Jiazhong Cen

CV
h-index24
9papers
272citations
Novelty49%
AI Score55

9 Papers

CVApr 24, 2023Code
Segment Anything in 3D with Radiance Fields

Jiazhong Cen, Jiemin Fang, Zanwei Zhou et al.

The Segment Anything Model (SAM) emerges as a powerful vision foundation model to generate high-quality 2D segmentation results. This paper aims to generalize SAM to segment 3D objects. Rather than replicating the data acquisition and annotation procedure which is costly in 3D, we design an efficient solution, leveraging the radiance field as a cheap and off-the-shelf prior that connects multi-view 2D images to the 3D space. We refer to the proposed solution as SA3D, short for Segment Anything in 3D. With SA3D, the user is only required to provide a 2D segmentation prompt (e.g., rough points) for the target object in a single view, which is used to generate its corresponding 2D mask with SAM. Next, SA3D alternately performs mask inverse rendering and cross-view self-prompting across various views to iteratively refine the 3D mask of the target object. For one view, mask inverse rendering projects the 2D mask obtained by SAM into the 3D space with guidance of the density distribution learned by the radiance field for 3D mask refinement; Then, cross-view self-prompting extracts reliable prompts automatically as the input to SAM from the rendered 2D mask of the inaccurate 3D mask for a new view. We show in experiments that SA3D adapts to various scenes and achieves 3D segmentation within seconds. Our research reveals a potential methodology to lift the ability of a 2D segmentation model to 3D. Our code is available at https://github.com/Jumpat/SegmentAnythingin3D.

CVJul 4, 2022
A Survey on Label-efficient Deep Image Segmentation: Bridging the Gap between Weak Supervision and Dense Prediction

Wei Shen, Zelin Peng, Xuehui Wang et al.

The rapid development of deep learning has made a great progress in image segmentation, one of the fundamental tasks of computer vision. However, the current segmentation algorithms mostly rely on the availability of pixel-level annotations, which are often expensive, tedious, and laborious. To alleviate this burden, the past years have witnessed an increasing attention in building label-efficient, deep-learning-based image segmentation algorithms. This paper offers a comprehensive review on label-efficient image segmentation methods. To this end, we first develop a taxonomy to organize these methods according to the supervision provided by different types of weak labels (including no supervision, inexact supervision, incomplete supervision and inaccurate supervision) and supplemented by the types of segmentation problems (including semantic segmentation, instance segmentation and panoptic segmentation). Next, we summarize the existing label-efficient image segmentation methods from a unified perspective that discusses an important question: how to bridge the gap between weak supervision and dense prediction -- the current methods are mostly based on heuristic priors, such as cross-pixel similarity, cross-label constraint, cross-view consistency, and cross-image relation. Finally, we share our opinions about the future research directions for label-efficient deep image segmentation.

CVJul 5, 2024
Segment Any 4D Gaussians

Shengxiang Ji, Guanjun Wu, Jiemin Fang et al.

Modeling, understanding, and reconstructing the real world are crucial in XR/VR. Recently, 3D Gaussian Splatting (3D-GS) methods have shown remarkable success in modeling and understanding 3D scenes. Similarly, various 4D representations have demonstrated the ability to capture the dynamics of the 4D world. However, there is a dearth of research focusing on segmentation within 4D representations. In this paper, we propose Segment Any 4D Gaussians (SA4D), one of the first frameworks to segment anything in the 4D digital world based on 4D Gaussians. In SA4D, an efficient temporal identity feature field is introduced to handle Gaussian drifting, with the potential to learn precise identity features from noisy and sparse input. Additionally, a 4D segmentation refinement process is proposed to remove artifacts. Our SA4D achieves precise, high-quality segmentation within seconds in 4D Gaussians and shows the ability to remove, recolor, compose, and render high-quality anything masks. More demos are available at: https://jsxzs.github.io/sa4d/.

CVMar 22
Text-Image Conditioned 3D Generation

Jiazhong Cen, Jiemin Fang, Sikuang Li et al.

High-quality 3D assets are essential for VR/AR, industrial design, and entertainment, motivating growing interest in generative models that create 3D content from user prompts. Most existing 3D generators, however, rely on a single conditioning modality: image-conditioned models achieve high visual fidelity by exploiting pixel-aligned cues but suffer from viewpoint bias when the input view is limited or ambiguous, while text-conditioned models provide broad semantic guidance yet lack low-level visual detail. This limits how users can express intent and raises a natural question: can these two modalities be combined for more flexible and faithful 3D generation? Our diagnostic study shows that even simple late fusion of text- and image-conditioned predictions outperforms single-modality models, revealing strong cross-modal complementarity. We therefore formalize Text-Image Conditioned 3D Generation, which requires joint reasoning over a visual exemplar and a textual specification. To address this task, we introduce TIGON, a minimalist dual-branch baseline with separate image- and text-conditioned backbones and lightweight cross-modal fusion. Extensive experiments show that text-image conditioning consistently improves over single-modality methods, highlighting complementary vision-language guidance as a promising direction for future 3D generation research. Project page: https://jumpat.github.io/tigon-page

CVMay 15
WorldAct: Activating Monolithic 3D Worlds into Interactive-Ready Object-Centric Scenes

Jichen Hu, Jiawei Guo, Jiazhong Cen et al.

Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical interaction. This restricts their use in immersive content creation and embodied simulation, where generated worlds must be actively modified and manipulated. To tackle this challenge, we present WorldAct, a framework that converts static generated 3D worlds into editable and interaction-ready scenes. WorldAct uses a multimodal agent to guide scene decomposition, identify actionable objects, reconstruct geometrically aligned object-level meshes for interaction, and restore the residual background via 3D inpainting. The resulting scenes support object-level editing, collision-aware manipulation, and embodied task execution while preserving global scene coherence. Experiments show that WorldAct enables richer interaction scenarios than the original generated scenes, suggesting a practical path toward editable and interactive 3D world models.

CVMay 30, 2025Code
Tackling View-Dependent Semantics in 3D Language Gaussian Splatting

Jiazhong Cen, Xudong Zhou, Jiemin Fang et al.

Recent advancements in 3D Gaussian Splatting (3D-GS) enable high-quality 3D scene reconstruction from RGB images. Many studies extend this paradigm for language-driven open-vocabulary scene understanding. However, most of them simply project 2D semantic features onto 3D Gaussians and overlook a fundamental gap between 2D and 3D understanding: a 3D object may exhibit various semantics from different viewpoints--a phenomenon we term view-dependent semantics. To address this challenge, we propose LaGa (Language Gaussians), which establishes cross-view semantic connections by decomposing the 3D scene into objects. Then, it constructs view-aggregated semantic representations by clustering semantic descriptors and reweighting them based on multi-view semantics. Extensive experiments demonstrate that LaGa effectively captures key information from view-dependent semantics, enabling a more comprehensive understanding of 3D scenes. Notably, under the same settings, LaGa achieves a significant improvement of +18.7% mIoU over the previous SOTA on the LERF-OVS dataset. Our code is available at: https://github.com/SJTU-DeepVisionLab/LaGa.

CVSep 29, 2025
UniLat3D: Geometry-Appearance Unified Latents for Single-Stage 3D Generation

Guanjun Wu, Jiemin Fang, Chen Yang et al.

High-fidelity 3D asset generation is crucial for various industries. While recent 3D pretrained models show strong capability in producing realistic content, most are built upon diffusion models and follow a two-stage pipeline that first generates geometry and then synthesizes appearance. Such a decoupled design tends to produce geometry-texture misalignment and non-negligible cost. In this paper, we propose UniLat3D, a unified framework that encodes geometry and appearance in a single latent space, enabling direct single-stage generation. Our key contribution is a geometry-appearance Unified VAE, which compresses high-resolution sparse features into a compact latent representation -- UniLat. UniLat integrates structural and visual information into a dense low-resolution latent, which can be efficiently decoded into diverse 3D formats, e.g., 3D Gaussians and meshes. Based on this unified representation, we train a single flow-matching model to map Gaussian noise directly into UniLat, eliminating redundant stages. Trained solely on public datasets, UniLat3D produces high-quality 3D assets in seconds from a single image, achieving superior appearance fidelity and geometric quality. More demos \& code are available at https://unilat3d.github.io/

CVOct 24, 2025
WorldGrow: Generating Infinite 3D World

Sikuang Li, Chen Yang, Jiemin Fang et al.

We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

CVNov 24, 2021
Consensus Synergizes with Memory: A Simple Approach for Anomaly Segmentation in Urban Scenes

Jiazhong Cen, Zenkun Jiang, Lingxi Xie et al.

Anomaly segmentation is a crucial task for safety-critical applications, such as autonomous driving in urban scenes, where the goal is to detect out-of-distribution (OOD) objects with categories which are unseen during training. The core challenge of this task is how to distinguish hard in-distribution samples from OOD samples, which has not been explicitly discussed yet. In this paper, we propose a novel and simple approach named Consensus Synergizes with Memory (CosMe) to address this challenge, inspired by the psychology finding that groups perform better than individuals on memory tasks. The main idea is 1) building a memory bank which consists of seen prototypes extracted from multiple layers of the pre-trained segmentation model and 2) training an auxiliary model that mimics the behavior of the pre-trained model, and then measuring the consensus of their mid-level features as complementary cues that synergize with the memory bank. CosMe is good at distinguishing between hard in-distribution examples and OOD samples. Experimental results on several urban scene anomaly segmentation datasets show that CosMe outperforms previous approaches by large margins.