Chuhang Zou

CV
h-index44
24papers
678citations
Novelty55%
AI Score57

24 Papers

CVDec 2, 2022
QFF: Quantized Fourier Features for Neural Field Representations

Jae Yong Lee, Yuqun Wu, Chuhang Zou et al.

Multilayer perceptrons (MLPs) learn high frequencies slowly. Recent approaches encode features in spatial bins to improve speed of learning details, but at the cost of larger model size and loss of continuity. Instead, we propose to encode features in bins of Fourier features that are commonly used for positional encoding. We call these Quantized Fourier Features (QFF). As a naturally multiresolution and periodic representation, our experiments show that using QFF can result in smaller model size, faster training, and better quality outputs for several applications, including Neural Image Representations (NIR), Neural Radiance Field (NeRF) and Signed Distance Function (SDF) modeling. QFF are easy to code, fast to compute, and serve as a simple drop-in addition to many neural field representations.

CVJun 14, 2022
Recurrent Transformer Variational Autoencoders for Multi-Action Motion Synthesis

Rania Briq, Chuhang Zou, Leonid Pishchulin et al.

We consider the problem of synthesizing multi-action human motion sequences of arbitrary lengths. Existing approaches have mastered motion sequence generation in single action scenarios, but fail to generalize to multi-action and arbitrary-length sequences. We fill this gap by proposing a novel efficient approach that leverages expressiveness of Recurrent Transformers and generative richness of conditional Variational Autoencoders. The proposed iterative approach is able to generate smooth and realistic human motion sequences with an arbitrary number of actions and frames while doing so in linear space and time. We train and evaluate the proposed approach on PROX and Charades datasets, where we augment PROX with ground-truth action labels and Charades with human mesh annotations. Experimental evaluation shows significant improvements in FID score and semantic consistency metrics compared to the state-of-the-art.

CVOct 14, 2022
Deep PatchMatch MVS with Learned Patch Coplanarity, Geometric Consistency and Adaptive Pixel Sampling

Jae Yong Lee, Chuhang Zou, Derek Hoiem

Recent work in multi-view stereo (MVS) combines learnable photometric scores and regularization with PatchMatch-based optimization to achieve robust pixelwise estimates of depth, normals, and visibility. However, non-learning based methods still outperform for large scenes with sparse views, in part due to use of geometric consistency constraints and ability to optimize over many views at high resolution. In this paper, we build on learning-based approaches to improve photometric scores by learning patch coplanarity and encourage geometric consistency by learning a scaled photometric cost that can be combined with reprojection error. We also propose an adaptive pixel sampling strategy for candidate propagation that reduces memory to enable training on larger resolution with more views and a larger encoder. These modifications lead to 6-15% gains in accuracy and completeness on the challenging ETH3D benchmark, resulting in higher F1 performance than the widely used state-of-the-art non-learning approaches ACMM and ACMP.

98.4GRMay 22
AssetGen: Deployable 3D Asset Generation at Interactive Speed

Dilin Wang, Xiaoyu Xiang, Kihyuk Sohn et al.

While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.

CVSep 24, 2024
Plenoptic PNG: Real-Time Neural Radiance Fields in 150 KB

Jae Yong Lee, Yuqun Wu, Chuhang Zou et al.

The goal of this paper is to encode a 3D scene into an extremely compact representation from 2D images and to enable its transmittance, decoding and rendering in real-time across various platforms. Despite the progress in NeRFs and Gaussian Splats, their large model size and specialized renderers make it challenging to distribute free-viewpoint 3D content as easily as images. To address this, we have designed a novel 3D representation that encodes the plenoptic function into sinusoidal function indexed dense volumes. This approach facilitates feature sharing across different locations, improving compactness over traditional spatial voxels. The memory footprint of the dense 3D feature grid can be further reduced using spatial decomposition techniques. This design combines the strengths of spatial hashing functions and voxel decomposition, resulting in a model size as small as 150 KB for each 3D scene. Moreover, PPNG features a lightweight rendering pipeline with only 300 lines of code that decodes its representation into standard GL textures and fragment shaders. This enables real-time rendering using the traditional GL pipeline, ensuring universal compatibility and efficiency across various platforms without additional dependencies.

66.9CVMar 16
Fast SAM 3D Body: Accelerating SAM 3D Body for Real-Time Full-Body Human Mesh Recovery

Timing Yang, Sicheng He, Hongyi Jing et al.

SAM 3D Body (3DB) achieves state-of-the-art accuracy in monocular 3D human mesh recovery, yet its inference latency of several seconds per image precludes real-time application. We present Fast SAM 3D Body, a training-free acceleration framework that reformulates the 3DB inference pathway to achieve interactive rates. By decoupling serial spatial dependencies and applying architecture-aware pruning, we enable parallelized multi-crop feature extraction and streamlined transformer decoding. Moreover, to extract the joint-level kinematics (SMPL) compatible with existing humanoid control and policy learning frameworks, we replace the iterative mesh fitting with a direct feedforward mapping, accelerating this specific conversion by over 10,000x. Overall, our framework delivers up to a 10.9x end-to-end speedup while maintaining on-par reconstruction fidelity, even surpassing 3DB on benchmarks such as LSPET. We demonstrate its utility by deploying Fast SAM 3D Body in a vision-only teleoperation system that-unlike methods reliant on wearable IMUs-enables real-time humanoid control and the direct collection of manipulation policies from a single RGB stream.

CVDec 18, 2025
SceneDiff: A Benchmark and Method for Multiview Object Change Detection

Yuqun Wu, Chih-hao Lin, Henry Che et al.

We investigate the problem of identifying objects that have been added, removed, or moved between a pair of captures (images or videos) of the same scene at different times. Detecting such changes is important for many applications, such as robotic tidying or construction progress and safety monitoring. A major challenge is that varying viewpoints can cause objects to falsely appear changed. We introduce SceneDiff Benchmark, the first multiview change detection benchmark with object instance annotations, comprising 350 diverse video pairs with thousands of changed objects. We also introduce the SceneDiff method, a new training-free approach for multiview object change detection that leverages pretrained 3D, segmentation, and image encoding models to robustly predict across multiple benchmarks. Our method aligns the captures in 3D, extracts object regions, and compares spatial and semantic region features to detect changes. Experiments on multi-view and two-view benchmarks demonstrate that our method outperforms existing approaches by large margins (94% and 37.4% relative AP improvements). The benchmark and code will be publicly released.

AIFeb 16
WebWorld: A Large-Scale World Model for Web Agent Training

Zikai Xiao, Jianhong Tu, Chuhang Zou et al.

Web agents require massive trajectories to generalize, yet real-world training is constrained by network latency, rate limits, and safety risks. We introduce \textbf{WebWorld} series, the first open-web simulator trained at scale. While existing simulators are restricted to closed environments with thousands of trajectories, WebWorld leverages a scalable data pipeline to train on 1M+ open-web interactions, supporting reasoning, multi-format data, and long-horizon simulations of 30+ steps. For intrinsic evaluation, we introduce WebWorld-Bench with dual metrics spanning nine dimensions, where WebWorld achieves simulation performance comparable to Gemini-3-Pro. For extrinsic evaluation, Qwen3-14B trained on WebWorld-synthesized trajectories improves by +9.2\% on WebArena, reaching performance comparable to GPT-4o. WebWorld enables effective inference-time search, outperforming GPT-5 as a world model. Beyond web simulation, WebWorld exhibits cross-domain generalization to code, GUI, and game environments, providing a replicable recipe for world model construction.

GRJun 11, 2025Code
MVGBench: Comprehensive Benchmark for Multi-view Generation Models

Xianghui Xie, Chuhang Zou, Meher Gitika Karumuri et al.

We propose MVGBench, a comprehensive benchmark for multi-view image generation models (MVGs) that evaluates 3D consistency in geometry and texture, image quality, and semantics (using vision language models). Recently, MVGs have been the main driving force in 3D object creation. However, existing metrics compare generated images against ground truth target views, which is not suitable for generative tasks where multiple solutions exist while differing from ground truth. Furthermore, different MVGs are trained on different view angles, synthetic data and specific lightings -- robustness to these factors and generalization to real data are rarely evaluated thoroughly. Without a rigorous evaluation protocol, it is also unclear what design choices contribute to the progress of MVGs. MVGBench evaluates three different aspects: best setup performance, generalization to real data and robustness. Instead of comparing against ground truth, we introduce a novel 3D self-consistency metric which compares 3D reconstructions from disjoint generated multi-views. We systematically compare 12 existing MVGs on 4 different curated real and synthetic datasets. With our analysis, we identify important limitations of existing methods specially in terms of robustness and generalization, and we find the most critical design choices. Using the discovered best practices, we propose ViFiGen, a method that outperforms all evaluated MVGs on 3D consistency. Our code, model, and benchmark suite will be publicly released.

CVNov 17, 2024
Direct and Explicit 3D Generation from a Single Image

Haoyu Wu, Meher Gitika Karumuri, Chuhang Zou et al.

Current image-to-3D approaches suffer from high computational costs and lack scalability for high-resolution outputs. In contrast, we introduce a novel framework to directly generate explicit surface geometry and texture using multi-view 2D depth and RGB images along with 3D Gaussian features using a repurposed Stable Diffusion model. We introduce a depth branch into U-Net for efficient and high quality multi-view, cross-domain generation and incorporate epipolar attention into the latent-to-pixel decoder for pixel-level multi-view consistency. By back-projecting the generated depth pixels into 3D space, we create a structured 3D representation that can be either rendered via Gaussian splatting or extracted to high-quality meshes, thereby leveraging additional novel view synthesis loss to further improve our performance. Extensive experiments demonstrate that our method surpasses existing baselines in geometry and texture quality while achieving significantly faster generation time.

92.4CVApr 10
PhysInOne: Visual Physics Learning and Reasoning in One Suite

Siyuan Zhou, Hejun Wang, Hu Cheng et al.

We present PhysInOne, a large-scale synthetic dataset addressing the critical scarcity of physically-grounded training data for AI systems. Unlike existing datasets limited to merely hundreds or thousands of examples, PhysInOne provides 2 million videos across 153,810 dynamic 3D scenes, covering 71 basic physical phenomena in mechanics, optics, fluid dynamics, and magnetism. Distinct from previous works, our scenes feature multiobject interactions against complex backgrounds, with comprehensive ground-truth annotations including 3D geometry, semantics, dynamic motion, physical properties, and text descriptions. We demonstrate PhysInOne's efficacy across four emerging applications: physics-aware video generation, long-/short-term future frame prediction, physical property estimation, and motion transfer. Experiments show that fine-tuning foundation models on PhysInOne significantly enhances physical plausibility, while also exposing critical gaps in modeling complex physical dynamics and estimating intrinsic properties. As the largest dataset of its kind, orders of magnitude beyond prior works, PhysInOne establishes a new benchmark for advancing physics-grounded world models in generation, simulation, and embodied AI.

CVApr 12, 2024
MonoPatchNeRF: Improving Neural Radiance Fields with Patch-based Monocular Guidance

Yuqun Wu, Jae Yong Lee, Chuhang Zou et al.

The latest regularized Neural Radiance Field (NeRF) approaches produce poor geometry and view extrapolation for large scale sparse view scenes, such as ETH3D. Density-based approaches tend to be under-constrained, while surface-based approaches tend to miss details. In this paper, we take a density-based approach, sampling patches instead of individual rays to better incorporate monocular depth and normal estimates and patch-based photometric consistency constraints between training views and sampled virtual views. Loosely constraining densities based on estimated depth aligned to sparse points further improves geometric accuracy. While maintaining similar view synthesis quality, our approach significantly improves geometric accuracy on the ETH3D benchmark, e.g. increasing the F1@2cm score by 4x-8x compared to other regularized density-based approaches, with much lower training and inference time than other approaches.

CVJun 20, 2025
Language-driven Description Generation and Common Sense Reasoning for Video Action Recognition

Xiaodan Hu, Chuhang Zou, Suchen Wang et al.

Recent video action recognition methods have shown excellent performance by adapting large-scale pre-trained language-image models to the video domain. However, language models contain rich common sense priors - the scene contexts that humans use to constitute an understanding of objects, human-object interactions, and activities - that have not been fully exploited. In this paper, we introduce a framework incorporating language-driven common sense priors to identify cluttered video action sequences from monocular views that are often heavily occluded. We propose: (1) A video context summary component that generates candidate objects, activities, and the interactions between objects and activities; (2) A description generation module that describes the current scene given the context and infers subsequent activities, through auxiliary prompts and common sense reasoning; (3) A multi-modal activity recognition head that combines visual and textual cues to recognize video actions. We demonstrate the effectiveness of our approach on the challenging Action Genome and Charades datasets.

LGMay 25, 2025
Hybrid Neural-MPM for Interactive Fluid Simulations in Real-Time

Jingxuan Xu, Hong Huang, Chuhang Zou et al.

We propose a neural physics system for real-time, interactive fluid simulations. Traditional physics-based methods, while accurate, are computationally intensive and suffer from latency issues. Recent machine-learning methods reduce computational costs while preserving fidelity; yet most still fail to satisfy the latency constraints for real-time use and lack support for interactive applications. To bridge this gap, we introduce a novel hybrid method that integrates numerical simulation, neural physics, and generative control. Our neural physics jointly pursues low-latency simulation and high physical fidelity by employing a fallback safeguard to classical numerical solvers. Furthermore, we develop a diffusion-based controller that is trained using a reverse modeling strategy to generate external dynamic force fields for fluid manipulation. Our system demonstrates robust performance across diverse 2D/3D scenarios, material types, and obstacle interactions, achieving real-time simulations at high frame rates (11~29% latency) while enabling fluid control guided by user-friendly freehand sketches. We present a significant step towards practical, controllable, and physically plausible fluid simulations for real-time interactive applications. We promise to release both models and data upon acceptance.

CVAug 19, 2021
PatchMatch-RL: Deep MVS with Pixelwise Depth, Normal, and Visibility

Jae Yong Lee, Joseph DeGol, Chuhang Zou et al.

Recent learning-based multi-view stereo (MVS) methods show excellent performance with dense cameras and small depth ranges. However, non-learning based approaches still outperform for scenes with large depth ranges and sparser wide-baseline views, in part due to their PatchMatch optimization over pixelwise estimates of depth, normals, and visibility. In this paper, we propose an end-to-end trainable PatchMatch-based MVS approach that combines advantages of trainable costs and regularizations with pixelwise estimates. To overcome the challenge of the non-differentiable PatchMatch optimization that involves iterative sampling and hard decisions, we use reinforcement learning to minimize expected photometric cost and maximize likelihood of ground truth depth and normals. We incorporate normal estimation by using dilated patch kernels, and propose a recurrent cost regularization that applies beyond frontal plane-sweep algorithms to our pixelwise depth/normal estimates. We evaluate our method on widely used MVS benchmarks, ETH3D and Tanks and Temples (TnT), and compare to other state of the art learning based MVS models. On ETH3D, our method outperforms other recent learning-based approaches and performs comparably on advanced TnT.

CVFeb 18, 2020
MILA: Multi-Task Learning from Videos via Efficient Inter-Frame Attention

Donghyun Kim, Tian Lan, Chuhang Zou et al.

Prior work in multi-task learning has mainly focused on predictions on a single image. In this work, we present a new approach for multi-task learning from videos via efficient inter-frame local attention (MILA). Our approach contains a novel inter-frame attention module which allows learning of task-specific attention across frames. We embed the attention module in a ``slow-fast'' architecture, where the slower network runs on sparsely sampled keyframes and the light-weight shallow network runs on non-keyframes at a high frame rate. We also propose an effective adversarial learning strategy to encourage the slow and fast network to learn similar features. Our approach ensures low-latency multi-task learning while maintaining high quality predictions. Experiments show competitive accuracy compared to state-of-the-art on two multi-task learning benchmarks while reducing the number of floating point operations (FLOPs) by up to 70\%. In addition, our attention based feature propagation method (ILA) outperforms prior work in terms of task accuracy while also reducing up to 90\% of FLOPs.

CVOct 21, 2019
Improving Style Transfer with Calibrated Metrics

Mao-Chuang Yeh, Shuai Tang, Anand Bhattad et al.

Style transfer methods produce a transferred image which is a rendering of a content image in the manner of a style image. We seek to understand how to improve style transfer. To do so requires quantitative evaluation procedures, but the current evaluation is qualitative, mostly involving user studies. We describe a novel quantitative evaluation procedure. Our procedure relies on two statistics: the Effectiveness (E) statistic measures the extent that a given style has been transferred to the target, and the Coherence (C) statistic measures the extent to which the original image's content is preserved. Our statistics are calibrated to human preference: targets with larger values of E (resp C) will reliably be preferred by human subjects in comparisons of style (resp. content). We use these statistics to investigate the relative performance of a number of Neural Style Transfer(NST) methods, revealing several intriguing properties. Admissible methods lie on a Pareto frontier (i.e. improving E reduces C or vice versa). Three methods are admissible: Universal style transfer produces very good C but weak E; modifying the optimization used for Gatys' loss produces a method with strong E and strong C; and a modified cross-layer method has slightly better E at strong cost in C. While the histogram loss improves the E statistics of Gatys' method, it does not make the method admissible. Surprisingly, style weights have relatively little effect in improving EC scores, and most variability in the transfer is explained by the style itself (meaning experimenters can be misguided by selecting styles).

CVOct 9, 2019
Manhattan Room Layout Reconstruction from a Single 360 image: A Comparative Study of State-of-the-art Methods

Chuhang Zou, Jheng-Wei Su, Chi-Han Peng et al.

Recent approaches for predicting layouts from 360 panoramas produce excellent results. These approaches build on a common framework consisting of three steps: a pre-processing step based on edge-based alignment, prediction of layout elements, and a post-processing step by fitting a 3D layout to the layout elements. Until now, it has been difficult to compare the methods due to multiple different design decisions, such as the encoding network (e.g. SegNet or ResNet), type of elements predicted (e.g. corners, wall/floor boundaries, or semantic segmentation), or method of fitting the 3D layout. To address this challenge, we summarize and describe the common framework, the variants, and the impact of the design decisions. For a complete evaluation, we also propose extended annotations for the Matterport3D dataset [3], and introduce two depth-based evaluation metrics.

CVSep 3, 2019
Counterfactual Depth from a Single RGB Image

Theerasit Issaranon, Chuhang Zou, David Forsyth

We describe a method that predicts, from a single RGB image, a depth map that describes the scene when a masked object is removed - we call this "counterfactual depth" that models hidden scene geometry together with the observations. Our method works for the same reason that scene completion works: the spatial structure of objects is simple. But we offer a much higher resolution representation of space than current scene completion methods, as we operate at pixel-level precision and do not rely on a voxel representation. Furthermore, we do not require RGBD inputs. Our method uses a standard encoder-decoder architecture, and with a decoder modified to accept an object mask. We describe a small evaluation dataset that we have collected, which allows inference about what factors affect reconstruction most strongly. Using this dataset, we show that our depth predictions for masked objects are better than other baselines.

CVJul 29, 2019
Silhouette Guided Point Cloud Reconstruction beyond Occlusion

Chuhang Zou, Derek Hoiem

One major challenge in 3D reconstruction is to infer the complete shape geometry from partial foreground occlusions. In this paper, we propose a method to reconstruct the complete 3D shape of an object from a single RGB image, with robustness to occlusion. Given the image and a silhouette of the visible region, our approach completes the silhouette of the occluded region and then generates a point cloud. We show improvements for reconstruction of non-occluded and partially occluded objects by providing the predicted complete silhouette as guidance. We also improve state-of-the-art for 3D shape prediction with a 2D reprojection loss from multiple synthetic views and a surface-based smoothing and refinement step. Experiments demonstrate the efficacy of our approach both quantitatively and qualitatively on synthetic and real scene datasets.

CVMar 23, 2018
LayoutNet: Reconstructing the 3D Room Layout from a Single RGB Image

Chuhang Zou, Alex Colburn, Qi Shan et al.

We propose an algorithm to predict room layout from a single image that generalizes across panoramas and perspective images, cuboid layouts and more general layouts (e.g. L-shape room). Our method operates directly on the panoramic image, rather than decomposing into perspective images as do recent works. Our network architecture is similar to that of RoomNet, but we show improvements due to aligning the image based on vanishing points, predicting multiple layout elements (corners, boundaries, size and translation), and fitting a constrained Manhattan layout to the resulting predictions. Our method compares well in speed and accuracy to other existing work on panoramas, achieves among the best accuracy for perspective images, and can handle both cuboid-shaped and more general Manhattan layouts.

CVOct 25, 2017
Complete 3D Scene Parsing from an RGBD Image

Chuhang Zou, Ruiqi Guo, Zhizhong Li et al.

One major goal of vision is to infer physical models of objects, surfaces, and their layout from sensors. In this paper, we aim to interpret indoor scenes from one RGBD image. Our representation encodes the layout of orthogonal walls and the extent of objects, modeled with CAD-like 3D shapes. We parse both the visible and occluded portions of the scene and all observable objects, producing a complete 3D parse. Such a scene interpretation is useful for robotics and visual reasoning, but difficult to produce due to the well-known challenge of segmentation, the high degree of occlusion, and the diversity of objects in indoor scenes. We take a data-driven approach, generating sets of potential object regions, matching to regions in training images, and transferring and aligning associated 3D models while encouraging fit to observations and spatial consistency. We use support inference to aid interpretation and propose a retrieval scheme that uses convolutional neural networks (CNNs) to classify regions and retrieve objects with similar shapes. We demonstrate the performance of our method on our newly annotated NYUd v2 dataset with detailed 3D shapes.

CVAug 4, 2017
3D-PRNN: Generating Shape Primitives with Recurrent Neural Networks

Chuhang Zou, Ersin Yumer, Jimei Yang et al.

The success of various applications including robotics, digital content creation, and visualization demand a structured and abstract representation of the 3D world from limited sensor data. Inspired by the nature of human perception of 3D shapes as a collection of simple parts, we explore such an abstract shape representation based on primitives. Given a single depth image of an object, we present 3D-PRNN, a generative recurrent neural network that synthesizes multiple plausible shapes composed of a set of primitives. Our generative model encodes symmetry characteristics of common man-made objects, preserves long-range structural coherence, and describes objects of varying complexity with a compact representation. We also propose a method based on Gaussian Fields to generate a large scale dataset of primitive-based shape representations to train our network. We evaluate our approach on a wide range of examples and show that it outperforms nearest-neighbor based shape retrieval methods and is on-par with voxel-based generative models while using a significantly reduced parameter space.

CVApr 9, 2015
Predicting Complete 3D Models of Indoor Scenes

Ruiqi Guo, Chuhang Zou, Derek Hoiem

One major goal of vision is to infer physical models of objects, surfaces, and their layout from sensors. In this paper, we aim to interpret indoor scenes from one RGBD image. Our representation encodes the layout of walls, which must conform to a Manhattan structure but is otherwise flexible, and the layout and extent of objects, modeled with CAD-like 3D shapes. We represent both the visible and occluded portions of the scene, producing a complete 3D parse. Such a scene interpretation is useful for robotics and visual reasoning, but difficult to produce due to the well-known challenge of segmentation, the high degree of occlusion, and the diversity of objects in indoor scene. We take a data-driven approach, generating sets of potential object regions, matching to regions in training images, and transferring and aligning associated 3D models while encouraging fit to observations and overall consistency. We demonstrate encouraging results on the NYU v2 dataset and highlight a variety of interesting directions for future work.