Xiao Sun

CV
h-index4
3papers
22citations
Novelty62%
AI Score45

3 Papers

6.2CVSep 29, 2025Code
ExGS: Extreme 3D Gaussian Compression with Diffusion Priors

Jiaqi Chen, Xinhao Ji, Yuanyuan Gao et al.

Neural scene representations, such as 3D Gaussian Splatting (3DGS), have enabled high-quality neural rendering; however, their large storage and transmission costs hinder deployment in resource-constrained environments. Existing compression methods either rely on costly optimization, which is slow and scene-specific, or adopt training-free pruning and quantization, which degrade rendering quality under high compression ratios. In contrast, recent data-driven approaches provide a promising direction to overcome this trade-off, enabling efficient compression while preserving high rendering quality. We introduce ExGS, a novel feed-forward framework that unifies Universal Gaussian Compression (UGC) with GaussPainter for Extreme 3DGS compression. UGC performs re-optimization-free pruning to aggressively reduce Gaussian primitives while retaining only essential information, whereas GaussPainter leverages powerful diffusion priors with mask-guided refinement to restore high-quality renderings from heavily pruned Gaussian scenes. Unlike conventional inpainting, GaussPainter not only fills in missing regions but also enhances visible pixels, yielding substantial improvements in degraded renderings. To ensure practicality, it adopts a lightweight VAE and a one-step diffusion design, enabling real-time restoration. Our framework can even achieve over 100X compression (reducing a typical 354.77 MB model to about 3.31 MB) while preserving fidelity and significantly improving image quality under challenging conditions. These results highlight the central role of diffusion priors in bridging the gap between extreme compression and high-quality neural rendering. Our code repository will be released at: https://github.com/chenttt2001/ExGS

12.8CVMar 28, 2024
Within the Dynamic Context: Inertia-aware 3D Human Modeling with Pose Sequence

Yutong Chen, Yifan Zhan, Zhihang Zhong et al.

Neural rendering techniques have significantly advanced 3D human body modeling. However, previous approaches often overlook dynamics induced by factors such as motion inertia, leading to challenges in scenarios like abrupt stops after rotation, where the pose remains static while the appearance changes. This limitation arises from reliance on a single pose as conditional input, resulting in ambiguity in mapping one pose to multiple appearances. In this study, we elucidate that variations in human appearance depend not only on the current frame's pose condition but also on past pose states. Therefore, we introduce Dyco, a novel method utilizing the delta pose sequence representation for non-rigid deformations and canonical space to effectively model temporal appearance variations. To prevent a decrease in the model's generalization ability to novel poses, we further propose low-dimensional global context to reduce unnecessary inter-body part dependencies and a quantization operation to mitigate overfitting of the delta pose sequence by the model. To validate the effectiveness of our approach, we collected a novel dataset named I3D-Human, with a focus on capturing temporal changes in clothing appearance under approximate poses. Through extensive experiments on both I3D-Human and existing datasets, our approach demonstrates superior qualitative and quantitative performance. In addition, our inertia-aware 3D human method can unprecedentedly simulate appearance changes caused by inertia at different velocities.

11.3CVNov 25, 2024
Sequential Gaussian Avatars with Hierarchical Motion Context

Wangze Xu, Yifan Zhan, Zhihang Zhong et al.

The emergence of neural rendering has significantly advanced the rendering quality of 3D human avatars, with the recently popular 3DGS technique enabling real-time performance. However, SMPL-driven 3DGS human avatars still struggle to capture fine appearance details due to the complex mapping from pose to appearance during fitting. In this paper, we propose SeqAvatar, which excavates the explicit 3DGS representation to better model human avatars based on a hierarchical motion context. Specifically, we utilize a coarse-to-fine motion conditions that incorporate both the overall human skeleton and fine-grained vertex motions for non-rigid deformation. To enhance the robustness of the proposed motion conditions, we adopt a spatio-temporal multi-scale sampling strategy to hierarchically integrate more motion clues to model human avatars. Extensive experiments demonstrate that our method significantly outperforms 3DGS-based approaches and renders human avatars orders of magnitude faster than the latest NeRF-based models that incorporate temporal context, all while delivering performance that is at least comparable or even superior. Project page: https://zezeaaa.github.io/projects/SeqAvatar/