Next3D: Generative Neural Texture Rasterization for 3D-Aware Head AvatarsJingxiang Sun, Xuan Wang, Lizhen Wang et al. · tsinghua
3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained deformation fields. We propose a novel 3D GAN framework for unsupervised learning of generative, high-quality and 3D-consistent facial avatars from unstructured 2D images. To achieve both deformation accuracy and topological flexibility, we propose a 3D representation called Generative Texture-Rasterized Tri-planes. The proposed representation learns Generative Neural Textures on top of parametric mesh templates and then projects them into three orthogonal-viewed feature planes through rasterization, forming a tri-plane feature representation for volume rendering. In this way, we combine both fine-grained expression control of mesh-guided explicit deformation and the flexibility of implicit volumetric representation. We further propose specific modules for modeling mouth interior which is not taken into account by 3DMM. Our method demonstrates state-of-the-art 3D-aware synthesis quality and animation ability through extensive experiments. Furthermore, serving as 3D prior, our animatable 3D representation boosts multiple applications including one-shot facial avatars and 3D-aware stylization.
UV Volumes for Real-time Rendering of Editable Free-view Human PerformanceYue Chen, Xuan Wang, Xingyu Chen et al.
Neural volume rendering enables photo-realistic renderings of a human performer in free-view, a critical task in immersive VR/AR applications. But the practice is severely limited by high computational costs in the rendering process. To solve this problem, we propose the UV Volumes, a new approach that can render an editable free-view video of a human performer in real-time. It separates the high-frequency (i.e., non-smooth) human appearance from the 3D volume, and encodes them into 2D neural texture stacks (NTS). The smooth UV volumes allow much smaller and shallower neural networks to obtain densities and texture coordinates in 3D while capturing detailed appearance in 2D NTS. For editability, the mapping between the parameterized human model and the smooth texture coordinates allows us a better generalization on novel poses and shapes. Furthermore, the use of NTS enables interesting applications, e.g., retexturing. Extensive experiments on CMU Panoptic, ZJU Mocap, and H36M datasets show that our model can render 960 x 540 images in 30FPS on average with comparable photo-realism to state-of-the-art methods. The project and supplementary materials are available at https://fanegg.github.io/UV-Volumes.
10.4CVApr 18, 2023
NeAI: A Pre-convoluted Representation for Plug-and-Play Neural Ambient IlluminationYiyu Zhuang, Qi Zhang, Xuan Wang et al.
Recent advances in implicit neural representation have demonstrated the ability to recover detailed geometry and material from multi-view images. However, the use of simplified lighting models such as environment maps to represent non-distant illumination, or using a network to fit indirect light modeling without a solid basis, can lead to an undesirable decomposition between lighting and material. To address this, we propose a fully differentiable framework named neural ambient illumination (NeAI) that uses Neural Radiance Fields (NeRF) as a lighting model to handle complex lighting in a physically based way. Together with integral lobe encoding for roughness-adaptive specular lobe and leveraging the pre-convoluted background for accurate decomposition, the proposed method represents a significant step towards integrating physically based rendering into the NeRF representation. The experiments demonstrate the superior performance of novel-view rendering compared to previous works, and the capability to re-render objects under arbitrary NeRF-style environments opens up exciting possibilities for bridging the gap between virtual and real-world scenes. The project and supplementary materials are available at https://yiyuzhuang.github.io/NeAI/.
12.7CVJul 1, 2022
Neural Parameterization for Dynamic Human Head EditingLi Ma, Xiaoyu Li, Jing Liao et al.
Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.
5.9CVMar 9, 2023
3D Video Loops from Asynchronous InputLi Ma, Xiaoyu Li, Jing Liao et al.
Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.
15.3CVSep 19, 2023
Anti-Aliased Neural Implicit Surfaces with Encoding Level of DetailYiyu Zhuang, Qi Zhang, Ying Feng et al.
We present LoD-NeuS, an efficient neural representation for high-frequency geometry detail recovery and anti-aliased novel view rendering. Drawing inspiration from voxel-based representations with the level of detail (LoD), we introduce a multi-scale tri-plane-based scene representation that is capable of capturing the LoD of the signed distance function (SDF) and the space radiance. Our representation aggregates space features from a multi-convolved featurization within a conical frustum along a ray and optimizes the LoD feature volume through differentiable rendering. Additionally, we propose an error-guided sampling strategy to guide the growth of the SDF during the optimization. Both qualitative and quantitative evaluations demonstrate that our method achieves superior surface reconstruction and photorealistic view synthesis compared to state-of-the-art approaches.
15.3CVApr 25, 2023
Local Implicit Ray Function for Generalizable Radiance Field RepresentationXin Huang, Qi Zhang, Ying Feng et al.
We propose LIRF (Local Implicit Ray Function), a generalizable neural rendering approach for novel view rendering. Current generalizable neural radiance fields (NeRF) methods sample a scene with a single ray per pixel and may therefore render blurred or aliased views when the input views and rendered views capture scene content with different resolutions. To solve this problem, we propose LIRF to aggregate the information from conical frustums to construct a ray. Given 3D positions within conical frustums, LIRF takes 3D coordinates and the features of conical frustums as inputs and predicts a local volumetric radiance field. Since the coordinates are continuous, LIRF renders high-quality novel views at a continuously-valued scale via volume rendering. Besides, we predict the visible weights for each input view via transformer-based feature matching to improve the performance in occluded areas. Experimental results on real-world scenes validate that our method outperforms state-of-the-art methods on novel view rendering of unseen scenes at arbitrary scales.
14.2MMOct 31, 2025Code
LongCat-Flash-Omni Technical ReportMeituan LongCat Team, Bairui Wang, Bayan et al.
We introduce LongCat-Flash-Omni, a state-of-the-art open-source omni-modal model with 560 billion parameters, excelling at real-time audio-visual interaction. By adopting a curriculum-inspired progressive training strategy that transitions from simpler to increasingly complex modality sequence modeling tasks, LongCat-Flash-Omni attains comprehensive multimodal capabilities while maintaining strong unimodal capability. Building upon LongCat-Flash, which adopts a high-performance Shortcut-connected Mixture-of-Experts (MoE) architecture with zero-computation experts, LongCat-Flash-Omni integrates efficient multimodal perception and speech reconstruction modules. Despite its immense size of 560B parameters (with 27B activated), LongCat-Flash-Omni achieves low-latency real-time audio-visual interaction. For training infrastructure, we developed a modality-decoupled parallelism scheme specifically designed to manage the data and model heterogeneity inherent in large-scale multimodal training. This innovative approach demonstrates exceptional efficiency by sustaining over 90% of the throughput achieved by text-only training. Extensive evaluations show that LongCat-Flash-Omni achieves state-of-the-art performance on omni-modal benchmarks among open-source models. Furthermore, it delivers highly competitive results across a wide range of modality-specific tasks, including text, image, and video understanding, as well as audio understanding and generation. We provide a comprehensive overview of the model architecture design, training procedures, and data strategies, and open-source the model to foster future research and development in the community.
Fast-Poly: A Fast Polyhedral Framework For 3D Multi-Object TrackingXiaoyu Li, Dedong Liu, Yitao Wu et al.
3D Multi-Object Tracking (MOT) captures stable and comprehensive motion states of surrounding obstacles, essential for robotic perception. However, current 3D trackers face issues with accuracy and latency consistency. In this paper, we propose Fast-Poly, a fast and effective filter-based method for 3D MOT. Building upon our previous work Poly-MOT, Fast-Poly addresses object rotational anisotropy in 3D space, enhances local computation densification, and leverages parallelization technique, improving inference speed and precision. Fast-Poly is extensively tested on two large-scale tracking benchmarks with Python implementation. On the nuScenes dataset, Fast-Poly achieves new state-of-the-art performance with 75.8% AMOTA among all methods and can run at 34.2 FPS on a personal CPU. On the Waymo dataset, Fast-Poly exhibits competitive accuracy with 63.6% MOTA and impressive inference speed (35.5 FPS). The source code is publicly available at https://github.com/lixiaoyu2000/FastPoly.
6.5CVSep 18, 2024
RockTrack: A 3D Robust Multi-Camera-Ken Multi-Object Tracking FrameworkXiaoyu Li, Peidong Li, Lijun Zhao et al.
3D Multi-Object Tracking (MOT) obtains significant performance improvements with the rapid advancements in 3D object detection, particularly in cost-effective multi-camera setups. However, the prevalent end-to-end training approach for multi-camera trackers results in detector-specific models, limiting their versatility. Moreover, current generic trackers overlook the unique features of multi-camera detectors, i.e., the unreliability of motion observations and the feasibility of visual information. To address these challenges, we propose RockTrack, a 3D MOT method for multi-camera detectors. Following the Tracking-By-Detection framework, RockTrack is compatible with various off-the-shelf detectors. RockTrack incorporates a confidence-guided preprocessing module to extract reliable motion and image observations from distinct representation spaces from a single detector. These observations are then fused in an association module that leverages geometric and appearance cues to minimize mismatches. The resulting matches are propagated through a staged estimation process, forming the basis for heuristic noise modeling. Additionally, we introduce a novel appearance similarity metric for explicitly characterizing object affinities in multi-camera settings. RockTrack achieves state-of-the-art performance on the nuScenes vision-only tracking leaderboard with 59.1% AMOTA while demonstrating impressive computational efficiency.
20.8AISep 23, 2025Code
Introducing LongCat-Flash-Thinking: A Technical ReportMeituan LongCat Team, Anchun Gui, Bei Li et al.
We present LongCat-Flash-Thinking, an efficient 560-billion-parameter open-source Mixture-of-Experts (MoE) reasoning model. Its advanced capabilities are cultivated through a meticulously crafted training process, beginning with long Chain-of-Thought (CoT) data cold-start and culminating in large-scale Reinforcement Learning (RL). We first employ a well-designed cold-start training strategy, which significantly enhances the reasoning potential and equips the model with specialized skills in both formal and agentic reasoning. Then, a core innovation is our domain-parallel training scheme, which decouples optimization across distinct domains (e.g., STEM, Code, Agentic) and subsequently fuses the resulting expert models into a single, nearly Pareto-optimal model. This entire process is powered by our Dynamic ORchestration for Asynchronous rollout (DORA) system, a large-scale RL framework that delivers a greater than threefold training speedup over synchronous methods on tens of thousands of accelerators. As a result, LongCat-Flash-Thinking achieves state-of-the-art performance among open-source models on a suite of complex reasoning tasks. The model exhibits exceptional efficiency in agentic reasoning, reducing average token consumption by 64.5% (from 19, 653 to 6, 965) on AIME-25, without degrading task accuracy. We release LongCat-Flash-Thinking to promote further advances in reasoning systems and agentic AI research.
15.8CVMar 18, 2024
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar ModelingYujiao Jiang, Qingmin Liao, Xiaoyu Li et al.
Reconstructing photo-realistic drivable human avatars from multi-view image sequences has been a popular and challenging topic in the field of computer vision and graphics. While existing NeRF-based methods can achieve high-quality novel view rendering of human models, both training and inference processes are time-consuming. Recent approaches have utilized 3D Gaussians to represent the human body, enabling faster training and rendering. However, they undermine the importance of the mesh guidance and directly predict Gaussians in 3D space with coarse mesh guidance. This hinders the learning procedure of the Gaussians and tends to produce blurry textures. Therefore, we propose UV Gaussians, which models the 3D human body by jointly learning mesh deformations and 2D UV-space Gaussian textures. We utilize the embedding of UV map to learn Gaussian textures in 2D space, leveraging the capabilities of powerful 2D networks to extract features. Additionally, through an independent Mesh network, we optimize pose-dependent geometric deformations, thereby guiding Gaussian rendering and significantly enhancing rendering quality. We collect and process a new dataset of human motion, which includes multi-view images, scanned models, parametric model registration, and corresponding texture maps. Experimental results demonstrate that our method achieves state-of-the-art synthesis of novel view and novel pose. The code and data will be made available on the homepage https://alex-jyj.github.io/UV-Gaussians/ once the paper is accepted.
FENeRF: Face Editing in Neural Radiance FieldsJingxiang Sun, Xuan Wang, Yong Zhang et al.
Previous portrait image generation methods roughly fall into two categories: 2D GANs and 3D-aware GANs. 2D GANs can generate high fidelity portraits but with low view consistency. 3D-aware GAN methods can maintain view consistency but their generated images are not locally editable. To overcome these limitations, we propose FENeRF, a 3D-aware generator that can produce view-consistent and locally-editable portrait images. Our method uses two decoupled latent codes to generate corresponding facial semantics and texture in a spatial aligned 3D volume with shared geometry. Benefiting from such underlying 3D representation, FENeRF can jointly render the boundary-aligned image and semantic mask and use the semantic mask to edit the 3D volume via GAN inversion. We further show such 3D representation can be learned from widely available monocular image and semantic mask pairs. Moreover, we reveal that joint learning semantics and texture helps to generate finer geometry. Our experiments demonstrate that FENeRF outperforms state-of-the-art methods in various face editing tasks.
28.5CVNov 30, 2021
Hallucinated Neural Radiance Fields in the WildXingyu Chen, Qi Zhang, Xiaoyu Li et al.
Neural Radiance Fields (NeRF) has recently gained popularity for its impressive novel view synthesis ability. This paper studies the problem of hallucinated NeRF: i.e., recovering a realistic NeRF at a different time of day from a group of tourism images. Existing solutions adopt NeRF with a controllable appearance embedding to render novel views under various conditions, but they cannot render view-consistent images with an unseen appearance. To solve this problem, we present an end-to-end framework for constructing a hallucinated NeRF, dubbed as Ha-NeRF. Specifically, we propose an appearance hallucination module to handle time-varying appearances and transfer them to novel views. Considering the complex occlusions of tourism images, we introduce an anti-occlusion module to decompose the static subjects for visibility accurately. Experimental results on synthetic data and real tourism photo collections demonstrate that our method can hallucinate the desired appearances and render occlusion-free images from different views. The project and supplementary materials are available at https://rover-xingyu.github.io/Ha-NeRF/.
Deblur-NeRF: Neural Radiance Fields from Blurry ImagesLi Ma, Xiaoyu Li, Jing Liao et al.
Neural Radiance Field (NeRF) has gained considerable attention recently for 3D scene reconstruction and novel view synthesis due to its remarkable synthesis quality. However, image blurriness caused by defocus or motion, which often occurs when capturing scenes in the wild, significantly degrades its reconstruction quality. To address this problem, We propose Deblur-NeRF, the first method that can recover a sharp NeRF from blurry input. We adopt an analysis-by-synthesis approach that reconstructs blurry views by simulating the blurring process, thus making NeRF robust to blurry inputs. The core of this simulation is a novel Deformable Sparse Kernel (DSK) module that models spatially-varying blur kernels by deforming a canonical sparse kernel at each spatial location. The ray origin of each kernel point is jointly optimized, inspired by the physical blurring process. This module is parameterized as an MLP that has the ability to be generalized to various blur types. Jointly optimizing the NeRF and the DSK module allows us to restore a sharp NeRF. We demonstrate that our method can be used on both camera motion blur and defocus blur: the two most common types of blur in real scenes. Evaluation results on both synthetic and real-world data show that our method outperforms several baselines. The synthetic and real datasets along with the source code is publicly available at https://limacv.github.io/deblurnerf/
8.7CVApr 18, 2021
Let's See Clearly: Contaminant Artifact Removal for Moving CamerasXiaoyu Li, Bo Zhang, Jing Liao et al.
Contaminants such as dust, dirt and moisture adhering to the camera lens can greatly affect the quality and clarity of the resulting image or video. In this paper, we propose a video restoration method to automatically remove these contaminants and produce a clean video. Our approach first seeks to detect attention maps that indicate the regions that need to be restored. In order to leverage the corresponding clean pixels from adjacent frames, we propose a flow completion module to hallucinate the flow of the background scene to the attention regions degraded by the contaminants. Guided by the attention maps and completed flows, we propose a recurrent technique to restore the input frame by fetching clean pixels from adjacent frames. Finally, a multi-frame processing stage is used to further process the entire video sequence in order to enforce temporal consistency. The entire network is trained on a synthetic dataset that approximates the physical lighting properties of contaminant artifacts. This new dataset and our novel framework lead to our method that is able to address different contaminants and outperforms competitive restoration approaches both qualitatively and quantitatively.
11.6CVAug 10, 2020
Deep Sketch-guided Cartoon Video InbetweeningXiaoyu Li, Bo Zhang, Jing Liao et al.
We propose a novel framework to produce cartoon videos by fetching the color information from two input keyframes while following the animated motion guided by a user sketch. The key idea of the proposed approach is to estimate the dense cross-domain correspondence between the sketch and cartoon video frames, and employ a blending module with occlusion estimation to synthesize the middle frame guided by the sketch. After that, the input frames and the synthetic frame equipped with established correspondence are fed into an arbitrary-time frame interpolation pipeline to generate and refine additional inbetween frames. Finally, a module to preserve temporal consistency is employed. Compared to common frame interpolation methods, our approach can address frames with relatively large motion and also has the flexibility to enable users to control the generated video sequences by editing the sketch guidance. By explicitly considering the correspondence between frames and the sketch, we can achieve higher quality results than other image synthesis methods. Our results show that our system generalizes well to different movie frames, achieving better results than existing solutions.
13.6CVSep 8, 2019
Blind Geometric Distortion Correction on Images Through Deep LearningXiaoyu Li, Bo Zhang, Pedro V. Sander et al.
We propose the first general framework to automatically correct different types of geometric distortion in a single input image. Our proposed method employs convolutional neural networks (CNNs) trained by using a large synthetic distortion dataset to predict the displacement field between distorted images and corrected images. A model fitting method uses the CNN output to estimate the distortion parameters, achieving a more accurate prediction. The final corrected image is generated based on the predicted flow using an efficient, high-quality resampling method. Experimental results demonstrate that our algorithm outperforms traditional correction methods, and allows for interesting applications such as distortion transfer, distortion exaggeration, and co-occurring distortion correction.