Chuanchen Luo

CV
h-index31
16papers
617citations
Novelty49%
AI Score50

16 Papers

CVJul 31, 2023Code
DDG-Net: Discriminability-Driven Graph Network for Weakly-supervised Temporal Action Localization

Xiaojun Tang, Junsong Fan, Chuanchen Luo et al.

Weakly-supervised temporal action localization (WTAL) is a practical yet challenging task. Due to large-scale datasets, most existing methods use a network pretrained in other datasets to extract features, which are not suitable enough for WTAL. To address this problem, researchers design several modules for feature enhancement, which improve the performance of the localization module, especially modeling the temporal relationship between snippets. However, all of them neglect the adverse effects of ambiguous information, which would reduce the discriminability of others. Considering this phenomenon, we propose Discriminability-Driven Graph Network (DDG-Net), which explicitly models ambiguous snippets and discriminative snippets with well-designed connections, preventing the transmission of ambiguous information and enhancing the discriminability of snippet-level representations. Additionally, we propose feature consistency loss to prevent the assimilation of features and drive the graph convolution network to generate more discriminative representations. Extensive experiments on THUMOS14 and ActivityNet1.2 benchmarks demonstrate the effectiveness of DDG-Net, establishing new state-of-the-art results on both datasets. Source code is available at \url{https://github.com/XiaojunTang22/ICCV2023-DDGNet}.

CVJul 24, 2024
CityX: Controllable Procedural Content Generation for Unbounded 3D Cities

Shougao Zhang, Mengqi Zhou, Yuxi Wang et al.

Urban areas, as the primary human habitat in modern civilization, accommodate a broad spectrum of social activities. With the surge of embodied intelligence, recent years have witnessed an increasing presence of physical agents in urban areas, such as autonomous vehicles and delivery robots. As a result, practitioners significantly value crafting authentic, simulation-ready 3D cities to facilitate the training and verification of such agents. However, this task is quite challenging. Current generative methods fall short in either diversity, controllability, or fidelity. In this work, we resort to the procedural content generation (PCG) technique for high-fidelity generation. It assembles superior assets according to empirical rules, ultimately leading to industrial-grade outcomes. To ensure diverse and self contained creation, we design a management protocol to accommodate extensive PCG plugins with distinct functions and interfaces. Based on this unified PCG library, we develop a multi-agent framework to transform multi-modal instructions, including OSM, semantic maps, and satellite images, into executable programs. The programs coordinate relevant plugins to construct the 3D city consistent with the control condition. A visual feedback scheme is introduced to further refine the initial outcomes. Our method, named CityX, demonstrates its superiority in creating diverse, controllable, and realistic 3D urban scenes. The synthetic scenes can be seamlessly deployed as a real-time simulator and an infinite data generator for embodied intelligence research. Our project page: https://cityx-lab.github.io.

CVDec 1, 2025
RoleMotion: A Large-Scale Dataset towards Robust Scene-Specific Role-Playing Motion Synthesis with Fine-grained Descriptions

Junran Peng, Yiheng Huang, Silei Shen et al.

In this paper, we introduce RoleMotion, a large-scale human motion dataset that encompasses a wealth of role-playing and functional motion data tailored to fit various specific scenes. Existing text datasets are mainly constructed decentrally as amalgamation of assorted subsets that their data are nonfunctional and isolated to work together to cover social activities in various scenes. Also, the quality of motion data is inconsistent, and textual annotation lacks fine-grained details in these datasets. In contrast, RoleMotion is meticulously designed and collected with a particular focus on scenes and roles. The dataset features 25 classic scenes, 110 functional roles, over 500 behaviors, and 10296 high-quality human motion sequences of body and hands, annotated with 27831 fine-grained text descriptions. We build an evaluator stronger than existing counterparts, prove its reliability, and evaluate various text-to-motion methods on our dataset. Finally, we explore the interplay of motion generation of body and hands. Experimental results demonstrate the high-quality and functionality of our dataset on text-driven whole-body generation.

CVApr 1, 2024
CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians

Yang Liu, He Guan, Chuanchen Luo et al.

The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at https://dekuliutesla.github.io/citygs/.

CVNov 1, 2024
CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes

Yang Liu, Chuanchen Luo, Zhongkai Mao et al.

Recently, 3D Gaussian Splatting (3DGS) has revolutionized radiance field reconstruction, manifesting efficient and high-fidelity novel view synthesis. However, accurately representing surfaces, especially in large and complex scenarios, remains a significant challenge due to the unstructured nature of 3DGS. In this paper, we present CityGaussianV2, a novel approach for large-scale scene reconstruction that addresses critical challenges related to geometric accuracy and efficiency. Building on the favorable generalization capabilities of 2D Gaussian Splatting (2DGS), we address its convergence and scalability issues. Specifically, we implement a decomposed-gradient-based densification and depth regression technique to eliminate blurry artifacts and accelerate convergence. To scale up, we introduce an elongation filter that mitigates Gaussian count explosion caused by 2DGS degeneration. Furthermore, we optimize the CityGaussian pipeline for parallel training, achieving up to 10$\times$ compression, at least 25% savings in training time, and a 50% decrease in memory usage. We also established standard geometry benchmarks under large-scale scenes. Experimental results demonstrate that our method strikes a promising balance between visual quality, geometric accuracy, as well as storage and training costs. The project page is available at https://dekuliutesla.github.io/CityGaussianV2/.

CVJan 31, 2024
SAGD: Boundary-Enhanced Segment Anything in 3D Gaussian via Gaussian Decomposition

Xu Hu, Yuxi Wang, Lue Fan et al.

3D Gaussian Splatting has emerged as an alternative 3D representation for novel view synthesis, benefiting from its high-quality rendering results and real-time rendering speed. However, the 3D Gaussians learned by 3D-GS have ambiguous structures without any geometry constraints. This inherent issue in 3D-GS leads to a rough boundary when segmenting individual objects. To remedy these problems, we propose SAGD, a conceptually simple yet effective boundary-enhanced segmentation pipeline for 3D-GS to improve segmentation accuracy while preserving segmentation speed. Specifically, we introduce a Gaussian Decomposition scheme, which ingeniously utilizes the special structure of 3D Gaussian, finds out, and then decomposes the boundary Gaussians. Moreover, to achieve fast interactive 3D segmentation, we introduce a novel training-free pipeline by lifting a 2D foundation model to 3D-GS. Extensive experiments demonstrate that our approach achieves high-quality 3D segmentation without rough boundary issues, which can be easily applied to other scene editing tasks.

CVJan 7, 2024
FurniScene: A Large-scale 3D Room Dataset with Intricate Furnishing Scenes

Genghao Zhang, Yuxi Wang, Chuanchen Luo et al.

Indoor scene generation has attracted significant attention recently as it is crucial for applications of gaming, virtual reality, and interior design. Current indoor scene generation methods can produce reasonable room layouts but often lack diversity and realism. This is primarily due to the limited coverage of existing datasets, including only large furniture without tiny furnishings in daily life. To address these challenges, we propose FurniScene, a large-scale 3D room dataset with intricate furnishing scenes from interior design professionals. Specifically, the FurniScene consists of 11,698 rooms and 39,691 unique furniture CAD models with 89 different types, covering things from large beds to small teacups on the coffee table. To better suit fine-grained indoor scene layout generation, we introduce a novel Two-Stage Diffusion Scene Model (TSDSM) and conduct an evaluation benchmark for various indoor scene generation based on FurniScene. Quantitative and qualitative evaluations demonstrate the capability of our method to generate highly realistic indoor scenes. Our dataset and code will be publicly available soon.

CVNov 27, 2024
OOD-HOI: Text-Driven 3D Whole-Body Human-Object Interactions Generation Beyond Training Domains

Yixuan Zhang, Hui Yang, Chuanchen Luo et al.

Generating realistic 3D human-object interactions (HOIs) from text descriptions is a active research topic with potential applications in virtual and augmented reality, robotics, and animation. However, creating high-quality 3D HOIs remains challenging due to the lack of large-scale interaction data and the difficulty of ensuring physical plausibility, especially in out-of-domain (OOD) scenarios. Current methods tend to focus either on the body or the hands, which limits their ability to produce cohesive and realistic interactions. In this paper, we propose OOD-HOI, a text-driven framework for generating whole-body human-object interactions that generalize well to new objects and actions. Our approach integrates a dual-branch reciprocal diffusion model to synthesize initial interaction poses, a contact-guided interaction refiner to improve physical accuracy based on predicted contact areas, and a dynamic adaptation mechanism which includes semantic adjustment and geometry deformation to improve robustness. Experimental results demonstrate that our OOD-HOI could generate more realistic and physically plausible 3D interaction pose in OOD scenarios compared to existing methods.

CVDec 5, 2023
FG-MDM: Towards Zero-Shot Human Motion Generation via ChatGPT-Refined Descriptions

Xu Shi, Wei Yao, Chuanchen Luo et al.

Recently, significant progress has been made in text-based motion generation, enabling the generation of diverse and high-quality human motions that conform to textual descriptions. However, generating motions beyond the distribution of original datasets remains challenging, i.e., zero-shot generation. By adopting a divide-and-conquer strategy, we propose a new framework named Fine-Grained Human Motion Diffusion Model (FG-MDM) for zero-shot human motion generation. Specifically, we first parse previous vague textual annotations into fine-grained descriptions of different body parts by leveraging a large language model. We then use these fine-grained descriptions to guide a transformer-based diffusion model, which further adopts a design of part tokens. FG-MDM can generate human motions beyond the scope of original datasets owing to descriptions that are closer to motion essence. Our experimental results demonstrate the superiority of FG-MDM over previous methods in zero-shot settings. We will release our fine-grained textual annotations for HumanML3D and KIT.

CVApr 22, 2024
MaterialSeg3D: Segmenting Dense Materials from 2D Priors for 3D Assets

Zeyu Li, Ruitong Gan, Chuanchen Luo et al.

Driven by powerful image diffusion models, recent research has achieved the automatic creation of 3D objects from textual or visual guidance. By performing score distillation sampling (SDS) iteratively across different views, these methods succeed in lifting 2D generative prior to the 3D space. However, such a 2D generative image prior bakes the effect of illumination and shadow into the texture. As a result, material maps optimized by SDS inevitably involve spurious correlated components. The absence of precise material definition makes it infeasible to relight the generated assets reasonably in novel scenes, which limits their application in downstream scenarios. In contrast, humans can effortlessly circumvent this ambiguity by deducing the material of the object from its appearance and semantics. Motivated by this insight, we propose MaterialSeg3D, a 3D asset material generation framework to infer underlying material from the 2D semantic prior. Based on such a prior model, we devise a mechanism to parse material in 3D space. We maintain a UV stack, each map of which is unprojected from a specific viewpoint. After traversing all viewpoints, we fuse the stack through a weighted voting scheme and then employ region unification to ensure the coherence of the object parts. To fuel the learning of semantics prior, we collect a material dataset, named Materialized Individual Objects (MIO), which features abundant images, diverse categories, and accurate annotations. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method.

CVJun 23, 2025
TC-Light: Temporally Coherent Generative Rendering for Realistic World Transfer

Yang Liu, Chuanchen Luo, Zimo Tang et al.

Illumination and texture editing are critical dimensions for world-to-world transfer, which is valuable for applications including sim2real and real2real visual data scaling up for embodied AI. Existing techniques generatively re-render the input video to realize the transfer, such as video relighting models and conditioned world generation models. Nevertheless, these models are predominantly limited to the domain of training data (e.g., portrait) or fall into the bottleneck of temporal consistency and computation efficiency, especially when the input video involves complex dynamics and long durations. In this paper, we propose TC-Light, a novel generative renderer to overcome these problems. Starting from the video preliminarily relighted by an inflated video relighting model, it optimizes appearance embedding in the first stage to align global illumination. Then it optimizes the proposed canonical video representation, i.e., Unique Video Tensor (UVT), to align fine-grained texture and lighting in the second stage. To comprehensively evaluate performance, we also establish a long and highly dynamic video benchmark. Extensive experiments show that our method enables physically plausible re-rendering results with superior temporal coherence and low computation cost. The code and video demos are available at https://dekuliutesla.github.io/tclight/.

CVOct 20, 2025
GSPlane: Concise and Accurate Planar Reconstruction via Structured Representation

Ruitong Gan, Junran Peng, Yang Liu et al.

Planes are fundamental primitives of 3D sences, especially in man-made environments such as indoor spaces and urban streets. Representing these planes in a structured and parameterized format facilitates scene editing and physical simulations in downstream applications. Recently, Gaussian Splatting (GS) has demonstrated remarkable effectiveness in the Novel View Synthesis task, with extensions showing great potential in accurate surface reconstruction. However, even state-of-the-art GS representations often struggle to reconstruct planar regions with sufficient smoothness and precision. To address this issue, we propose GSPlane, which recovers accurate geometry and produces clean and well-structured mesh connectivity for plane regions in the reconstructed scene. By leveraging off-the-shelf segmentation and normal prediction models, GSPlane extracts robust planar priors to establish structured representations for planar Gaussian coordinates, which help guide the training process by enforcing geometric consistency. To further enhance training robustness, a Dynamic Gaussian Re-classifier is introduced to adaptively reclassify planar Gaussians with persistently high gradients as non-planar, ensuring more reliable optimization. Furthermore, we utilize the optimized planar priors to refine the mesh layouts, significantly improving topological structure while reducing the number of vertices and faces. We also explore applications of the structured planar representation, which enable decoupling and flexible manipulation of objects on supportive planes. Extensive experiments demonstrate that, with no sacrifice in rendering quality, the introduction of planar priors significantly improves the geometric accuracy of the extracted meshes across various baselines.

CVSep 29, 2025
VGGT-X: When VGGT Meets Dense Novel View Synthesis

Yang Liu, Chuanchen Luo, Zimo Tang et al.

We study the problem of applying 3D Foundation Models (3DFMs) to dense Novel View Synthesis (NVS). Despite significant progress in Novel View Synthesis powered by NeRF and 3DGS, current approaches remain reliant on accurate 3D attributes (e.g., camera poses and point clouds) acquired from Structure-from-Motion (SfM), which is often slow and fragile in low-texture or low-overlap captures. Recent 3DFMs showcase orders of magnitude speedup over the traditional pipeline and great potential for online NVS. But most of the validation and conclusions are confined to sparse-view settings. Our study reveals that naively scaling 3DFMs to dense views encounters two fundamental barriers: dramatically increasing VRAM burden and imperfect outputs that degrade initialization-sensitive 3D training. To address these barriers, we introduce VGGT-X, incorporating a memory-efficient VGGT implementation that scales to 1,000+ images, an adaptive global alignment for VGGT output enhancement, and robust 3DGS training practices. Extensive experiments show that these measures substantially close the fidelity gap with COLMAP-initialized pipelines, achieving state-of-the-art results in dense COLMAP-free NVS and pose estimation. Additionally, we analyze the causes of remaining gaps with COLMAP-initialized rendering, providing insights for the future development of 3D foundation models and dense NVS. Our project page is available at https://dekuliutesla.github.io/vggt-x.github.io/

CVMay 9, 2024
StableMoFusion: Towards Robust and Efficient Diffusion-based Motion Generation Framework

Yiheng Huang, Hui Yang, Chuanchen Luo et al.

Thanks to the powerful generative capacity of diffusion models, recent years have witnessed rapid progress in human motion generation. Existing diffusion-based methods employ disparate network architectures and training strategies. The effect of the design of each component is still unclear. In addition, the iterative denoising process consumes considerable computational overhead, which is prohibitive for real-time scenarios such as virtual characters and humanoid robots. For this reason, we first conduct a comprehensive investigation into network architectures, training strategies, and inference processs. Based on the profound analysis, we tailor each component for efficient high-quality human motion generation. Despite the promising performance, the tailored model still suffers from foot skating which is an ubiquitous issue in diffusion-based solutions. To eliminate footskate, we identify foot-ground contact and correct foot motions along the denoising process. By organically combining these well-designed components together, we present StableMoFusion, a robust and efficient framework for human motion generation. Extensive experimental results show that our StableMoFusion performs favorably against current state-of-the-art methods. Project page: https://h-y1heng.github.io/StableMoFusion-page/

CVMar 23, 2024
SceneX: Procedural Controllable Large-scale Scene Generation

Mengqi Zhou, Yuxi Wang, Jun Hou et al.

Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling the creation of scalable, high-quality assets. However, PCG faces challenges such as limited modular diversity, high expertise requirements, and challenges in managing the diverse elements and structures in complex scenes. In this paper, we introduce a large-scale scene generation framework, SceneX, which can automatically produce high-quality procedural models according to designers' textual descriptions. Specifically, the proposed method comprises two components, PCGHub and PCGPlanner. The former encompasses an extensive collection of accessible procedural assets and thousands of hand-craft API documents to perform as a standard protocol for PCG controller. The latter aims to generate executable actions for Blender to produce controllable and precise 3D assets guided by the user's instructions. Extensive experiments demonstrated the capability of our method in controllable large-scale scene generation, including nature scenes and unbounded cities, as well as scene editing such as asset placement and season translation.

CVNov 28, 2018
Spectral Feature Transformation for Person Re-identification

Chuanchen Luo, Yuntao Chen, Naiyan Wang et al.

With the surge of deep learning techniques, the field of person re-identification has witnessed rapid progress in recent years. Deep learning based methods focus on learning a feature space where samples are clustered compactly according to their corresponding identities. Most existing methods rely on powerful CNNs to transform the samples individually. In contrast, we propose to consider the sample relations in the transformation. To achieve this goal, we incorporate spectral clustering technique into CNN. We derive a novel module named Spectral Feature Transformation and seamlessly integrate it into existing CNN pipeline with negligible cost,which makes our method enjoy the best of two worlds. Empirical studies show that the proposed approach outperforms previous state-of-the-art methods on four public benchmarks by a considerable margin without bells and whistles.