Zhaoxu Sun

h-index4
3papers
46citations

3 Papers

10.2CVMay 19, 2025Code
MVPainter: Accurate and Detailed 3D Texture Generation via Multi-View Diffusion with Geometric Control

Mingqi Shao, Feng Xiong, Zhaoxu Sun et al.

Recently, significant advances have been made in 3D object generation. Building upon the generated geometry, current pipelines typically employ image diffusion models to generate multi-view RGB images, followed by UV texture reconstruction through texture baking. While 3D geometry generation has improved significantly, supported by multiple open-source frameworks, 3D texture generation remains underexplored. In this work, we systematically investigate 3D texture generation through the lens of three core dimensions: reference-texture alignment, geometry-texture consistency, and local texture quality. To tackle these issues, we propose MVPainter, which employs data filtering and augmentation strategies to enhance texture fidelity and detail, and introduces ControlNet-based geometric conditioning to improve texture-geometry alignment. Furthermore, we extract physically-based rendering (PBR) attributes from the generated views to produce PBR meshes suitable for real-world rendering applications. MVPainter achieves state-of-the-art results across all three dimensions, as demonstrated by human-aligned evaluations. To facilitate further research and reproducibility, we also release our full pipeline as an open-source system, including data construction, model architecture, and evaluation tools.

21.8CVJun 30
WorldRoamBench: An Open-World Benchmark for Long-Horizon Stability of Interactive World Models

Ting-Bing Xu, Jiacheng Sui, Zhe Gao et al.

Despite rapid progress in interactive world models (IWMs), existing benchmarks evaluate action following only at trajectory level and ignore memory and interaction physics. We introduce WorldRoamBench, an open-world benchmark for long-horizon stability across four dimensions, each with tailored innovations: (i) Action: per-frame action metric bypassing cross-model semantic scale disparity and exposing failures hidden by trajectory; (ii) Vision: segment-based drift metric capturing non-monotonic mid-sequence collapse missed by start-vs-end comparisons; (iii) Physics: controllability-gated evaluation over mechanics, optics, and 3D consistency, scoring plausibility under faithful action execution; (iv) Memory: action-decoupled protocol evaluating scene memory via transition-localized 3D point-cloud reconstruction and subject memory via tracking-plus-VLM reasoning. The benchmark comprises 600+ test cases across Nature, Urban, and Indoor scenes in first/third-person views with WASD 10-60s continuous interaction. Evaluating 10+ open/closed-source models reveals none reliably satisfies all dimensions; even the best achieves only moderate scores. Advances on WorldRoamBench are steps toward IWMs that are stable, physically grounded, memory-faithful, and deployable in real-world applications.

14.1CVDec 3, 2024Code
HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset

Zedong Chu, Feng Xiong, Meiduo Liu et al.

With the rapid evolution of 3D generation algorithms, the cost of producing 3D humanoid character models has plummeted, yet the field is impeded by the lack of a comprehensive dataset for automatic rigging, which is a pivotal step in character animation. Addressing this gap, we present HumanRig, the first large-scale dataset specifically designed for 3D humanoid character rigging, encompassing 11,434 meticulously curated T-posed meshes adhered to a uniform skeleton topology. Capitalizing on this dataset, we introduce an innovative, data-driven automatic rigging framework, which overcomes the limitations of GNN-based methods in handling complex AI-generated meshes. Our approach integrates a Prior-Guided Skeleton Estimator (PGSE) module, which uses 2D skeleton joints to provide a preliminary 3D skeleton, and a Mesh-Skeleton Mutual Attention Network (MSMAN) that fuses skeleton features with 3D mesh features extracted by a U-shaped point transformer. This enables a coarse-to-fine 3D skeleton joint regression and a robust skinning estimation, surpassing previous methods in quality and versatility. This work not only remedies the dataset deficiency in rigging research but also propels the animation industry towards more efficient and automated character rigging pipelines.