CVNov 25, 2022
NeuralUDF: Learning Unsigned Distance Fields for Multi-view Reconstruction of Surfaces with Arbitrary TopologiesXiaoxiao Long, Cheng Lin, Lingjie Liu et al.
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies from 2D images via volume rendering. Recent advances in neural rendering based reconstruction have achieved compelling results. However, these methods are limited to objects with closed surfaces since they adopt Signed Distance Function (SDF) as surface representation which requires the target shape to be divided into inside and outside. In this paper, we propose to represent surfaces as the Unsigned Distance Function (UDF) and develop a new volume rendering scheme to learn the neural UDF representation. Specifically, a new density function that correlates the property of UDF with the volume rendering scheme is introduced for robust optimization of the UDF fields. Experiments on the DTU and DeepFashion3D datasets show that our method not only enables high-quality reconstruction of non-closed shapes with complex typologies, but also achieves comparable performance to the SDF based methods on the reconstruction of closed surfaces.
CVOct 23, 2023
Wonder3D: Single Image to 3D using Cross-Domain DiffusionXiaoxiao Long, Yuan-Chen Guo, Cheng Lin et al.
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images.Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of image-to-3D tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure consistency, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and reasonably good efficiency compared to prior works.
CVSep 7, 2023
SyncDreamer: Generating Multiview-consistent Images from a Single-view ImageYuan Liu, Cheng Lin, Zijiao Zeng et al.
In this paper, we present a novel diffusion model called that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D.
CVJun 12, 2022
SparseNeuS: Fast Generalizable Neural Surface Reconstruction from Sparse ViewsXiaoxiao Long, Cheng Lin, Peng Wang et al.
We introduce SparseNeuS, a novel neural rendering based method for the task of surface reconstruction from multi-view images. This task becomes more difficult when only sparse images are provided as input, a scenario where existing neural reconstruction approaches usually produce incomplete or distorted results. Moreover, their inability of generalizing to unseen new scenes impedes their application in practice. Contrarily, SparseNeuS can generalize to new scenes and work well with sparse images (as few as 2 or 3). SparseNeuS adopts signed distance function (SDF) as the surface representation, and learns generalizable priors from image features by introducing geometry encoding volumes for generic surface prediction. Moreover, several strategies are introduced to effectively leverage sparse views for high-quality reconstruction, including 1) a multi-level geometry reasoning framework to recover the surfaces in a coarse-to-fine manner; 2) a multi-scale color blending scheme for more reliable color prediction; 3) a consistency-aware fine-tuning scheme to control the inconsistent regions caused by occlusion and noise. Extensive experiments demonstrate that our approach not only outperforms the state-of-the-art methods, but also exhibits good efficiency, generalizability, and flexibility.
CVApr 22, 2022
Gen6D: Generalizable Model-Free 6-DoF Object Pose Estimation from RGB ImagesYuan Liu, Yilin Wen, Sida Peng et al.
In this paper, we present a generalizable model-free 6-DoF object pose estimator called Gen6D. Existing generalizable pose estimators either need high-quality object models or require additional depth maps or object masks in test time, which significantly limits their application scope. In contrast, our pose estimator only requires some posed images of the unseen object and is able to accurately predict the poses of the object in arbitrary environments. Gen6D consists of an object detector, a viewpoint selector and a pose refiner, all of which do not require the 3D object model and can generalize to unseen objects. Experiments show that Gen6D achieves state-of-the-art results on two model-free datasets: the MOPED dataset and a new GenMOP dataset collected by us. In addition, on the LINEMOD dataset, Gen6D achieves competitive results compared with instance-specific pose estimators. Project page: https://liuyuan-pal.github.io/Gen6D/.
CVNov 19, 2022
TORE: Token Reduction for Efficient Human Mesh Recovery with TransformerZhiyang Dou, Qingxuan Wu, Cheng Lin et al.
In this paper, we introduce a set of simple yet effective TOken REduction (TORE) strategies for Transformer-based Human Mesh Recovery from monocular images. Current SOTA performance is achieved by Transformer-based structures. However, they suffer from high model complexity and computation cost caused by redundant tokens. We propose token reduction strategies based on two important aspects, i.e., the 3D geometry structure and 2D image feature, where we hierarchically recover the mesh geometry with priors from body structure and conduct token clustering to pass fewer but more discriminative image feature tokens to the Transformer. Our method massively reduces the number of tokens involved in high-complexity interactions in the Transformer. This leads to a significantly reduced computational cost while still achieving competitive or even higher accuracy in shape recovery. Extensive experiments across a wide range of benchmarks validate the superior effectiveness of the proposed method. We further demonstrate the generalizability of our method on hand mesh recovery. Visit our project page at https://frank-zy-dou.github.io/projects/Tore/index.html.
CVNov 3, 2025Code
Wonder3D++: Cross-domain Diffusion for High-fidelity 3D Generation from a Single ImageYuxiao Yang, Xiao-Xiao Long, Zhiyang Dou et al.
In this work, we introduce \textbf{Wonder3D++}, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a cascaded 3D mesh extraction algorithm that drives high-quality surfaces from the multi-view 2D representations in only about $3$ minute in a coarse-to-fine manner. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works. Code available at https://github.com/xxlong0/Wonder3D/tree/Wonder3D_Plus.
CVMay 31, 2022
3PSDF: Three-Pole Signed Distance Function for Learning Surfaces with Arbitrary TopologiesWeikai Chen, Cheng Lin, Weiyang Li et al.
Recent advances in learning 3D shapes using neural implicit functions have achieved impressive results by breaking the previous barrier of resolution and diversity for varying topologies. However, most of such approaches are limited to closed surfaces as they require the space to be divided into inside and outside. More recent works based on unsigned distance function have been proposed to handle complex geometry containing both the open and closed surfaces. Nonetheless, as their direct outputs are point clouds, robustly obtaining high-quality meshing results from discrete points remains an open question. We present a novel learnable implicit representation, called the three-pole signed distance function (3PSDF), that can represent non-watertight 3D shapes with arbitrary topologies while supporting easy field-to-mesh conversion using the classic Marching Cubes algorithm. The key to our method is the introduction of a new sign, the NULL sign, in addition to the conventional in and out labels. The existence of the null sign could stop the formation of a closed isosurface derived from the bisector of the in/out regions. Further, we propose a dedicated learning framework to effectively learn 3PSDF without worrying about the vanishing gradient due to the null labels. Experimental results show that our approach outperforms the previous state-of-the-art methods in a wide range of benchmarks both quantitatively and qualitatively.
CVAug 14, 2024Code
Domain-invariant Representation Learning via Segment Anything Model for Blood Cell ClassificationYongcheng Li, Lingcong Cai, Ying Lu et al.
Accurate classification of blood cells is of vital significance in the diagnosis of hematological disorders. However, in real-world scenarios, domain shifts caused by the variability in laboratory procedures and settings, result in a rapid deterioration of the model's generalization performance. To address this issue, we propose a novel framework of domain-invariant representation learning (DoRL) via segment anything model (SAM) for blood cell classification. The DoRL comprises two main components: a LoRA-based SAM (LoRA-SAM) and a cross-domain autoencoder (CAE). The advantage of DoRL is that it can extract domain-invariant representations from various blood cell datasets in an unsupervised manner. Specifically, we first leverage the large-scale foundation model of SAM, fine-tuned with LoRA, to learn general image embeddings and segment blood cells. Additionally, we introduce CAE to learn domain-invariant representations across different-domain datasets while mitigating images' artifacts. To validate the effectiveness of domain-invariant representations, we employ five widely used machine learning classifiers to construct blood cell classification models. Experimental results on two public blood cell datasets and a private real dataset demonstrate that our proposed DoRL achieves a new state-of-the-art cross-domain performance, surpassing existing methods by a significant margin. The source code can be available at the URL (https://github.com/AnoK3111/DoRL).
LGAug 18, 2024
NoRA: Nested Low-Rank Adaptation for Efficient Fine-Tuning Large ModelsCheng Lin, Lujun Li, Dezhi Li et al.
In this paper, we introduce Nested Low-Rank Adaptation (NoRA), a novel approach to parameter-efficient fine-tuning that extends the capabilities of Low-Rank Adaptation (LoRA) techniques. Vanilla LoRA overlooks pre-trained weight inheritance and still requires fine-tuning numerous parameters. To addresses these issues, our NoRA adopts a dual-layer nested structure with Singular Value Decomposition (SVD), effectively leveraging original matrix knowledge while reducing tunable parameters. Specifically, NoRA freezes the outer LoRA weights and utilizes an inner LoRA design, providing enhanced control over model optimization. This approach allows the model to more precisely adapt to specific tasks while maintaining a compact parameter space. By freezing outer LoRA weights and using an inner LoRA design, NoRA enables precise task adaptation with a compact parameter space. Evaluations on tasks including commonsense reasoning with large language models, fine-tuning vision-language models, and subject-driven generation demonstrate NoRA's superiority over LoRA and its variants. Code will be released upon acceptance.
CVNov 28, 2023
Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion ModelsZhengming Yu, Zhiyang Dou, Xiaoxiao Long et al.
We present Surf-D, a novel method for generating high-quality 3D shapes as Surfaces with arbitrary topologies using Diffusion models. Previous methods explored shape generation with different representations and they suffer from limited topologies and poor geometry details. To generate high-quality surfaces of arbitrary topologies, we use the Unsigned Distance Field (UDF) as our surface representation to accommodate arbitrary topologies. Furthermore, we propose a new pipeline that employs a point-based AutoEncoder to learn a compact and continuous latent space for accurately encoding UDF and support high-resolution mesh extraction. We further show that our new pipeline significantly outperforms the prior approaches to learning the distance fields, such as the grid-based AutoEncoder, which is not scalable and incapable of learning accurate UDF. In addition, we adopt a curriculum learning strategy to efficiently embed various surfaces. With the pretrained shape latent space, we employ a latent diffusion model to acquire the distribution of various shapes. Extensive experiments are presented on using Surf-D for unconditional generation, category conditional generation, image conditional generation, and text-to-shape tasks. The experiments demonstrate the superior performance of Surf-D in shape generation across multiple modalities as conditions. Visit our project page at https://yzmblog.github.io/projects/SurfD/.
21.8CVMar 26
HGGT: Robust and Flexible 3D Hand Mesh Reconstruction from Uncalibrated ImagesYumeng Liu, Xiao-Xiao Long, Marc Habermann et al.
Recovering high-fidelity 3D hand geometry from images is a critical task in computer vision, holding significant value for domains such as robotics, animation and VR/AR. Crucially, scalable applications demand both accuracy and deployment flexibility, requiring the ability to leverage massive amounts of unstructured image data from the internet or enable deployment on consumer-grade RGB cameras without complex calibration. However, current methods face a dilemma. While single-view approaches are easy to deploy, they suffer from depth ambiguity and occlusion. Conversely, multi-view systems resolve these uncertainties but typically demand fixed, calibrated setups, limiting their real-world utility. To bridge this gap, we draw inspiration from 3D foundation models that learn explicit geometry directly from visual data. By reformulating hand reconstruction from arbitrary views as a visual-geometry grounded task, we propose a feed-forward architecture that, for the first time in literature, jointly infers 3D hand meshes and camera poses from uncalibrated views. Extensive evaluations show that our approach outperforms state-of-the-art benchmarks and demonstrates strong generalization to uncalibrated, in-the-wild scenarios. Here is the link of our project page: https://lym29.github.io/HGGT/.
CVDec 9, 2025
TrackingWorld: World-centric Monocular 3D Tracking of Almost All PixelsJiahao Lu, Weitao Xiong, Jiacheng Deng et al.
Monocular 3D tracking aims to capture the long-term motion of pixels in 3D space from a single monocular video and has witnessed rapid progress in recent years. However, we argue that the existing monocular 3D tracking methods still fall short in separating the camera motion from foreground dynamic motion and cannot densely track newly emerging dynamic subjects in the videos. To address these two limitations, we propose TrackingWorld, a novel pipeline for dense 3D tracking of almost all pixels within a world-centric 3D coordinate system. First, we introduce a tracking upsampler that efficiently lifts the arbitrary sparse 2D tracks into dense 2D tracks. Then, to generalize the current tracking methods to newly emerging objects, we apply the upsampler to all frames and reduce the redundancy of 2D tracks by eliminating the tracks in overlapped regions. Finally, we present an efficient optimization-based framework to back-project dense 2D tracks into world-centric 3D trajectories by estimating the camera poses and the 3D coordinates of these 2D tracks. Extensive evaluations on both synthetic and real-world datasets demonstrate that our system achieves accurate and dense 3D tracking in a world-centric coordinate frame.
CVJan 23, 2024Code
Coverage Axis++: Efficient Inner Point Selection for 3D Shape SkeletonizationZimeng Wang, Zhiyang Dou, Rui Xu et al.
We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state-of-the-art approaches for this task often rely on the watertightness of the input or suffer from substantial computational costs, thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high-accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers shape coverage, uniformity, and centrality to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water-tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. Our codes are available at https://github.com/Frank-ZY-Dou/Coverage_Axis.
18.9GRMay 18
CelloCut: Constructive Watertight Remeshing via Tetrahedral Cell CutsXuan Yang, Yuhang Zeng, Dinglong Fang et al.
Watertight remeshing aims to recover a surface that induces a globally consistent interior--exterior partition of 3D space. However, for meshes with complex topology, single-layer structures, or large missing regions, inferring such a partition from local surface geometry is inherently ambiguous. As a result, existing methods often produce surface-accurate yet volumetrically inconsistent reconstructions, e.g., closely spaced double shells. The key insight of this work is that watertight remeshing should be treated as a volumetric partitioning problem rather than a surface-level repair task. To this end, we propose CelloCut, a constructive framework that formulates watertight conversion as a binary labeling problem over a Delaunay tetrahedral partition of space. We solve this via graph-cut energy minimization with one-sided constraints that preserve proxy-supported interior evidence and weighted interface penalties that discourage unsupported newly introduced boundaries. By computing a globally consistent volumetric partition, CelloCut guarantees a strictly watertight output by construction and strongly suppresses pseudo-watertight artifacts such as double shells, even under severe topological defects. Experimental results on two newly introduced challenging benchmarks, CelloScan and CelloFill, as well as standard ModelNet10 dataset, demonstrate that CelloCut significantly outperforms state-of-the-art methods, particularly in handling complex topologies and single-layer structures, producing compact and volumetrically consistent solid reconstructions. The project page is available at https://rangeryx-66.github.io/CelloCut/.
43.7GRMay 16
QuadLink: Autoregressive Quad-Dominant Mesh Generation via Point-Relation LearningYiheng Zhang, Zhe Zhu, Tingrui Shen et al.
The generation of production-ready quad-dominant meshes is a cornerstone of modern 3D content creation. Generating anisotropic quad-dominant meshes from point clouds is challenging, as existing methods are typically limited to producing either pure triangular meshes or pure quadrilateral meshes with isotropic densities. In this paper, we present QuadLink, a unified framework consisting of three stages for quad-dominant mesh generation by linking points into structured faces. QuadLink formulates polygonal mesh generation as a hybrid centroid-conditioned vertex linking model: it first predicts a unified set of anchors (vertices and face centroids), then learns centroid-conditioned links that associate vertices with face centroids, and finally assembles polygonal faces with a quad-first strategy guided by robust geometric verification strategies. This link-based formulation enables efficient generation of sparse and anisotropic quad-dominant meshes with coherent edge flow and meanwhile supporting hybrid polygonal topology. To construct training data for this model, we further introduce a Tri-to-Quad Operator that converts artistic triangle meshes into quad-dominant training data via global merge selection. Extensive experiments show that QuadLink produces production-ready quad-dominant meshes from point clouds and achieves improved geometric fidelity and topological quality compared to prior baselines. Our method natively supports hybrid polygonal topology, generalizing to arbitrary n-gon meshes without architectural changes.
34.7CVMay 16
DecoRec: Decomposed 3D Scene Reconstruction from Single-View Images via Object-Level DiffusionYuhan Ping, Yuan Liu, Xiaoxiao Long et al.
In this paper, we introduce \textit{DecoRec}, a novel system designed to elevate single-view 2D images to a decomposed 3D scene mesh. Current methods for single-view scene reconstruction typically rely on object retrieval or the regression of coarse 3D voxels or surfaces, leading to inaccuracies in capturing the appearance and geometry of the input image. The lack of high-quality large-scale scene-level datasets further complicates direct 3D scene generation from single-view images. To achieve high-quality 3D scene generation from a single-view image, DecoRec takes advantage of recent diffusion-based single-view object reconstruction methods to reconstruct individual objects separately. Subsequently, a refinement pipeline is proposed to effectively merge these reconstructed objects, enhancing appearance and geometry through a differentiable rendering technique and diffusion-guided refinement. Our results demonstrate that DecoRec facilitates high-quality single-view scene reconstruction in both geometry and novel synthesis, offering significant benefits for downstream applications like room interior design.
GRJul 16, 2025Code
MOSPA: Human Motion Generation Driven by Spatial AudioShuyang Xu, Zhiyang Dou, Mingyi Shi et al.
Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse, realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation
CVDec 4, 2025
LiteVGGT: Boosting Vanilla VGGT via Geometry-aware Cached Token MergingZhijian Shu, Cheng Lin, Tao Xie et al.
3D vision foundation models like Visual Geometry Grounded Transformer (VGGT) have advanced greatly in geometric perception. However, it is time-consuming and memory-intensive for long sequences, limiting application to large-scale scenes beyond hundreds of images. To address this, we propose LiteVGGT, achieving up to 10x speedup and substantial memory reduction, enabling efficient processing of 1000-image scenes. We derive two key insights for 3D reconstruction: (1) tokens from local image regions have inherent geometric correlations, leading to high similarity and computational redundancy; (2) token similarity across adjacent network layers remains stable, allowing for reusable merge decisions. Guided by these, we design a simple yet efficient strategy, dubbed geometry-aware cached token merging. We analyze each token's geometric importance, optimizing anchor token selection to better preserve key information for reconstruction. We also cache and reuse merge indices across layers, substantially reducing latency with minimal accuracy impact. This strategy retains VGGT's core performance, enabling efficient fine-tuning and FP8 quantization for further gains. Extensive experiments validate LiteVGGT's effectiveness, scalability, and robustness. Project page: https://garlicba.github.io/LiteVGGT/
CVJul 25, 2025Code
PDT: Point Distribution Transformation with Diffusion ModelsJionghao Wang, Cheng Lin, Yuan Liu et al.
Point-based representations have consistently played a vital role in geometric data structures. Most point cloud learning and processing methods typically leverage the unordered and unconstrained nature to represent the underlying geometry of 3D shapes. However, how to extract meaningful structural information from unstructured point cloud distributions and transform them into semantically meaningful point distributions remains an under-explored problem. We present PDT, a novel framework for point distribution transformation with diffusion models. Given a set of input points, PDT learns to transform the point set from its original geometric distribution into a target distribution that is semantically meaningful. Our method utilizes diffusion models with novel architecture and learning strategy, which effectively correlates the source and the target distribution through a denoising process. Through extensive experiments, we show that our method successfully transforms input point clouds into various forms of structured outputs - ranging from surface-aligned keypoints, and inner sparse joints to continuous feature lines. The results showcase our framework's ability to capture both geometric and semantic features, offering a powerful tool for various 3D geometry processing tasks where structured point distributions are desired. Code will be available at this link: https://github.com/shanemankiw/PDT.
CLOct 21, 2025Code
Every Step Evolves: Scaling Reinforcement Learning for Trillion-Scale Thinking ModelLing Team, Anqi Shen, Baihui Li et al.
We present Ring-1T, the first open-source, state-of-the-art thinking model with a trillion-scale parameter. It features 1 trillion total parameters and activates approximately 50 billion per token. Training such models at a trillion-parameter scale introduces unprecedented challenges, including train-inference misalignment, inefficiencies in rollout processing, and bottlenecks in the RL system. To address these, we pioneer three interconnected innovations: (1) IcePop stabilizes RL training via token-level discrepancy masking and clipping, resolving instability from training-inference mismatches; (2) C3PO++ improves resource utilization for long rollouts under a token budget by dynamically partitioning them, thereby obtaining high time efficiency; and (3) ASystem, a high-performance RL framework designed to overcome the systemic bottlenecks that impede trillion-parameter model training. Ring-1T delivers breakthrough results across critical benchmarks: 93.4 on AIME-2025, 86.72 on HMMT-2025, 2088 on CodeForces, and 55.94 on ARC-AGI-1. Notably, it attains a silver medal-level result on the IMO-2025, underscoring its exceptional reasoning capabilities. By releasing the complete 1T parameter MoE model to the community, we provide the research community with direct access to cutting-edge reasoning capabilities. This contribution marks a significant milestone in democratizing large-scale reasoning intelligence and establishes a new baseline for open-source model performance.
56.5CVApr 1
UniRecGen: Unifying Multi-View 3D Reconstruction and GenerationZhisheng Huang, Jiahao Chen, Cheng Lin et al.
Sparse-view 3D modeling represents a fundamental tension between reconstruction fidelity and generative plausibility. While feed-forward reconstruction excels in efficiency and input alignment, it often lacks the global priors needed for structural completeness. Conversely, diffusion-based generation provides rich geometric details but struggles with multi-view consistency. We present UniRecGen, a unified framework that integrates these two paradigms into a single cooperative system. To overcome inherent conflicts in coordinate spaces, 3D representations, and training objectives, we align both models within a shared canonical space. We employ disentangled cooperative learning, which maintains stable training while enabling seamless collaboration during inference. Specifically, the reconstruction module is adapted to provide canonical geometric anchors, while the diffusion generator leverages latent-augmented conditioning to refine and complete the geometric structure. Experimental results demonstrate that UniRecGen achieves superior fidelity and robustness, outperforming existing methods in creating complete and consistent 3D models from sparse observations.
CVMay 11, 2025
Seed1.5-VL Technical ReportDong Guo, Faming Wu, Feida Zhu et al. · pku
We present Seed1.5-VL, a vision-language foundation model designed to advance general-purpose multimodal understanding and reasoning. Seed1.5-VL is composed with a 532M-parameter vision encoder and a Mixture-of-Experts (MoE) LLM of 20B active parameters. Despite its relatively compact architecture, it delivers strong performance across a wide spectrum of public VLM benchmarks and internal evaluation suites, achieving the state-of-the-art performance on 38 out of 60 public benchmarks. Moreover, in agent-centric tasks such as GUI control and gameplay, Seed1.5-VL outperforms leading multimodal systems, including OpenAI CUA and Claude 3.7. Beyond visual and video understanding, it also demonstrates strong reasoning abilities, making it particularly effective for multimodal reasoning challenges such as visual puzzles. We believe these capabilities will empower broader applications across diverse tasks. In this report, we mainly provide a comprehensive review of our experiences in building Seed1.5-VL across model design, data construction, and training at various stages, hoping that this report can inspire further research. Seed1.5-VL is now accessible at https://www.volcengine.com/ (Volcano Engine Model ID: doubao-1-5-thinking-vision-pro-250428)
CVJan 29
RefAny3D: 3D Asset-Referenced Diffusion Models for Image GenerationHanzhuo Huang, Qingyang Bao, Zekai Gu et al.
In this paper, we propose a 3D asset-referenced diffusion model for image generation, exploring how to integrate 3D assets into image diffusion models. Existing reference-based image generation methods leverage large-scale pretrained diffusion models and demonstrate strong capability in generating diverse images conditioned on a single reference image. However, these methods are limited to single-image references and cannot leverage 3D assets, constraining their practical versatility. To address this gap, we present a cross-domain diffusion model with dual-branch perception that leverages multi-view RGB images and point maps of 3D assets to jointly model their colors and canonical-space coordinates, achieving precise consistency between generated images and the 3D references. Our spatially aligned dual-branch generation architecture and domain-decoupled generation mechanism ensure the simultaneous generation of two spatially aligned but content-disentangled outputs, RGB images and point maps, linking 2D image attributes with 3D asset attributes. Experiments show that our approach effectively uses 3D assets as references to produce images consistent with the given assets, opening new possibilities for combining diffusion models with 3D content creation.
CVFeb 13
FlexAM: Flexible Appearance-Motion Decomposition for Versatile Video Generation ControlMingzhi Sheng, Zekai Gu, Peng Li et al.
Effective and generalizable control in video generation remains a significant challenge. While many methods rely on ambiguous or task-specific signals, we argue that a fundamental disentanglement of "appearance" and "motion" provides a more robust and scalable pathway. We propose FlexAM, a unified framework built upon a novel 3D control signal. This signal represents video dynamics as a point cloud, introducing three key enhancements: multi-frequency positional encoding to distinguish fine-grained motion, depth-aware positional encoding, and a flexible control signal for balancing precision and generative quality. This representation allows FlexAM to effectively disentangle appearance and motion, enabling a wide range of tasks including I2V/V2V editing, camera control, and spatial object editing. Extensive experiments demonstrate that FlexAM achieves superior performance across all evaluated tasks.
CVMay 27, 2023Code
NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview ImagesYuan Liu, Peng Wang, Cheng Lin et al.
We present a neural rendering-based method called NeRO for reconstructing the geometry and the BRDF of reflective objects from multiview images captured in an unknown environment. Multiview reconstruction of reflective objects is extremely challenging because specular reflections are view-dependent and thus violate the multiview consistency, which is the cornerstone for most multiview reconstruction methods. Recent neural rendering techniques can model the interaction between environment lights and the object surfaces to fit the view-dependent reflections, thus making it possible to reconstruct reflective objects from multiview images. However, accurately modeling environment lights in the neural rendering is intractable, especially when the geometry is unknown. Most existing neural rendering methods, which can model environment lights, only consider direct lights and rely on object masks to reconstruct objects with weak specular reflections. Therefore, these methods fail to reconstruct reflective objects, especially when the object mask is not available and the object is illuminated by indirect lights. We propose a two-step approach to tackle this problem. First, by applying the split-sum approximation and the integrated directional encoding to approximate the shading effects of both direct and indirect lights, we are able to accurately reconstruct the geometry of reflective objects without any object masks. Then, with the object geometry fixed, we use more accurate sampling to recover the environment lights and the BRDF of the object. Extensive experiments demonstrate that our method is capable of accurately reconstructing the geometry and the BRDF of reflective objects from only posed RGB images without knowing the environment lights and the object masks. Codes and datasets are available at https://github.com/liuyuan-pal/NeRO.
CVMay 19, 2024
Era3D: High-Resolution Multiview Diffusion using Efficient Row-wise AttentionPeng Li, Yuan Liu, Xiaoxiao Long et al.
In this paper, we introduce Era3D, a novel multiview diffusion method that generates high-resolution multiview images from a single-view image. Despite significant advancements in multiview generation, existing methods still suffer from camera prior mismatch, inefficacy, and low resolution, resulting in poor-quality multiview images. Specifically, these methods assume that the input images should comply with a predefined camera type, e.g. a perspective camera with a fixed focal length, leading to distorted shapes when the assumption fails. Moreover, the full-image or dense multiview attention they employ leads to an exponential explosion of computational complexity as image resolution increases, resulting in prohibitively expensive training costs. To bridge the gap between assumption and reality, Era3D first proposes a diffusion-based camera prediction module to estimate the focal length and elevation of the input image, which allows our method to generate images without shape distortions. Furthermore, a simple but efficient attention layer, named row-wise attention, is used to enforce epipolar priors in the multiview diffusion, facilitating efficient cross-view information fusion. Consequently, compared with state-of-the-art methods, Era3D generates high-quality multiview images with up to a 512*512 resolution while reducing computation complexity by 12x times. Comprehensive experiments demonstrate that Era3D can reconstruct high-quality and detailed 3D meshes from diverse single-view input images, significantly outperforming baseline multiview diffusion methods. Project page: https://penghtyx.github.io/Era3D/.
CVJan 7, 2025
Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation ControlZekai Gu, Rui Yan, Jiahao Lu et al.
Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.
CVDec 4, 2024
Align3R: Aligned Monocular Depth Estimation for Dynamic VideosJiahao Lu, Tianyu Huang, Peng Li et al.
Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporal consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.
CVDec 8, 2023
Disentangled Clothed Avatar Generation from Text DescriptionsJionghao Wang, Yuan Liu, Zhiyang Dou et al.
In this paper, we introduce a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements-clothes, hair, and body-into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design a Score Distillation Sampling (SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. Our approach not only achieves higher texture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. Project page: https://shanemankiw.github.io/SO-SMPL/.
CVFeb 8, 2024
Adaptive Surface Normal Constraint for Geometric Estimation from Monocular ImagesXiaoxiao Long, Yuhang Zheng, Yupeng Zheng et al.
We introduce a novel approach to learn geometries such as depth and surface normal from images while incorporating geometric context. The difficulty of reliably capturing geometric context in existing methods impedes their ability to accurately enforce the consistency between the different geometric properties, thereby leading to a bottleneck of geometric estimation quality. We therefore propose the Adaptive Surface Normal (ASN) constraint, a simple yet efficient method. Our approach extracts geometric context that encodes the geometric variations present in the input image and correlates depth estimation with geometric constraints. By dynamically determining reliable local geometry from randomly sampled candidates, we establish a surface normal constraint, where the validity of these candidates is evaluated using the geometric context. Furthermore, our normal estimation leverages the geometric context to prioritize regions that exhibit significant geometric variations, which makes the predicted normals accurately capture intricate and detailed geometric information. Through the integration of geometric context, our method unifies depth and surface normal estimations within a cohesive framework, which enables the generation of high-quality 3D geometry from images. We validate the superiority of our approach over state-of-the-art methods through extensive evaluations and comparisons on diverse indoor and outdoor datasets, showcasing its efficiency and robustness.
CVNov 29, 2024
GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface ReconstructionJiepeng Wang, Yuan Liu, Peng Wang et al.
3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
CVFeb 28, 2025
CADDreamer: CAD Object Generation from Single-view ImagesYuan Li, Cheng Lin, Yuan Liu et al.
Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.
LGJul 7, 2025
ABench-Physics: Benchmarking Physical Reasoning in LLMs via High-Difficulty and Dynamic Physics ProblemsYiming Zhang, Yingfan Ma, Yanmei Gu et al.
Large Language Models (LLMs) have shown impressive performance in domains such as mathematics and programming, yet their capabilities in physics remain underexplored and poorly understood. Physics poses unique challenges that demand not only precise computation but also deep conceptual understanding and physical modeling skills. Existing benchmarks often fall short due to limited difficulty, multiple-choice formats, and static evaluation settings that fail to capture physical modeling ability. In this paper, we introduce ABench-Physics, a novel benchmark designed to rigorously evaluate LLMs' physical reasoning and generalization capabilities. ABench-Physics consists of two components: Phy_A, a static set of 400 graduate- or Olympiad-level problems; and Phy_B, a dynamic subset of 100 problems equipped with an automatic variation engine to test model robustness across changing conditions. All questions require precise numerical answers, with strict formatting and tolerance constraints. Our evaluation of several state-of-the-art LLMs reveals substantial performance gaps, highlighting persistent limitations in physical reasoning, especially in generalization to dynamic variants. ABench-Physics provides a challenging and diagnostic framework for advancing scientific reasoning in LLMs.
CVFeb 3, 2025
WonderHuman: Hallucinating Unseen Parts in Dynamic 3D Human ReconstructionZilong Wang, Zhiyang Dou, Yuan Liu et al.
In this paper, we present WonderHuman to reconstruct dynamic human avatars from a monocular video for high-fidelity novel view synthesis. Previous dynamic human avatar reconstruction methods typically require the input video to have full coverage of the observed human body. However, in daily practice, one typically has access to limited viewpoints, such as monocular front-view videos, making it a cumbersome task for previous methods to reconstruct the unseen parts of the human avatar. To tackle the issue, we present WonderHuman, which leverages 2D generative diffusion model priors to achieve high-quality, photorealistic reconstructions of dynamic human avatars from monocular videos, including accurate rendering of unseen body parts. Our approach introduces a Dual-Space Optimization technique, applying Score Distillation Sampling (SDS) in both canonical and observation spaces to ensure visual consistency and enhance realism in dynamic human reconstruction. Additionally, we present a View Selection strategy and Pose Feature Injection to enforce the consistency between SDS predictions and observed data, ensuring pose-dependent effects and higher fidelity in the reconstructed avatar. In the experiments, our method achieves SOTA performance in producing photorealistic renderings from the given monocular video, particularly for those challenging unseen parts. The project page and source code can be found at https://wyiguanw.github.io/WonderHuman/.
32.7CVApr 9
GaussiAnimate: Reconstruct and Rig Animatable Categories with Level of DynamicsJiaxin Wang, Dongxin Lyu, Zeyu Cai et al.
Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations; (2) Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure; (3) Binding: bind the skeleton and bones via non-parametric partwise motion matching (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4D shapes into compact skelebones that are both controllable and expressive. We validate our approach on both synthetic and real-world datasets, achieving significant improvements in reanimation performance across unseen poses-with 17.3% PSNR gains over Linear Blend Skinning (LBS) and 21.7% over Bag-of-Bones (BoB)-while maintaining excellent reconstruction fidelity, particularly for characters exhibiting complex non-rigid surface dynamics. Our Partwise Motion Matching algorithm demonstrates strong generalization to both Gaussian and mesh representations, especially under low-data regime (~1000 frames), achieving 48.4% RMSE improvement over robust LBS and outperforming GRU- and MLP-based learning methods by >20%. Code will be made publicly available for research purposes at cookmaker.cn/gaussianimate.
GRSep 24, 2025
MeshMosaic: Scaling Artist Mesh Generation via Local-to-Global AssemblyRui Xu, Tianyang Xue, Qiujie Dong et al.
Scaling artist-designed meshes to high triangle numbers remains challenging for autoregressive generative models. Existing transformer-based methods suffer from long-sequence bottlenecks and limited quantization resolution, primarily due to the large number of tokens required and constrained quantization granularity. These issues prevent faithful reproduction of fine geometric details and structured density patterns. We introduce MeshMosaic, a novel local-to-global framework for artist mesh generation that scales to over 100K triangles--substantially surpassing prior methods, which typically handle only around 8K faces. MeshMosaic first segments shapes into patches, generating each patch autoregressively and leveraging shared boundary conditions to promote coherence, symmetry, and seamless connectivity between neighboring regions. This strategy enhances scalability to high-resolution meshes by quantizing patches individually, resulting in more symmetrical and organized mesh density and structure. Extensive experiments across multiple public datasets demonstrate that MeshMosaic significantly outperforms state-of-the-art methods in both geometric fidelity and user preference, supporting superior detail representation and practical mesh generation for real-world applications.
CLApr 18, 2025
Multi-Type Context-Aware Conversational Recommender Systems via Mixture-of-ExpertsJie Zou, Cheng Lin, Weikang Guo et al.
Conversational recommender systems enable natural language conversations and thus lead to a more engaging and effective recommendation scenario. As the conversations for recommender systems usually contain limited contextual information, many existing conversational recommender systems incorporate external sources to enrich the contextual information. However, how to combine different types of contextual information is still a challenge. In this paper, we propose a multi-type context-aware conversational recommender system, called MCCRS, effectively fusing multi-type contextual information via mixture-of-experts to improve conversational recommender systems. MCCRS incorporates both structured information and unstructured information, including the structured knowledge graph, unstructured conversation history, and unstructured item reviews. It consists of several experts, with each expert specialized in a particular domain (i.e., one specific contextual information). Multiple experts are then coordinated by a ChairBot to generate the final results. Our proposed MCCRS model takes advantage of different contextual information and the specialization of different experts followed by a ChairBot breaks the model bottleneck on a single contextual information. Experimental results demonstrate that our proposed MCCRS method achieves significantly higher performance compared to existing baselines.
CVOct 30, 2024
NASM: Neural Anisotropic Surface MeshingHongbo Li, Haikuan Zhu, Sikai Zhong et al.
This paper introduces a new learning-based method, NASM, for anisotropic surface meshing. Our key idea is to propose a graph neural network to embed an input mesh into a high-dimensional (high-d) Euclidean embedding space to preserve curvature-based anisotropic metric by using a dot product loss between high-d edge vectors. This can dramatically reduce the computational time and increase the scalability. Then, we propose a novel feature-sensitive remeshing on the generated high-d embedding to automatically capture sharp geometric features. We define a high-d normal metric, and then derive an automatic differentiation on a high-d centroidal Voronoi tessellation (CVT) optimization with the normal metric to simultaneously preserve geometric features and curvature anisotropy that exhibit in the original 3D shapes. To our knowledge, this is the first time that a deep learning framework and a large dataset are proposed to construct a high-d Euclidean embedding space for 3D anisotropic surface meshing. Experimental results are evaluated and compared with the state-of-the-art in anisotropic surface meshing on a large number of surface models from Thingi10K dataset as well as tested on extensive unseen 3D shapes from Multi-Garment Network dataset and FAUST human dataset.
CVSep 26, 2025
PartSAM: A Scalable Promptable Part Segmentation Model Trained on Native 3D DataZhe Zhu, Le Wan, Rui Xu et al.
Segmenting 3D objects into parts is a long-standing challenge in computer vision. To overcome taxonomy constraints and generalize to unseen 3D objects, recent works turn to open-world part segmentation. These approaches typically transfer supervision from 2D foundation models, such as SAM, by lifting multi-view masks into 3D. However, this indirect paradigm fails to capture intrinsic geometry, leading to surface-only understanding, uncontrolled decomposition, and limited generalization. We present PartSAM, the first promptable part segmentation model trained natively on large-scale 3D data. Following the design philosophy of SAM, PartSAM employs an encoder-decoder architecture in which a triplane-based dual-branch encoder produces spatially structured tokens for scalable part-aware representation learning. To enable large-scale supervision, we further introduce a model-in-the-loop annotation pipeline that curates over five million 3D shape-part pairs from online assets, providing diverse and fine-grained labels. This combination of scalable architecture and diverse 3D data yields emergent open-world capabilities: with a single prompt, PartSAM achieves highly accurate part identification, and in a Segment-Every-Part mode, it automatically decomposes shapes into both surface and internal structures. Extensive experiments show that PartSAM outperforms state-of-the-art methods by large margins across multiple benchmarks, marking a decisive step toward foundation models for 3D part understanding.
CVJun 26, 2024
DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single ImageQingxuan Wu, Zhiyang Dou, Sirui Xu et al.
Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.
CVMar 29, 2021
Adaptive Surface Normal Constraint for Depth EstimationXiaoxiao Long, Cheng Lin, Lingjie Liu et al.
We present a novel method for single image depth estimation using surface normal constraints. Existing depth estimation methods either suffer from the lack of geometric constraints, or are limited to the difficulty of reliably capturing geometric context, which leads to a bottleneck of depth estimation quality. We therefore introduce a simple yet effective method, named Adaptive Surface Normal (ASN) constraint, to effectively correlate the depth estimation with geometric consistency. Our key idea is to adaptively determine the reliable local geometry from a set of randomly sampled candidates to derive surface normal constraint, for which we measure the consistency of the geometric contextual features. As a result, our method can faithfully reconstruct the 3D geometry and is robust to local shape variations, such as boundaries, sharp corners and noises. We conduct extensive evaluations and comparisons using public datasets. The experimental results demonstrate our method outperforms the state-of-the-art methods and has superior efficiency and robustness.
CVDec 1, 2020
Point2Skeleton: Learning Skeletal Representations from Point CloudsCheng Lin, Changjian Li, Yuan Liu et al.
We introduce Point2Skeleton, an unsupervised method to learn skeletal representations from point clouds. Existing skeletonization methods are limited to tubular shapes and the stringent requirement of watertight input, while our method aims to produce more generalized skeletal representations for complex structures and handle point clouds. Our key idea is to use the insights of the medial axis transform (MAT) to capture the intrinsic geometric and topological natures of the original input points. We first predict a set of skeletal points by learning a geometric transformation, and then analyze the connectivity of the skeletal points to form skeletal mesh structures. Extensive evaluations and comparisons show our method has superior performance and robustness. The learned skeletal representation will benefit several unsupervised tasks for point clouds, such as surface reconstruction and segmentation.
CVNov 30, 2020
Adaptive Compact Attention For Few-shot Video-to-video TranslationRisheng Huang, Li Shen, Xuan Wang et al.
This paper proposes an adaptive compact attention model for few-shot video-to-video translation. Existing works in this domain only use features from pixel-wise attention without considering the correlations among multiple reference images, which leads to heavy computation but limited performance. Therefore, we introduce a novel adaptive compact attention mechanism to efficiently extract contextual features jointly from multiple reference images, of which encoded view-dependent and motion-dependent information can significantly benefit the synthesis of realistic videos. Our core idea is to extract compact basis sets from all the reference images as higher-level representations. To further improve the reliability, in the inference phase, we also propose a novel method based on the Delaunay Triangulation algorithm to automatically select the resourceful references according to the input label. We extensively evaluate our method on a large-scale talking-head video dataset and a human dancing dataset; the experimental results show the superior performance of our method for producing photorealistic and temporally consistent videos, and considerable improvements over the state-of-the-art method.
CVNov 30, 2020
Learnable Motion Coherence for Correspondence PruningYuan Liu, Lingjie Liu, Cheng Lin et al.
Motion coherence is an important clue for distinguishing true correspondences from false ones. Modeling motion coherence on sparse putative correspondences is challenging due to their sparsity and uneven distributions. Existing works on motion coherence are sensitive to parameter settings and have difficulty in dealing with complex motion patterns. In this paper, we introduce a network called Laplacian Motion Coherence Network (LMCNet) to learn motion coherence property for correspondence pruning. We propose a novel formulation of fitting coherent motions with a smooth function on a graph of correspondences and show that this formulation allows a closed-form solution by graph Laplacian. This closed-form solution enables us to design a differentiable layer in a learning framework to capture global motion coherence from putative correspondences. The global motion coherence is further combined with local coherence extracted by another local layer to robustly detect inlier correspondences. Experiments demonstrate that LMCNet has superior performances to the state of the art in relative camera pose estimation and correspondences pruning of dynamic scenes.
GROct 22, 2020
SEG-MAT: 3D Shape Segmentation Using Medial Axis TransformCheng Lin, Lingjie Liu, Changjian Li et al.
Segmenting arbitrary 3D objects into constituent parts that are structurally meaningful is a fundamental problem encountered in a wide range of computer graphics applications. Existing methods for 3D shape segmentation suffer from complex geometry processing and heavy computation caused by using low-level features and fragmented segmentation results due to the lack of global consideration. We present an efficient method, called SEG-MAT, based on the medial axis transform (MAT) of the input shape. Specifically, with the rich geometrical and structural information encoded in the MAT, we are able to develop a simple and principled approach to effectively identify the various types of junctions between different parts of a 3D shape. Extensive evaluations and comparisons show that our method outperforms the state-of-the-art methods in terms of segmentation quality and is also one order of magnitude faster.
CVMar 27, 2020
Modeling 3D Shapes by Reinforcement LearningCheng Lin, Tingxiang Fan, Wenping Wang et al.
We explore how to enable machines to model 3D shapes like human modelers using deep reinforcement learning (RL). In 3D modeling software like Maya, a modeler usually creates a mesh model in two steps: (1) approximating the shape using a set of primitives; (2) editing the meshes of the primitives to create detailed geometry. Inspired by such artist-based modeling, we propose a two-step neural framework based on RL to learn 3D modeling policies. By taking actions and collecting rewards in an interactive environment, the agents first learn to parse a target shape into primitives and then to edit the geometry. To effectively train the modeling agents, we introduce a novel training algorithm that combines heuristic policy, imitation learning and reinforcement learning. Our experiments show that the agents can learn good policies to produce regular and structure-aware mesh models, which demonstrates the feasibility and effectiveness of the proposed RL framework.
CVDec 17, 2018
Floorplan-Jigsaw: Jointly Estimating Scene Layout and Aligning Partial ScansCheng Lin, Changjian Li, Wenping Wang
We present a novel approach to align partial 3D reconstructions which may not have substantial overlap. Using floorplan priors, our method jointly predicts a room layout and estimates the transformations from a set of partial 3D data. Unlike the existing methods relying on feature descriptors to establish correspondences, we exploit the 3D "box" structure of a typical room layout that meets the Manhattan World property. We first estimate a local layout for each partial scan separately and then combine these local layouts to form a globally aligned layout with loop closure. Without the requirement of feature matching, the proposed method enables some novel applications ranging from large or featureless scene reconstruction and modeling from sparse input. We validate our method quantitatively and qualitatively on real and synthetic scenes of various sizes and complexities. The evaluations and comparisons show superior effectiveness and accuracy of our method.