Guan Luo

CV
h-index20
13papers
239citations
Novelty57%
AI Score59

13 Papers

CVMar 20, 2022
Open-Vocabulary One-Stage Detection with Hierarchical Visual-Language Knowledge Distillation

Zongyang Ma, Guan Luo, Jin Gao et al.

Open-vocabulary object detection aims to detect novel object categories beyond the training set. The advanced open-vocabulary two-stage detectors employ instance-level visual-to-visual knowledge distillation to align the visual space of the detector with the semantic space of the Pre-trained Visual-Language Model (PVLM). However, in the more efficient one-stage detector, the absence of class-agnostic object proposals hinders the knowledge distillation on unseen objects, leading to severe performance degradation. In this paper, we propose a hierarchical visual-language knowledge distillation method, i.e., HierKD, for open-vocabulary one-stage detection. Specifically, a global-level knowledge distillation is explored to transfer the knowledge of unseen categories from the PVLM to the detector. Moreover, we combine the proposed global-level knowledge distillation and the common instance-level knowledge distillation to learn the knowledge of seen and unseen categories simultaneously. Extensive experiments on MS-COCO show that our method significantly surpasses the previous best one-stage detector with 11.9\% and 6.7\% $AP_{50}$ gains under the zero-shot detection and generalized zero-shot detection settings, and reduces the $AP_{50}$ performance gap from 14\% to 7.3\% compared to the best two-stage detector.

82.7CVMar 26
TopoMesh: High-Fidelity Mesh Autoencoding via Topological Unification

Guan Luo, Xiu Li, Rui Chen et al.

The dominant paradigm for high-fidelity 3D generation relies on a VAE-Diffusion pipeline, where the VAE's reconstruction capability sets a firm upper bound on generation quality. A fundamental challenge limiting existing VAEs is the representation mismatch between ground-truth meshes and network predictions: GT meshes have arbitrary, variable topology, while VAEs typically predict fixed-structure implicit fields (\eg, SDF on regular grids). This inherent misalignment prevents establishing explicit mesh-level correspondences, forcing prior work to rely on indirect supervision signals such as SDF or rendering losses. Consequently, fine geometric details, particularly sharp features, are poorly preserved during reconstruction. To address this, we introduce TopoMesh, a sparse voxel-based VAE that unifies both GT and predicted meshes under a shared Dual Marching Cubes (DMC) topological framework. Specifically, we convert arbitrary input meshes into DMC-compliant representations via a remeshing algorithm that preserves sharp edges using an L$\infty$ distance metric. Our decoder outputs meshes in the same DMC format, ensuring that both predicted and target meshes share identical topological structures. This establishes explicit correspondences at the vertex and face level, allowing us to derive explicit mesh-level supervision signals for topology, vertex positions, and face orientations with clear gradients. Our sparse VAE architecture employs this unified framework and is trained with Teacher Forcing and progressive resolution training for stable and efficient convergence. Extensive experiments demonstrate that TopoMesh significantly outperforms existing VAEs in reconstruction fidelity, achieving superior preservation of sharp features and geometric details.

CVAug 14, 2024
3D Gaussian Editing with A Single Image

Guan Luo, Tian-Xing Xu, Ying-Tian Liu et al.

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

CVDec 4, 2025
LaFiTe: A Generative Latent Field for 3D Native Texturing

Chia-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.

CVNov 3, 2024Code
VQ-Map: Bird's-Eye-View Map Layout Estimation in Tokenized Discrete Space via Vector Quantization

Yiwei Zhang, Jin Gao, Fudong Ge et al.

Bird's-eye-view (BEV) map layout estimation requires an accurate and full understanding of the semantics for the environmental elements around the ego car to make the results coherent and realistic. Due to the challenges posed by occlusion, unfavourable imaging conditions and low resolution, \emph{generating} the BEV semantic maps corresponding to corrupted or invalid areas in the perspective view (PV) is appealing very recently. \emph{The question is how to align the PV features with the generative models to facilitate the map estimation}. In this paper, we propose to utilize a generative model similar to the Vector Quantized-Variational AutoEncoder (VQ-VAE) to acquire prior knowledge for the high-level BEV semantics in the tokenized discrete space. Thanks to the obtained BEV tokens accompanied with a codebook embedding encapsulating the semantics for different BEV elements in the groundtruth maps, we are able to directly align the sparse backbone image features with the obtained BEV tokens from the discrete representation learning based on a specialized token decoder module, and finally generate high-quality BEV maps with the BEV codebook embedding serving as a bridge between PV and BEV. We evaluate the BEV map layout estimation performance of our model, termed VQ-Map, on both the nuScenes and Argoverse benchmarks, achieving 62.2/47.6 mean IoU for surround-view/monocular evaluation on nuScenes, as well as 73.4 IoU for monocular evaluation on Argoverse, which all set a new record for this map layout estimation task. The code and models are available on \url{https://github.com/Z1zyw/VQ-Map}.

CVJan 16
SoLA-Vision: Fine-grained Layer-wise Linear Softmax Hybrid Attention

Ruibang Li, Guan Luo, Yiwei Zhang et al.

Standard softmax self-attention excels in vision tasks but incurs quadratic complexity O(N^2), limiting high-resolution deployment. Linear attention reduces the cost to O(N), yet its compressed state representations can impair modeling capacity and accuracy. We present an analytical study that contrasts linear and softmax attention for visual representation learning from a layer-stacking perspective. We further conduct systematic experiments on layer-wise hybridization patterns of linear and softmax attention. Our results show that, compared with rigid intra-block hybrid designs, fine-grained layer-wise hybridization can match or surpass performance while requiring fewer softmax layers. Building on these findings, we propose SoLA-Vision (Softmax-Linear Attention Vision), a flexible layer-wise hybrid attention backbone that enables fine-grained control over how linear and softmax attention are integrated. By strategically inserting a small number of global softmax layers, SoLA-Vision achieves a strong trade-off between accuracy and computational cost. On ImageNet-1K, SoLA-Vision outperforms purely linear and other hybrid attention models. On dense prediction tasks, it consistently surpasses strong baselines by a considerable margin. Code will be released.

CVJan 14
Integrating Diverse Assignment Strategies into DETRs

Yiwei Zhang, Jin Gao, Hanshi Wang et al.

Label assignment is a critical component in object detectors, particularly within DETR-style frameworks where the one-to-one matching strategy, despite its end-to-end elegance, suffers from slow convergence due to sparse supervision. While recent works have explored one-to-many assignments to enrich supervisory signals, they often introduce complex, architecture-specific modifications and typically focus on a single auxiliary strategy, lacking a unified and scalable design. In this paper, we first systematically investigate the effects of ``one-to-many'' supervision and reveal a surprising insight that performance gains are driven not by the sheer quantity of supervision, but by the diversity of the assignment strategies employed. This finding suggests that a more elegant, parameter-efficient approach is attainable. Building on this insight, we propose LoRA-DETR, a flexible and lightweight framework that seamlessly integrates diverse assignment strategies into any DETR-style detector. Our method augments the primary network with multiple Low-Rank Adaptation (LoRA) branches during training, each instantiating a different one-to-many assignment rule. These branches act as auxiliary modules that inject rich, varied supervisory gradients into the main model and are discarded during inference, thus incurring no additional computational cost. This design promotes robust joint optimization while maintaining the architectural simplicity of the original detector. Extensive experiments on different baselines validate the effectiveness of our approach. Our work presents a new paradigm for enhancing detectors, demonstrating that diverse ``one-to-many'' supervision can be integrated to achieve state-of-the-art results without compromising model elegance.

CVDec 23, 2024
Dora: Sampling and Benchmarking for 3D Shape Variational Auto-Encoders

Rui Chen, Jianfeng Zhang, Yixun Liang et al.

Recent 3D content generation pipelines commonly employ Variational Autoencoders (VAEs) to encode shapes into compact latent representations for diffusion-based generation. However, the widely adopted uniform point sampling strategy in Shape VAE training often leads to a significant loss of geometric details, limiting the quality of shape reconstruction and downstream generation tasks. We present Dora-VAE, a novel approach that enhances VAE reconstruction through our proposed sharp edge sampling strategy and a dual cross-attention mechanism. By identifying and prioritizing regions with high geometric complexity during training, our method significantly improves the preservation of fine-grained shape features. Such sampling strategy and the dual attention mechanism enable the VAE to focus on crucial geometric details that are typically missed by uniform sampling approaches. To systematically evaluate VAE reconstruction quality, we additionally propose Dora-bench, a benchmark that quantifies shape complexity through the density of sharp edges, introducing a new metric focused on reconstruction accuracy at these salient geometric features. Extensive experiments on the Dora-bench demonstrate that Dora-VAE achieves comparable reconstruction quality to the state-of-the-art dense XCube-VAE while requiring a latent space at least 8$\times$ smaller (1,280 vs. > 10,000 codes).

CVDec 14, 2023
PI3D: Efficient Text-to-3D Generation with Pseudo-Image Diffusion

Ying-Tian Liu, Yuan-Chen Guo, Guan Luo et al.

Diffusion models trained on large-scale text-image datasets have demonstrated a strong capability of controllable high-quality image generation from arbitrary text prompts. However, the generation quality and generalization ability of 3D diffusion models is hindered by the scarcity of high-quality and large-scale 3D datasets. In this paper, we present PI3D, a framework that fully leverages the pre-trained text-to-image diffusion models' ability to generate high-quality 3D shapes from text prompts in minutes. The core idea is to connect the 2D and 3D domains by representing a 3D shape as a set of Pseudo RGB Images. We fine-tune an existing text-to-image diffusion model to produce such pseudo-images using a small number of text-3D pairs. Surprisingly, we find that it can already generate meaningful and consistent 3D shapes given complex text descriptions. We further take the generated shapes as the starting point for a lightweight iterative refinement using score distillation sampling to achieve high-quality generation under a low budget. PI3D generates a single 3D shape from text in only 3 minutes and the quality is validated to outperform existing 3D generative models by a large margin.

85.5GRApr 22
Seed3D 2.0: Advancing High-Fidelity Simulation-Ready 3D Content Generation

Diandian Gu, Jing Lin, Gaohong Liu et al.

We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage pipeline decouples global structure learning from high-frequency detail recovery, while a locality-aware VAE achieves higher spatial compression and more efficient decoding. For texture and material generation, we replace the cascaded pipeline of Seed3D 1.0 with a unified PBR model that directly generates multi-view albedo and metallic-roughness maps, enhanced by Mixture-of-Experts scaling and VLM-based semantic conditioning for improved material precision and visual fidelity. Beyond single-object generation, Seed3D 2.0 introduces a simulation-ready model suite comprising scene layout planning, part-aware decomposition, and training-free articulation generation, enabling coherent scene construction and part-level physical interaction across physics and graphics engines. A large-scale human preference study against five recent commercial models shows that Seed3D 2.0 achieves consistent win rates of 69.0% to 89.9% in textured 3D asset generation. Seed3D 2.0 is available on https://exp.volcengine.com/ark/vision?_vtm_=0.0.c70961.d701978.0&mode=vision&modelId=doubao-seed3d-2-0-260328&tab=Gen3D

CVNov 1, 2025
Who Can We Trust? Scope-Aware Video Moment Retrieval with Multi-Agent Conflict

Chaochen Wu, Guan Luo, Meiyun Zuo et al.

Video moment retrieval uses a text query to locate a moment from a given untrimmed video reference. Locating corresponding video moments with text queries helps people interact with videos efficiently. Current solutions for this task have not considered conflict within location results from different models, so various models cannot integrate correctly to produce better results. This study introduces a reinforcement learning-based video moment retrieval model that can scan the whole video once to find the moment's boundary while producing its locational evidence. Moreover, we proposed a multi-agent system framework that can use evidential learning to resolve conflicts between agents' localization output. As a side product of observing and dealing with conflicts between agents, we can decide whether a query has no corresponding moment in a video (out-of-scope) without additional training, which is suitable for real-world applications. Extensive experiments on benchmark datasets show the effectiveness of our proposed methods compared with state-of-the-art approaches. Furthermore, the results of our study reveal that modeling competition and conflict of the multi-agent system is an effective way to improve RL performance in moment retrieval and show the new role of evidential learning in the multi-agent framework.

IVOct 22, 2025
Seed3D 1.0: From Images to High-Fidelity Simulation-Ready 3D Assets

Jiashi Feng, Xiu Li, Jing Lin et al.

Developing embodied AI agents requires scalable training environments that balance content diversity with physics accuracy. World simulators provide such environments but face distinct limitations: video-based methods generate diverse content but lack real-time physics feedback for interactive learning, while physics-based engines provide accurate dynamics but face scalability limitations from costly manual asset creation. We present Seed3D 1.0, a foundation model that generates simulation-ready 3D assets from single images, addressing the scalability challenge while maintaining physics rigor. Unlike existing 3D generation models, our system produces assets with accurate geometry, well-aligned textures, and realistic physically-based materials. These assets can be directly integrated into physics engines with minimal configuration, enabling deployment in robotic manipulation and simulation training. Beyond individual objects, the system scales to complete scene generation through assembling objects into coherent environments. By enabling scalable simulation-ready content creation, Seed3D 1.0 provides a foundation for advancing physics-based world simulators. Seed3D 1.0 is now available on https://console.volcengine.com/ark/region:ark+cn-beijing/experience/vision?modelId=doubao-seed3d-1-0-250928&tab=Gen3D

CLJan 12, 2019
Semi-interactive Attention Network for Answer Understanding in Reverse-QA

Qing Yin, Guan Luo, Xiaodong Zhu et al.

Question answering (QA) is an important natural language processing (NLP) task and has received much attention in academic research and industry communities. Existing QA studies assume that questions are raised by humans and answers are generated by machines. Nevertheless, in many real applications, machines are also required to determine human needs or perceive human states. In such scenarios, machines may proactively raise questions and humans supply answers. Subsequently, machines should attempt to understand the true meaning of these answers. This new QA approach is called reverse-QA (rQA) throughout this paper. In this work, the human answer understanding problem is investigated and solved by classifying the answers into predefined answer-label categories (e.g., True, False, Uncertain). To explore the relationships between questions and answers, we use the interactive attention network (IAN) model and propose an improved structure called semi-interactive attention network (Semi-IAN). Two Chinese data sets for rQA are compiled. We evaluate several conventional text classification models for comparison, and experimental results indicate the promising performance of our proposed models.