WildAvatar: Learning In-the-wild 3D Avatars from the WebZihao Huang, Shoukang Hu, Guangcong Wang et al.
Existing research on avatar creation is typically limited to laboratory datasets, which require high costs against scalability and exhibit insufficient representation of the real world. On the other hand, the web abounds with off-the-shelf real-world human videos, but these videos vary in quality and require accurate annotations for avatar creation. To this end, we propose an automatic annotating pipeline with filtering protocols to curate these humans from the web. Our pipeline surpasses state-of-the-art methods on the EMDB benchmark, and the filtering protocols boost verification metrics on web videos. We then curate WildAvatar, a web-scale in-the-wild human avatar creation dataset extracted from YouTube, with $10000+$ different human subjects and scenes. WildAvatar is at least $10\times$ richer than previous datasets for 3D human avatar creation and closer to the real world. To explore its potential, we demonstrate the quality and generalizability of avatar creation methods on WildAvatar. We will publicly release our code, data source links and annotations to push forward 3D human avatar creation and other related fields for real-world applications.
Constraining Depth Map Geometry for Multi-View Stereo: A Dual-Depth Approach with Saddle-shaped Depth CellsXinyi Ye, Weiyue Zhao, Tianqi Liu et al.
Learning-based multi-view stereo (MVS) methods deal with predicting accurate depth maps to achieve an accurate and complete 3D representation. Despite the excellent performance, existing methods ignore the fact that a suitable depth geometry is also critical in MVS. In this paper, we demonstrate that different depth geometries have significant performance gaps, even using the same depth prediction error. Therefore, we introduce an ideal depth geometry composed of Saddle-Shaped Cells, whose predicted depth map oscillates upward and downward around the ground-truth surface, rather than maintaining a continuous and smooth depth plane. To achieve it, we develop a coarse-to-fine framework called Dual-MVSNet (DMVSNet), which can produce an oscillating depth plane. Technically, we predict two depth values for each pixel (Dual-Depth), and propose a novel loss function and a checkerboard-shaped selecting strategy to constrain the predicted depth geometry. Compared to existing methods,DMVSNet achieves a high rank on the DTU benchmark and obtains the top performance on challenging scenes of Tanks and Temples, demonstrating its strong performance and generalization ability. Our method also points to a new research direction for considering depth geometry in MVS.
16.4CVDec 4, 2025
Light-X: Generative 4D Video Rendering with Camera and Illumination ControlTianqi Liu, Zhaoxi Chen, Zihao Huang et al.
Recent advances in illumination control extend image-based methods to video, yet still facing a trade-off between lighting fidelity and temporal consistency. Moving beyond relighting, a key step toward generative modeling of real-world scenes is the joint control of camera trajectory and illumination, since visual dynamics are inherently shaped by both geometry and lighting. To this end, we present Light-X, a video generation framework that enables controllable rendering from monocular videos with both viewpoint and illumination control. 1) We propose a disentangled design that decouples geometry and lighting signals: geometry and motion are captured via dynamic point clouds projected along user-defined camera trajectories, while illumination cues are provided by a relit frame consistently projected into the same geometry. These explicit, fine-grained cues enable effective disentanglement and guide high-quality illumination. 2) To address the lack of paired multi-view and multi-illumination videos, we introduce Light-Syn, a degradation-based pipeline with inverse-mapping that synthesizes training pairs from in-the-wild monocular footage. This strategy yields a dataset covering static, dynamic, and AI-generated scenes, ensuring robust training. Extensive experiments show that Light-X outperforms baseline methods in joint camera-illumination control and surpasses prior video relighting methods under both text- and background-conditioned settings.
Geometry-aware Reconstruction and Fusion-refined Rendering for Generalizable Neural Radiance FieldsTianqi Liu, Xinyi Ye, Min Shi et al.
Generalizable NeRF aims to synthesize novel views for unseen scenes. Common practices involve constructing variance-based cost volumes for geometry reconstruction and encoding 3D descriptors for decoding novel views. However, existing methods show limited generalization ability in challenging conditions due to inaccurate geometry, sub-optimal descriptors, and decoding strategies. We address these issues point by point. First, we find the variance-based cost volume exhibits failure patterns as the features of pixels corresponding to the same point can be inconsistent across different views due to occlusions or reflections. We introduce an Adaptive Cost Aggregation (ACA) approach to amplify the contribution of consistent pixel pairs and suppress inconsistent ones. Unlike previous methods that solely fuse 2D features into descriptors, our approach introduces a Spatial-View Aggregator (SVA) to incorporate 3D context into descriptors through spatial and inter-view interaction. When decoding the descriptors, we observe the two existing decoding strategies excel in different areas, which are complementary. A Consistency-Aware Fusion (CAF) strategy is proposed to leverage the advantages of both. We incorporate the above ACA, SVA, and CAF into a coarse-to-fine framework, termed Geometry-aware Reconstruction and Fusion-refined Rendering (GeFu). GeFu attains state-of-the-art performance across multiple datasets. Code is available at https://github.com/TQTQliu/GeFu .
Free4D: Tuning-free 4D Scene Generation with Spatial-Temporal ConsistencyTianqi Liu, Zihao Huang, Zhaoxi Chen et al.
We present Free4D, a novel tuning-free framework for 4D scene generation from a single image. Existing methods either focus on object-level generation, making scene-level generation infeasible, or rely on large-scale multi-view video datasets for expensive training, with limited generalization ability due to the scarcity of 4D scene data. In contrast, our key insight is to distill pre-trained foundation models for consistent 4D scene representation, which offers promising advantages such as efficiency and generalizability. 1) To achieve this, we first animate the input image using image-to-video diffusion models followed by 4D geometric structure initialization. 2) To turn this coarse structure into spatial-temporal consistent multiview videos, we design an adaptive guidance mechanism with a point-guided denoising strategy for spatial consistency and a novel latent replacement strategy for temporal coherence. 3) To lift these generated observations into consistent 4D representation, we propose a modulation-based refinement to mitigate inconsistencies while fully leveraging the generated information. The resulting 4D representation enables real-time, controllable rendering, marking a significant advancement in single-image-based 4D scene generation.