a framework (dubbed as CoCo4D) for generating detailed dynamic 4D scenes from text prompts, with the option to include images. Our method leverages the crucial observation that articulated motion typically characterizes foreground objects, whereas background alterations are less pronounced. Consequently, CoCo4D divides 4D scene synthesis into two responsibilities: modeling the dynamic foreground and creating the evolving background, both directed by a reference motion sequence. Given a text prompt and an optional reference image, CoCo4D first generates an initial motion sequence utilizing video diffusion models. This motion sequence then guides the synthesis of both the dynamic foreground object and the background using a novel progressive outpainting scheme. To ensure seamless integration of the moving foreground object within the dynamic background, CoCo4D optimizes a parametric trajectory for the foreground, resulting in realistic and coherent blending. Extensive experiments show that CoCo4D achieves comparable or superior performance in 4D scene generation compared to existing methods, demonstrating its effectiveness and efficiency. More results are presented on our website https://colezwhy.github.io/coco4d/.

CVMar 10, 2025
Controllable 3D Outdoor Scene Generation via Scene Graphs

Yuheng Liu, Xinke Li, Yuning Zhang et al.

Three-dimensional scene generation is crucial in computer vision, with applications spanning autonomous driving, gaming and the metaverse. Current methods either lack user control or rely on imprecise, non-intuitive conditions. In this work, we propose a method that uses, scene graphs, an accessible, user friendly control format to generate outdoor 3D scenes. We develop an interactive system that transforms a sparse scene graph into a dense BEV (Bird's Eye View) Embedding Map, which guides a conditional diffusion model to generate 3D scenes that match the scene graph description. During inference, users can easily create or modify scene graphs to generate large-scale outdoor scenes. We create a large-scale dataset with paired scene graphs and 3D semantic scenes to train the BEV embedding and diffusion models. Experimental results show that our approach consistently produces high-quality 3D urban scenes closely aligned with the input scene graphs. To the best of our knowledge, this is the first approach to generate 3D outdoor scenes conditioned on scene graphs.

CVDec 11, 2024
Coherent3D: Coherent 3D Portrait Video Reconstruction via Triplane Fusion

Shengze Wang, Xueting Li, Chao Liu et al.

Recent breakthroughs in single-image 3D portrait reconstruction have enabled telepresence systems to stream 3D portrait videos from a single camera in real-time, democratizing telepresence. However, per-frame 3D reconstruction exhibits temporal inconsistency and forgets the user's appearance. On the other hand, self-reenactment methods can render coherent 3D portraits by driving a 3D avatar built from a single reference image, but fail to faithfully preserve the user's per-frame appearance (e.g., instantaneous facial expression and lighting). As a result, none of these two frameworks is an ideal solution for democratized 3D telepresence. In this work, we address this dilemma and propose a novel solution that maintains both coherent identity and dynamic per-frame appearance to enable the best possible realism. To this end, we propose a new fusion-based method that takes the best of both worlds by fusing a canonical 3D prior from a reference view with dynamic appearance from per-frame input views, producing temporally stable 3D videos with faithful reconstruction of the user's per-frame appearance. Trained only using synthetic data produced by an expression-conditioned 3D GAN, our encoder-based method achieves both state-of-the-art 3D reconstruction and temporal consistency on in-studio and in-the-wild datasets. https://research.nvidia.com/labs/amri/projects/coherent3d

CVMay 1, 2024
Coherent 3D Portrait Video Reconstruction via Triplane Fusion

Shengze Wang, Xueting Li, Chao Liu et al.

Recent breakthroughs in single-image 3D portrait reconstruction have enabled telepresence systems to stream 3D portrait videos from a single camera in real-time, potentially democratizing telepresence. However, per-frame 3D reconstruction exhibits temporal inconsistency and forgets the user's appearance. On the other hand, self-reenactment methods can render coherent 3D portraits by driving a personalized 3D prior, but fail to faithfully reconstruct the user's per-frame appearance (e.g., facial expressions and lighting). In this work, we recognize the need to maintain both coherent identity and dynamic per-frame appearance to enable the best possible realism. To this end, we propose a new fusion-based method that fuses a personalized 3D subject prior with per-frame information, producing temporally stable 3D videos with faithful reconstruction of the user's per-frame appearances. Trained only using synthetic data produced by an expression-conditioned 3D GAN, our encoder-based method achieves both state-of-the-art 3D reconstruction accuracy and temporal consistency on in-studio and in-the-wild datasets.

CVMay 30, 2025
AdaHuman: Animatable Detailed 3D Human Generation with Compositional Multiview Diffusion

Yangyi Huang, Ye Yuan, Xueting Li et al.

Existing methods for image-to-3D avatar generation struggle to produce highly detailed, animation-ready avatars suitable for real-world applications. We introduce AdaHuman, a novel framework that generates high-fidelity animatable 3D avatars from a single in-the-wild image. AdaHuman incorporates two key innovations: (1) A pose-conditioned 3D joint diffusion model that synthesizes consistent multi-view images in arbitrary poses alongside corresponding 3D Gaussian Splats (3DGS) reconstruction at each diffusion step; (2) A compositional 3DGS refinement module that enhances the details of local body parts through image-to-image refinement and seamlessly integrates them using a novel crop-aware camera ray map, producing a cohesive detailed 3D avatar. These components allow AdaHuman to generate highly realistic standardized A-pose avatars with minimal self-occlusion, enabling rigging and animation with any input motion. Extensive evaluation on public benchmarks and in-the-wild images demonstrates that AdaHuman significantly outperforms state-of-the-art methods in both avatar reconstruction and reposing. Code and models will be publicly available for research purposes.

CVOct 14, 2024
Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models

Jingzhi Bao, Xueting Li, Ming-Hsuan Yang

3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.

GRJul 21, 2025
Dream, Lift, Animate: From Single Images to Animatable Gaussian Avatars

Marcel C. Bühler, Ye Yuan, Xueting Li et al.

We introduce Dream, Lift, Animate (DLA), a novel framework that reconstructs animatable 3D human avatars from a single image. This is achieved by leveraging multi-view generation, 3D Gaussian lifting, and pose-aware UV-space mapping of 3D Gaussians. Given an image, we first dream plausible multi-views using a video diffusion model, capturing rich geometric and appearance details. These views are then lifted into unstructured 3D Gaussians. To enable animation, we propose a transformer-based encoder that models global spatial relationships and projects these Gaussians into a structured latent representation aligned with the UV space of a parametric body model. This latent code is decoded into UV-space Gaussians that can be animated via body-driven deformation and rendered conditioned on pose and viewpoint. By anchoring Gaussians to the UV manifold, our method ensures consistency during animation while preserving fine visual details. DLA enables real-time rendering and intuitive editing without requiring post-processing. Our method outperforms state-of-the-art approaches on the ActorsHQ and 4D-Dress datasets in both perceptual quality and photometric accuracy. By combining the generative strengths of video diffusion models with a pose-aware UV-space Gaussian mapping, DLA bridges the gap between unstructured 3D representations and high-fidelity, animation-ready avatars.

CVMay 29, 2025
GeoMan: Temporally Consistent Human Geometry Estimation using Image-to-Video Diffusion

Gwanghyun Kim, Xueting Li, Ye Yuan et al.

Estimating accurate and temporally consistent 3D human geometry from videos is a challenging problem in computer vision. Existing methods, primarily optimized for single images, often suffer from temporal inconsistencies and fail to capture fine-grained dynamic details. To address these limitations, we present GeoMan, a novel architecture designed to produce accurate and temporally consistent depth and normal estimations from monocular human videos. GeoMan addresses two key challenges: the scarcity of high-quality 4D training data and the need for metric depth estimation to accurately model human size. To overcome the first challenge, GeoMan employs an image-based model to estimate depth and normals for the first frame of a video, which then conditions a video diffusion model, reframing video geometry estimation task as an image-to-video generation problem. This design offloads the heavy lifting of geometric estimation to the image model and simplifies the video model's role to focus on intricate details while using priors learned from large-scale video datasets. Consequently, GeoMan improves temporal consistency and generalizability while requiring minimal 4D training data. To address the challenge of accurate human size estimation, we introduce a root-relative depth representation that retains critical human-scale details and is easier to be estimated from monocular inputs, overcoming the limitations of traditional affine-invariant and metric depth representations. GeoMan achieves state-of-the-art performance in both qualitative and quantitative evaluations, demonstrating its effectiveness in overcoming longstanding challenges in 3D human geometry estimation from videos.

CVMay 31, 2023
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters

Jiashun Wang, Xueting Li, Sifei Liu et al.

Transferring the pose of a reference avatar to stylized 3D characters of various shapes is a fundamental task in computer graphics. Existing methods either require the stylized characters to be rigged, or they use the stylized character in the desired pose as ground truth at training. We present a zero-shot approach that requires only the widely available deformed non-stylized avatars in training, and deforms stylized characters of significantly different shapes at inference. Classical methods achieve strong generalization by deforming the mesh at the triangle level, but this requires labelled correspondences. We leverage the power of local deformation, but without requiring explicit correspondence labels. We introduce a semi-supervised shape-understanding module to bypass the need for explicit correspondences at test time, and an implicit pose deformation module that deforms individual surface points to match the target pose. Furthermore, to encourage realistic and accurate deformation of stylized characters, we introduce an efficient volume-based test-time training procedure. Because it does not need rigging, nor the deformed stylized character at training time, our model generalizes to categories with scarce annotation, such as stylized quadrupeds. Extensive experiments demonstrate the effectiveness of the proposed method compared to the state-of-the-art approaches trained with comparable or more supervision. Our project page is available at https://jiashunwang.github.io/ZPT

CVMay 4, 2023
TUVF: Learning Generalizable Texture UV Radiance Fields

An-Chieh Cheng, Xueting Li, Sifei Liu et al.

Textures are a vital aspect of creating visually appealing and realistic 3D models. In this paper, we study the problem of generating high-fidelity texture given shapes of 3D assets, which has been relatively less explored compared with generic 3D shape modeling. Our goal is to facilitate a controllable texture generation process, such that one texture code can correspond to a particular appearance style independent of any input shapes from a category. We introduce Texture UV Radiance Fields (TUVF) that generate textures in a learnable UV sphere space rather than directly on the 3D shape. This allows the texture to be disentangled from the underlying shape and transferable to other shapes that share the same UV space, i.e., from the same category. We integrate the UV sphere space with the radiance field, which provides a more efficient and accurate representation of textures than traditional texture maps. We perform our experiments on synthetic and real-world object datasets where we achieve not only realistic synthesis but also substantial improvements over state-of-the-arts on texture controlling and editing. Project Page: https://www.anjiecheng.me/TUVF

CVNov 27, 2021
Learning Continuous Environment Fields via Implicit Functions

Xueting Li, Shalini De Mello, Xiaolong Wang et al.

We propose a novel scene representation that encodes reaching distance -- the distance between any position in the scene to a goal along a feasible trajectory. We demonstrate that this environment field representation can directly guide the dynamic behaviors of agents in 2D mazes or 3D indoor scenes. Our environment field is a continuous representation and learned via a neural implicit function using discretely sampled training data. We showcase its application for agent navigation in 2D mazes, and human trajectory prediction in 3D indoor environments. To produce physically plausible and natural trajectories for humans, we additionally learn a generative model that predicts regions where humans commonly appear, and enforce the environment field to be defined within such regions. Extensive experiments demonstrate that the proposed method can generate both feasible and plausible trajectories efficiently and accurately.

CVJul 10, 2021
Learning 3D Dense Correspondence via Canonical Point Autoencoder

An-Chieh Cheng, Xueting Li, Min Sun et al.

We propose a canonical point autoencoder (CPAE) that predicts dense correspondences between 3D shapes of the same category. The autoencoder performs two key functions: (a) encoding an arbitrarily ordered point cloud to a canonical primitive, e.g., a sphere, and (b) decoding the primitive back to the original input instance shape. As being placed in the bottleneck, this primitive plays a key role to map all the unordered point clouds on the canonical surface and to be reconstructed in an ordered fashion. Once trained, points from different shape instances that are mapped to the same locations on the primitive surface are determined to be a pair of correspondence. Our method does not require any form of annotation or self-supervised part segmentation network and can handle unaligned input point clouds. Experimental results on 3D semantic keypoint transfer and part segmentation transfer show that our model performs favorably against state-of-the-art correspondence learning methods.

CVDec 6, 2020
Online Adaptation for Consistent Mesh Reconstruction in the Wild

Xueting Li, Sifei Liu, Shalini De Mello et al.

This paper presents an algorithm to reconstruct temporally consistent 3D meshes of deformable object instances from videos in the wild. Without requiring annotations of 3D mesh, 2D keypoints, or camera pose for each video frame, we pose video-based reconstruction as a self-supervised online adaptation problem applied to any incoming test video. We first learn a category-specific 3D reconstruction model from a collection of single-view images of the same category that jointly predicts the shape, texture, and camera pose of an image. Then, at inference time, we adapt the model to a test video over time using self-supervised regularization terms that exploit temporal consistency of an object instance to enforce that all reconstructed meshes share a common texture map, a base shape, as well as parts. We demonstrate that our algorithm recovers temporally consistent and reliable 3D structures from videos of non-rigid objects including those of animals captured in the wild -- an extremely challenging task rarely addressed before.

CVMar 13, 2020
Self-supervised Single-view 3D Reconstruction via Semantic Consistency

Xueting Li, Sifei Liu, Kihwan Kim et al.

We learn a self-supervised, single-view 3D reconstruction model that predicts the 3D mesh shape, texture and camera pose of a target object with a collection of 2D images and silhouettes. The proposed method does not necessitate 3D supervision, manually annotated keypoints, multi-view images of an object or a prior 3D template. The key insight of our work is that objects can be represented as a collection of deformable parts, and each part is semantically coherent across different instances of the same category (e.g., wings on birds and wheels on cars). Therefore, by leveraging self-supervisedly learned part segmentation of a large collection of category-specific images, we can effectively enforce semantic consistency between the reconstructed meshes and the original images. This significantly reduces ambiguities during joint prediction of shape and camera pose of an object, along with texture. To the best of our knowledge, we are the first to try and solve the single-view reconstruction problem without a category-specific template mesh or semantic keypoints. Thus our model can easily generalize to various object categories without such labels, e.g., horses, penguins, etc. Through a variety of experiments on several categories of deformable and rigid objects, we demonstrate that our unsupervised method performs comparably if not better than existing category-specific reconstruction methods learned with supervision.

CVSep 26, 2019
Joint-task Self-supervised Learning for Temporal Correspondence

Xueting Li, Sifei Liu, Shalini De Mello et al.

This paper proposes to learn reliable dense correspondence from videos in a self-supervised manner. Our learning process integrates two highly related tasks: tracking large image regions \emph{and} establishing fine-grained pixel-level associations between consecutive video frames. We exploit the synergy between both tasks through a shared inter-frame affinity matrix, which simultaneously models transitions between video frames at both the region- and pixel-levels. While region-level localization helps reduce ambiguities in fine-grained matching by narrowing down search regions; fine-grained matching provides bottom-up features to facilitate region-level localization. Our method outperforms the state-of-the-art self-supervised methods on a variety of visual correspondence tasks, including video-object and part-segmentation propagation, keypoint tracking, and object tracking. Our self-supervised method even surpasses the fully-supervised affinity feature representation obtained from a ResNet-18 pre-trained on the ImageNet.

CVSep 25, 2019
Learning Propagation for Arbitrarily-structured Data

Sifei Liu, Xueting Li, Varun Jampani et al.

Processing an input signal that contains arbitrary structures, e.g., superpixels and point clouds, remains a big challenge in computer vision. Linear diffusion, an effective model for image processing, has been recently integrated with deep learning algorithms. In this paper, we propose to learn pairwise relations among data points in a global fashion to improve semantic segmentation with arbitrarily-structured data, through spatial generalized propagation networks (SGPN). The network propagates information on a group of graphs, which represent the arbitrarily-structured data, through a learned, linear diffusion process. The module is flexible to be embedded and jointly trained with many types of networks, e.g., CNNs. We experiment with semantic segmentation networks, where we use our propagation module to jointly train on different data -- images, superpixels and point clouds. We show that SGPN consistently improves the performance of both pixel and point cloud segmentation, compared to networks that do not contain this module. Our method suggests an effective way to model the global pairwise relations for arbitrarily-structured data.

CVMar 13, 2019
Putting Humans in a Scene: Learning Affordance in 3D Indoor Environments

Xueting Li, Sifei Liu, Kihwan Kim et al.

Affordance modeling plays an important role in visual understanding. In this paper, we aim to predict affordances of 3D indoor scenes, specifically what human poses are afforded by a given indoor environment, such as sitting on a chair or standing on the floor. In order to predict valid affordances and learn possible 3D human poses in indoor scenes, we need to understand the semantic and geometric structure of a scene as well as its potential interactions with a human. To learn such a model, a large-scale dataset of 3D indoor affordances is required. In this work, we build a fully automatic 3D pose synthesizer that fuses semantic knowledge from a large number of 2D poses extracted from TV shows as well as 3D geometric knowledge from voxel representations of indoor scenes. With the data created by the synthesizer, we introduce a 3D pose generative model to predict semantically plausible and physically feasible human poses within a given scene (provided as a single RGB, RGB-D, or depth image). We demonstrate that our human affordance prediction method consistently outperforms existing state-of-the-art methods.

CVAug 14, 2018
Learning Linear Transformations for Fast Arbitrary Style Transfer

Xueting Li, Sifei Liu, Jan Kautz et al.

Given a random pair of images, an arbitrary style transfer method extracts the feel from the reference image to synthesize an output based on the look of the other content image. Recent arbitrary style transfer methods transfer second order statistics from reference image onto content image via a multiplication between content image features and a transformation matrix, which is computed from features with a pre-determined algorithm. These algorithms either require computationally expensive operations, or fail to model the feature covariance and produce artifacts in synthesized images. Generalized from these methods, in this work, we derive the form of transformation matrix theoretically and present an arbitrary style transfer approach that learns the transformation matrix with a feed-forward network. Our algorithm is highly efficient yet allows a flexible combination of multi-level styles while preserving content affinity during style transfer process. We demonstrate the effectiveness of our approach on four tasks: artistic style transfer, video and photo-realistic style transfer as well as domain adaptation, including comparisons with the state-of-the-art methods.