CVJul 16, 2024
Segment, Lift and Fit: Automatic 3D Shape Labeling from 2D PromptsJianhao Li, Tianyu Sun, Zhongdao Wang et al.
This paper proposes an algorithm for automatically labeling 3D objects from 2D point or box prompts, especially focusing on applications in autonomous driving. Unlike previous arts, our auto-labeler predicts 3D shapes instead of bounding boxes and does not require training on a specific dataset. We propose a Segment, Lift, and Fit (SLF) paradigm to achieve this goal. Firstly, we segment high-quality instance masks from the prompts using the Segment Anything Model (SAM) and transform the remaining problem into predicting 3D shapes from given 2D masks. Due to the ill-posed nature of this problem, it presents a significant challenge as multiple 3D shapes can project into an identical mask. To tackle this issue, we then lift 2D masks to 3D forms and employ gradient descent to adjust their poses and shapes until the projections fit the masks and the surfaces conform to surrounding LiDAR points. Notably, since we do not train on a specific dataset, the SLF auto-labeler does not overfit to biased annotation patterns in the training set as other methods do. Thus, the generalization ability across different datasets improves. Experimental results on the KITTI dataset demonstrate that the SLF auto-labeler produces high-quality bounding box annotations, achieving an AP@0.5 IoU of nearly 90\%. Detectors trained with the generated pseudo-labels perform nearly as well as those trained with actual ground-truth annotations. Furthermore, the SLF auto-labeler shows promising results in detailed shape predictions, providing a potential alternative for the occupancy annotation of dynamic objects.
AINov 3, 2025
Human-AI Co-Embodied Intelligence for Scientific Experimentation and ManufacturingXinyi Lin, Yuyang Zhang, Yuanhang Gan et al.
Scientific experiment and manufacture rely on complex, multi-step procedures that demand continuous human expertise for precise execution and decision-making. Despite advances in machine learning and automation, conventional models remain confined to virtual domains, while real-world experiment and manufacture still rely on human supervision and expertise. This gap between machine intelligence and physical execution limits reproducibility, scalability, and accessibility across scientific and manufacture workflows. Here, we introduce human-AI co-embodied intelligence, a new form of physical AI that unites human users, agentic AI, and wearable hardware into an integrated system for real-world experiment and intelligent manufacture. In this paradigm, humans provide precise execution and control, while agentic AI contributes memory, contextual reasoning, adaptive planning, and real-time feedback. The wearable interface continuously captures the experimental and manufacture processes, facilitates seamless communication between humans and AI for corrective guidance and interpretable collaboration. As a demonstration, we present Agentic-Physical Experimentation (APEX) system, coupling agentic reasoning with physical execution through mixed-reality. APEX observes and interprets human actions, aligns them with standard operating procedures, provides 3D visual guidance, and analyzes every step. Implemented in a cleanroom for flexible electronics fabrication, APEX system achieves context-aware reasoning with accuracy exceeding general multimodal large language models, corrects errors in real time, and transfers expertise to beginners. These results establish a new class of agentic-physical-human intelligence that extends agentic reasoning beyond computation into the physical domain, transforming scientific research and manufacturing into autonomous, traceable, interpretable, and scalable processes.
CVDec 4, 2025
LaFiTe: A Generative Latent Field for 3D Native TexturingChia-Hao Chen, Zi-Xin Zou, Yan-Pei Cao et al.
Generating high-fidelity, seamless textures directly on 3D surfaces, what we term 3D-native texturing, remains a fundamental open challenge, with the potential to overcome long-standing limitations of UV-based and multi-view projection methods. However, existing native approaches are constrained by the absence of a powerful and versatile latent representation, which severely limits the fidelity and generality of their generated textures. We identify this representation gap as the principal barrier to further progress. We introduce LaFiTe, a framework that addresses this challenge by learning to generate textures as a 3D generative sparse latent color field. At its core, LaFiTe employs a variational autoencoder (VAE) to encode complex surface appearance into a sparse, structured latent space, which is subsequently decoded into a continuous color field. This representation achieves unprecedented fidelity, exceeding state-of-the-art methods by >10 dB PSNR in reconstruction, by effectively disentangling texture appearance from mesh topology and UV parameterization. Building upon this strong representation, a conditional rectified-flow model synthesizes high-quality, coherent textures across diverse styles and geometries. Extensive experiments demonstrate that LaFiTe not only sets a new benchmark for 3D-native texturing but also enables flexible downstream applications such as material synthesis and texture super-resolution, paving the way for the next generation of 3D content creation workflows.
64.4CVMay 13
PhysEditBench: A Protocol-Conditioned Benchmark for Dense Physical-Map Prediction with Image EditorsJiaxin Yang, Yu Hou, Muxin Liu et al.
Can general-purpose image editors predict physical maps from a single RGB image? General-purpose image editors differ from standard task-specific dense-prediction models: they do not directly take an image and output a physical map. Instead, they must be guided by prompts, examples, or image-based textual cues. To this end, we introduce PhysEditBench, a novel protocol-conditioned benchmark to evaluate and standardize image editors in dense physical-map prediction that covers five targets: depth, normal, albedo, roughness, and metallic maps. For evaluation data, we build a target-dependent benchmark substrate. We use OpenRooms-FF for depth, surface normal, albedo, and roughness, InteriorVerse as an additional source for depth, normal, albedo, and a new procedurally generated source for metallic maps. We curate the data with quality checks, valid-region masks, scene-level sampling, and lighting-based stress subsets to ensure reliable and diverse evaluation. For each target, PhysEditBench defines a fixed protocol that specifies the allowed input, expected output format, and scoring procedure. Each score, therefore, reflects the performance of a model under a specified protocol, rather than its best possible performance under all prompts or interaction modes. Experimental results show that specialized models remain much stronger on depth, normal, and albedo, and stronger image editors can produce more reasonable map-like outputs. For roughness and metallic, image editors can match or outperform specialized baselines on some scalar metrics, but they still suffer from structural errors, sparsity effects, and sensitivity to lighting.
CVNov 22, 2024
TEXGen: a Generative Diffusion Model for Mesh TexturesXin Yu, Ze Yuan, Yuan-Chen Guo et al.
While high-quality texture maps are essential for realistic 3D asset rendering, few studies have explored learning directly in the texture space, especially on large-scale datasets. In this work, we depart from the conventional approach of relying on pre-trained 2D diffusion models for test-time optimization of 3D textures. Instead, we focus on the fundamental problem of learning in the UV texture space itself. For the first time, we train a large diffusion model capable of directly generating high-resolution texture maps in a feed-forward manner. To facilitate efficient learning in high-resolution UV spaces, we propose a scalable network architecture that interleaves convolutions on UV maps with attention layers on point clouds. Leveraging this architectural design, we train a 700 million parameter diffusion model that can generate UV texture maps guided by text prompts and single-view images. Once trained, our model naturally supports various extended applications, including text-guided texture inpainting, sparse-view texture completion, and text-driven texture synthesis. Project page is at http://cvmi-lab.github.io/TEXGen/.
CLMar 26, 2024
HILL: Hierarchy-aware Information Lossless Contrastive Learning for Hierarchical Text ClassificationHe Zhu, Junran Wu, Ruomei Liu et al.
Existing self-supervised methods in natural language processing (NLP), especially hierarchical text classification (HTC), mainly focus on self-supervised contrastive learning, extremely relying on human-designed augmentation rules to generate contrastive samples, which can potentially corrupt or distort the original information. In this paper, we tend to investigate the feasibility of a contrastive learning scheme in which the semantic and syntactic information inherent in the input sample is adequately reserved in the contrastive samples and fused during the learning process. Specifically, we propose an information lossless contrastive learning strategy for HTC, namely \textbf{H}ierarchy-aware \textbf{I}nformation \textbf{L}ossless contrastive \textbf{L}earning (HILL), which consists of a text encoder representing the input document, and a structure encoder directly generating the positive sample. The structure encoder takes the document embedding as input, extracts the essential syntactic information inherent in the label hierarchy with the principle of structural entropy minimization, and injects the syntactic information into the text representation via hierarchical representation learning. Experiments on three common datasets are conducted to verify the superiority of HILL.
CVDec 18, 2025
ResDynUNet++: A nested U-Net with residual dynamic convolution blocks for dual-spectral CTZe Yuan, Wenbin Li, Shusen Zhao
We propose a hybrid reconstruction framework for dual-spectral CT (DSCT) that integrates iterative methods with deep learning models. The reconstruction process consists of two complementary components: a knowledge-driven module and a data-driven module. In the knowledge-driven phase, we employ the oblique projection modification technique (OPMT) to reconstruct an intermediate solution of the basis material images from the projection data. We select OPMT for this role because of its fast convergence, which allows it to rapidly generate an intermediate solution that successfully achieves basis material decomposition. Subsequently, in the data-driven phase, we introduce a novel neural network, ResDynUNet++, to refine this intermediate solution. The ResDynUNet++ is built upon a UNet++ backbone by replacing standard convolutions with residual dynamic convolution blocks, which combine the adaptive, input-specific feature extraction of dynamic convolution with the stable training of residual connections. This architecture is designed to address challenges like channel imbalance and near-interface large artifacts in DSCT, producing clean and accurate final solutions. Extensive experiments on both synthetic phantoms and real clinical datasets validate the efficacy and superior performance of the proposed method.
CVJul 6, 2025
SeqTex: Generate Mesh Textures in Video SequenceZe Yuan, Xin Yu, Yangtian Sun et al.
Training native 3D texture generative models remains a fundamental yet challenging problem, largely due to the limited availability of large-scale, high-quality 3D texture datasets. This scarcity hinders generalization to real-world scenarios. To address this, most existing methods finetune foundation image generative models to exploit their learned visual priors. However, these approaches typically generate only multi-view images and rely on post-processing to produce UV texture maps -- an essential representation in modern graphics pipelines. Such two-stage pipelines often suffer from error accumulation and spatial inconsistencies across the 3D surface. In this paper, we introduce SeqTex, a novel end-to-end framework that leverages the visual knowledge encoded in pretrained video foundation models to directly generate complete UV texture maps. Unlike previous methods that model the distribution of UV textures in isolation, SeqTex reformulates the task as a sequence generation problem, enabling the model to learn the joint distribution of multi-view renderings and UV textures. This design effectively transfers the consistent image-space priors from video foundation models into the UV domain. To further enhance performance, we propose several architectural innovations: a decoupled multi-view and UV branch design, geometry-informed attention to guide cross-domain feature alignment, and adaptive token resolution to preserve fine texture details while maintaining computational efficiency. Together, these components allow SeqTex to fully utilize pretrained video priors and synthesize high-fidelity UV texture maps without the need for post-processing. Extensive experiments show that SeqTex achieves state-of-the-art performance on both image-conditioned and text-conditioned 3D texture generation tasks, with superior 3D consistency, texture-geometry alignment, and real-world generalization.