Xiaobao Wei

CV
h-index11
32papers
464citations
Novelty56%
AI Score61

32 Papers

CVJun 2
SparseStreet: Sparse Gaussian Splatting for Real-Time Street Scene Simulation

Qingpo Wuwu, Xiaobao Wei, Peng Chen et al.

While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.

CVSep 22, 2023Code
NTO3D: Neural Target Object 3D Reconstruction with Segment Anything

Xiaobao Wei, Renrui Zhang, Jiarui Wu et al.

Neural 3D reconstruction from multi-view images has recently attracted increasing attention from the community. Existing methods normally learn a neural field for the whole scene, while it is still under-explored how to reconstruct a target object indicated by users. Considering the Segment Anything Model (SAM) has shown effectiveness in segmenting any 2D images, in this paper, we propose NTO3D, a novel high-quality Neural Target Object 3D (NTO3D) reconstruction method, which leverages the benefits of both neural field and SAM. We first propose a novel strategy to lift the multi-view 2D segmentation masks of SAM into a unified 3D occupancy field. The 3D occupancy field is then projected into 2D space and generates the new prompts for SAM. This process is iterative until convergence to separate the target object from the scene. After this, we then lift the 2D features of the SAM encoder into a 3D feature field in order to improve the reconstruction quality of the target object. NTO3D lifts the 2D masks and features of SAM into the 3D neural field for high-quality neural target object 3D reconstruction. We conduct detailed experiments on several benchmark datasets to demonstrate the advantages of our method. The code will be available at: https://github.com/ucwxb/NTO3D.

CVApr 3, 2023
Open-Vocabulary Point-Cloud Object Detection without 3D Annotation

Yuheng Lu, Chenfeng Xu, Xiaobao Wei et al.

The goal of open-vocabulary detection is to identify novel objects based on arbitrary textual descriptions. In this paper, we address open-vocabulary 3D point-cloud detection by a dividing-and-conquering strategy, which involves: 1) developing a point-cloud detector that can learn a general representation for localizing various objects, and 2) connecting textual and point-cloud representations to enable the detector to classify novel object categories based on text prompting. Specifically, we resort to rich image pre-trained models, by which the point-cloud detector learns localizing objects under the supervision of predicted 2D bounding boxes from 2D pre-trained detectors. Moreover, we propose a novel de-biased triplet cross-modal contrastive learning to connect the modalities of image, point-cloud and text, thereby enabling the point-cloud detector to benefit from vision-language pre-trained models,i.e.,CLIP. The novel use of image and vision-language pre-trained models for point-cloud detectors allows for open-vocabulary 3D object detection without the need for 3D annotations. Experiments demonstrate that the proposed method improves at least 3.03 points and 7.47 points over a wide range of baselines on the ScanNet and SUN RGB-D datasets, respectively. Furthermore, we provide a comprehensive analysis to explain why our approach works.

CVMay 3, 2022
MTTrans: Cross-Domain Object Detection with Mean-Teacher Transformer

Jinze Yu, Jiaming Liu, Xiaobao Wei et al.

Recently, DEtection TRansformer (DETR), an end-to-end object detection pipeline, has achieved promising performance. However, it requires large-scale labeled data and suffers from domain shift, especially when no labeled data is available in the target domain. To solve this problem, we propose an end-to-end cross-domain detection Transformer based on the mean teacher framework, MTTrans, which can fully exploit unlabeled target domain data in object detection training and transfer knowledge between domains via pseudo labels. We further propose the comprehensive multi-level feature alignment to improve the pseudo labels generated by the mean teacher framework taking advantage of the cross-scale self-attention mechanism in Deformable DETR. Image and object features are aligned at the local, global, and instance levels with domain query-based feature alignment (DQFA), bi-level graph-based prototype alignment (BGPA), and token-wise image feature alignment (TIFA). On the other hand, the unlabeled target domain data pseudo-labeled and available for the object detection training by the mean teacher framework can lead to better feature extraction and alignment. Thus, the mean teacher framework and the comprehensive multi-level feature alignment can be optimized iteratively and mutually based on the architecture of Transformers. Extensive experiments demonstrate that our proposed method achieves state-of-the-art performance in three domain adaptation scenarios, especially the result of Sim10k to Cityscapes scenario is remarkably improved from 52.6 mAP to 57.9 mAP. Code will be released.

CVNov 28, 2023Code
I-MedSAM: Implicit Medical Image Segmentation with Segment Anything

Xiaobao Wei, Jiajun Cao, Yizhu Jin et al.

With the development of Deep Neural Networks (DNNs), many efforts have been made to handle medical image segmentation. Traditional methods such as nnUNet train specific segmentation models on the individual datasets. Plenty of recent methods have been proposed to adapt the foundational Segment Anything Model (SAM) to medical image segmentation. However, they still focus on discrete representations to generate pixel-wise predictions, which are spatially inflexible and scale poorly to higher resolution. In contrast, implicit methods learn continuous representations for segmentation, which is crucial for medical image segmentation. In this paper, we propose I-MedSAM, which leverages the benefits of both continuous representations and SAM, to obtain better cross-domain ability and accurate boundary delineation. Since medical image segmentation needs to predict detailed segmentation boundaries, we designed a novel adapter to enhance the SAM features with high-frequency information during Parameter-Efficient Fine-Tuning (PEFT). To convert the SAM features and coordinates into continuous segmentation output, we utilize Implicit Neural Representation (INR) to learn an implicit segmentation decoder. We also propose an uncertainty-guided sampling strategy for efficient learning of INR. Extensive evaluations on 2D medical image segmentation tasks have shown that our proposed method with only 1.6M trainable parameters outperforms existing methods including discrete and implicit methods. The code will be available at: https://github.com/ucwxb/I-MedSAM.

CVJul 5, 2022
Open-Vocabulary 3D Detection via Image-level Class and Debiased Cross-modal Contrastive Learning

Yuheng Lu, Chenfeng Xu, Xiaobao Wei et al.

Current point-cloud detection methods have difficulty detecting the open-vocabulary objects in the real world, due to their limited generalization capability. Moreover, it is extremely laborious and expensive to collect and fully annotate a point-cloud detection dataset with numerous classes of objects, leading to the limited classes of existing point-cloud datasets and hindering the model to learn general representations to achieve open-vocabulary point-cloud detection. As far as we know, we are the first to study the problem of open-vocabulary 3D point-cloud detection. Instead of seeking a point-cloud dataset with full labels, we resort to ImageNet1K to broaden the vocabulary of the point-cloud detector. We propose OV-3DETIC, an Open-Vocabulary 3D DETector using Image-level Class supervision. Specifically, we take advantage of two modalities, the image modality for recognition and the point-cloud modality for localization, to generate pseudo labels for unseen classes. Then we propose a novel debiased cross-modal contrastive learning method to transfer the knowledge from image modality to point-cloud modality during training. Without hurting the latency during inference, OV-3DETIC makes the point-cloud detector capable of achieving open-vocabulary detection. Extensive experiments demonstrate that the proposed OV-3DETIC achieves at least 10.77 % mAP improvement (absolute value) and 9.56 % mAP improvement (absolute value) by a wide range of baselines on the SUN-RGBD dataset and ScanNet dataset, respectively. Besides, we conduct sufficient experiments to shed light on why the proposed OV-3DETIC works.

CVMar 24, 2023
WM-MoE: Weather-aware Multi-scale Mixture-of-Experts for Blind Adverse Weather Removal

Yulin Luo, Rui Zhao, Xiaobao Wei et al. · pku

Adverse weather removal tasks like deraining, desnowing, and dehazing are usually treated as separate tasks. However, in practical autonomous driving scenarios, the type, intensity,and mixing degree of weather are unknown, so handling each task separately cannot deal with the complex practical scenarios. In this paper, we study the blind adverse weather removal problem. Mixture-of-Experts (MoE) is a popular model that adopts a learnable gate to route the input to different expert networks. The principle of MoE involves using adaptive networks to process different types of unknown inputs. Therefore, MoE has great potential for blind adverse weather removal. However, the original MoE module is inadequate for coupled multiple weather types and fails to utilize multi-scale features for better performance. To this end, we propose a method called Weather-aware Multi-scale MoE (WM-MoE) based on Transformer for blind weather removal. WM-MoE includes two key designs: WEather-Aware Router (WEAR) and Multi-Scale Experts (MSE). WEAR assigns experts for each image token based on decoupled content and weather features, which enhances the model's capability to process multiple adverse weathers. To obtain discriminative weather features from images, we propose Weather Guidance Fine-grained Contrastive Learning (WGF-CL), which utilizes weather cluster information to guide the assignment of positive and negative samples for each image token. Since processing different weather types requires different receptive fields, MSE leverages multi-scale features to enhance the spatial relationship modeling capability, facilitating the high-quality restoration of diverse weather types and intensities. Our method achieves state-of-the-art performance in blind adverse weather removal on two public datasets and our dataset. We also demonstrate the advantage of our method on downstream segmentation tasks.

CVAug 26, 2022
Uncertainty Guided Depth Fusion for Spike Camera

Jianing Li, Jiaming Liu, Xiaobao Wei et al. · pku

Depth estimation is essential for various important real-world applications such as autonomous driving. However, it suffers from severe performance degradation in high-velocity scenario since traditional cameras can only capture blurred images. To deal with this problem, the spike camera is designed to capture the pixel-wise luminance intensity at high frame rate. However, depth estimation with spike camera remains very challenging using traditional monocular or stereo depth estimation algorithms, which are based on the photometric consistency. In this paper, we propose a novel Uncertainty-Guided Depth Fusion (UGDF) framework to fuse the predictions of monocular and stereo depth estimation networks for spike camera. Our framework is motivated by the fact that stereo spike depth estimation achieves better results at close range while monocular spike depth estimation obtains better results at long range. Therefore, we introduce a dual-task depth estimation architecture with a joint training strategy and estimate the distributed uncertainty to fuse the monocular and stereo results. In order to demonstrate the advantage of spike depth estimation over traditional camera depth estimation, we contribute a spike-depth dataset named CitySpike20K, which contains 20K paired samples, for spike depth estimation. UGDF achieves state-of-the-art results on CitySpike20K, surpassing all monocular or stereo spike depth estimation baselines. We conduct extensive experiments to evaluate the effectiveness and generalization of our method on CitySpike20K. To the best of our knowledge, our framework is the first dual-task fusion framework for spike camera depth estimation. Code and dataset will be released.

CVMar 10Code
EvoDriveVLA: Evolving Autonomous Driving Vision-Language-Action Model via Collaborative Perception-Planning Distillation

Jiajun Cao, Xiaoan Zhang, Xiaobao Wei et al.

Vision-Language-Action models have shown great promise for autonomous driving, yet they suffer from degraded perception after unfreezing the visual encoder and struggle with accumulated instability in long-term planning. To address these challenges, we propose EvoDriveVLA-a novel collaborative perception-planning distillation framework that integrates self-anchored perceptual constraints and oracle-guided trajectory optimization. Specifically, self-anchored visual distillation leverages self-anchor teacher to deliver visual anchoring constraints, regularizing student representations via trajectory-guided key-region awareness. In parallel, oracle-guided trajectory distillation employs a future-aware oracle teacher with coarse-to-fine trajectory refinement and Monte Carlo dropout sampling to produce high-quality trajectory candidates, thereby selecting the optimal trajectory to guide the student's prediction. EvoDriveVLA achieves SOTA performance in open-loop evaluation and significantly enhances performance in closed-loop evaluation. Our code is available at: https://github.com/hey-cjj/EvoDriveVLA.

CVNov 28, 2023
DiffusionTalker: Personalization and Acceleration for Speech-Driven 3D Face Diffuser

Peng Chen, Xiaobao Wei, Ming Lu et al.

Speech-driven 3D facial animation has been an attractive task in both academia and industry. Traditional methods mostly focus on learning a deterministic mapping from speech to animation. Recent approaches start to consider the non-deterministic fact of speech-driven 3D face animation and employ the diffusion model for the task. However, personalizing facial animation and accelerating animation generation are still two major limitations of existing diffusion-based methods. To address the above limitations, we propose DiffusionTalker, a diffusion-based method that utilizes contrastive learning to personalize 3D facial animation and knowledge distillation to accelerate 3D animation generation. Specifically, to enable personalization, we introduce a learnable talking identity to aggregate knowledge in audio sequences. The proposed identity embeddings extract customized facial cues across different people in a contrastive learning manner. During inference, users can obtain personalized facial animation based on input audio, reflecting a specific talking style. With a trained diffusion model with hundreds of steps, we distill it into a lightweight model with 8 steps for acceleration. Extensive experiments are conducted to demonstrate that our method outperforms state-of-the-art methods. The code will be released.

CVMay 19
Feed-Forward Gaussian Splatting from Sparse Aerial Views

Dongli Wu, Zhuoxiao Li, Tongyan Hua et al.

Reconstructing large-scale urban scenes from sparse aerial views is a crucial yet challenging task. Due to biased top-down and shallow-oblique camera poses, sparse aerial captures exhibit strong evidence imbalance: roofs and open regions are repeatedly observed, while facades, distant buildings, and occluded structures receive little multi-view support. Existing feed-forward 3D Gaussian Splatting methods directly regress a deterministic representation from sparse inputs, but this often leads to ghosting, melted facades, and stretched textures. Recent pseudo-view and video-based generative reconstruction methods use additional supervision or generative priors. However, they often lack a clear separation between observed geometry and prior-driven content, which can lead to plausible but inconsistent structures. We propose AnyCity, an observation-grounded generative reconstruction framework for sparse aerial urban scenes. AnyCity first predicts an observation-supported geometry latent to anchor reliable structures, and then uses scaffold-conditioned aerial completion tokens to predict a gated residual update for weakly constrained content before Gaussian decoding. During training, dense-to-sparse distillation transfers structural cues from dense-view reconstruction, while an aerial-adapted video diffusion prior provides fine-grained urban appearance cues through gated token conditioning. Observation-preserving objectives keep the refined representation consistent with input-supported geometry. At inference time, AnyCity reconstructs the final 3D Gaussian scene from sparse aerial views in a single feed-forward pass, achieving coherent urban novel-view synthesis with second-level inference. Experiments on synthetic, aerial-domain, UAV-textured, and real-world scenes show consistent improvements over feed-forward baselines.

CVApr 11
PhyMix: Towards Physically Consistent Single-Image 3D Indoor Scene Generation with Implicit--Explicit Optimization

Dongli Wu, Jingyu Hu, Ka-Hei Hui et al.

Existing single-image 3D indoor scene generators often produce results that look visually plausible but fail to obey real-world physics, limiting their reliability in robotics, embodied AI, and design. To examine this gap, we introduce a unified Physics Evaluator that measures four main aspects: geometric priors, contact, stability, and deployability, which are further decomposed into nine sub-constraints, establishing the first benchmark to measure physical consistency. Based on this evaluator, our analysis shows that state-of-the-art methods remain largely physics-unaware. To overcome this limitation, we further propose a framework that integrates feedback from the Physics Evaluator into both training and inference, enhancing the physical plausibility of generated scenes. Specifically, we propose PhyMix, which is composed of two complementary components: (i) implicit alignment via Scene-GRPO, a critic-free group-relative policy optimization that leverages the Physics Evaluator as a preference signal and biases sampling towards physically feasible layouts, and (ii) explicit refinement via a plug-and-play Test-Time Optimizer (TTO) that uses differentiable evaluator signals to correct residual violations during generation. Overall, our method unifies evaluation, reward shaping, and inference-time correction, producing 3D indoor scenes that are visually faithful and physically plausible. Extensive synthetic evaluations confirm state-of-the-art performance in both visual fidelity and physical plausibility, and extensive qualitative examples in stylized and real-world images further showcase the robustness of the method. We will release codes and models upon publication.

CVDec 18, 2024Code
GraphAvatar: Compact Head Avatars with GNN-Generated 3D Gaussians

Xiaobao Wei, Peng Chen, Ming Lu et al.

Rendering photorealistic head avatars from arbitrary viewpoints is crucial for various applications like virtual reality. Although previous methods based on Neural Radiance Fields (NeRF) can achieve impressive results, they lack fidelity and efficiency. Recent methods using 3D Gaussian Splatting (3DGS) have improved rendering quality and real-time performance but still require significant storage overhead. In this paper, we introduce a method called GraphAvatar that utilizes Graph Neural Networks (GNN) to generate 3D Gaussians for the head avatar. Specifically, GraphAvatar trains a geometric GNN and an appearance GNN to generate the attributes of the 3D Gaussians from the tracked mesh. Therefore, our method can store the GNN models instead of the 3D Gaussians, significantly reducing the storage overhead to just 10MB. To reduce the impact of face-tracking errors, we also present a novel graph-guided optimization module to refine face-tracking parameters during training. Finally, we introduce a 3D-aware enhancer for post-processing to enhance the rendering quality. We conduct comprehensive experiments to demonstrate the advantages of GraphAvatar, surpassing existing methods in visual fidelity and storage consumption. The ablation study sheds light on the trade-offs between rendering quality and model size. The code will be released at: https://github.com/ucwxb/GraphAvatar

CVApr 13, 2025Code
EmbodiedOcc++: Boosting Embodied 3D Occupancy Prediction with Plane Regularization and Uncertainty Sampler

Hao Wang, Xiaobao Wei, Xiaoan Zhang et al.

Online 3D occupancy prediction provides a comprehensive spatial understanding of embodied environments. While the innovative EmbodiedOcc framework utilizes 3D semantic Gaussians for progressive indoor occupancy prediction, it overlooks the geometric characteristics of indoor environments, which are primarily characterized by planar structures. This paper introduces EmbodiedOcc++, enhancing the original framework with two key innovations: a Geometry-guided Refinement Module (GRM) that constrains Gaussian updates through plane regularization, along with a Semantic-aware Uncertainty Sampler (SUS) that enables more effective updates in overlapping regions between consecutive frames. GRM regularizes the position update to align with surface normals. It determines the adaptive regularization weight using curvature-based and depth-based constraints, allowing semantic Gaussians to align accurately with planar surfaces while adapting in complex regions. To effectively improve geometric consistency from different views, SUS adaptively selects proper Gaussians to update. Comprehensive experiments on the EmbodiedOcc-ScanNet benchmark demonstrate that EmbodiedOcc++ achieves state-of-the-art performance across different settings. Our method demonstrates improved edge accuracy and retains more geometric details while ensuring computational efficiency, which is essential for online embodied perception. The code will be released at: https://github.com/PKUHaoWang/EmbodiedOcc2.

CVNov 23, 2024Code
EMD: Explicit Motion Modeling for High-Quality Street Gaussian Splatting

Xiaobao Wei, Qingpo Wuwu, Zhongyu Zhao et al.

Photorealistic reconstruction of street scenes is essential for developing real-world simulators in autonomous driving. While recent methods based on 3D/4D Gaussian Splatting (GS) have demonstrated promising results, they still encounter challenges in complex street scenes due to the unpredictable motion of dynamic objects. Current methods typically decompose street scenes into static and dynamic objects, learning the Gaussians in either a supervised manner (e.g., w/ 3D bounding-box) or a self-supervised manner (e.g., w/o 3D bounding-box). However, these approaches do not effectively model the motions of dynamic objects (e.g., the motion speed of pedestrians is clearly different from that of vehicles), resulting in suboptimal scene decomposition. To address this, we propose Explicit Motion Decomposition (EMD), which models the motions of dynamic objects by introducing learnable motion embeddings to the Gaussians, enhancing the decomposition in street scenes. The proposed plug-and-play EMD module compensates for the lack of motion modeling in self-supervised street Gaussian splatting methods. We also introduce tailored training strategies to extend EMD to supervised approaches. Comprehensive experiments demonstrate the effectiveness of our method, achieving state-of-the-art novel view synthesis performance in self-supervised settings. The code is available at: https://qingpowuwu.github.io/emd.

CVNov 20, 2024Code
GazeGaussian: High-Fidelity Gaze Redirection with 3D Gaussian Splatting

Xiaobao Wei, Peng Chen, Guangyu Li et al.

Gaze estimation encounters generalization challenges when dealing with out-of-distribution data. To address this problem, recent methods use neural radiance fields (NeRF) to generate augmented data. However, existing methods based on NeRF are computationally expensive and lack facial details. 3D Gaussian Splatting (3DGS) has become the prevailing representation of neural fields. While 3DGS has been extensively examined in head avatars, it faces challenges with accurate gaze control and generalization across different subjects. In this work, we propose GazeGaussian, the first high-fidelity gaze redirection method that uses a two-stream 3DGS model to represent the face and eye regions separately. Leveraging the unstructured nature of 3DGS, we develop a novel representation of the eye for rigid eye rotation based on the target gaze direction. To enable synthesis generalization across various subjects, we integrate an expression-guided module to inject subject-specific information into the neural renderer. Comprehensive experiments show that GazeGaussian outperforms existing methods in rendering speed, gaze redirection accuracy, and facial synthesis across multiple datasets. The code is available at: https://ucwxb.github.io/GazeGaussian.

CVJan 15
RSATalker: Realistic Socially-Aware Talking Head Generation for Multi-Turn Conversation

Peng Chen, Xiaobao Wei, Yi Yang et al.

Talking head generation is increasingly important in virtual reality (VR), especially for social scenarios involving multi-turn conversation. Existing approaches face notable limitations: mesh-based 3D methods can model dual-person dialogue but lack realistic textures, while large-model-based 2D methods produce natural appearances but incur prohibitive computational costs. Recently, 3D Gaussian Splatting (3DGS) based methods achieve efficient and realistic rendering but remain speaker-only and ignore social relationships. We introduce RSATalker, the first framework that leverages 3DGS for realistic and socially-aware talking head generation with support for multi-turn conversation. Our method first drives mesh-based 3D facial motion from speech, then binds 3D Gaussians to mesh facets to render high-fidelity 2D avatar videos. To capture interpersonal dynamics, we propose a socially-aware module that encodes social relationships, including blood and non-blood as well as equal and unequal, into high-level embeddings through a learnable query mechanism. We design a three-stage training paradigm and construct the RSATalker dataset with speech-mesh-image triplets annotated with social relationships. Extensive experiments demonstrate that RSATalker achieves state-of-the-art performance in both realism and social awareness. The code and dataset will be released.

CVMay 23, 2025Code
A Wavelet-based Stereo Matching Framework for Solving Frequency Convergence Inconsistency

Xiaobao Wei, Jiawei Liu, Dongbo Yang et al.

We find that the EPE evaluation metrics of RAFT-stereo converge inconsistently in the low and high frequency regions, resulting high frequency degradation (e.g., edges and thin objects) during the iterative process. The underlying reason for the limited performance of current iterative methods is that it optimizes all frequency components together without distinguishing between high and low frequencies. We propose a wavelet-based stereo matching framework (Wavelet-Stereo) for solving frequency convergence inconsistency. Specifically, we first explicitly decompose an image into high and low frequency components using discrete wavelet transform. Then, the high-frequency and low-frequency components are fed into two different multi-scale frequency feature extractors. Finally, we propose a novel LSTM-based high-frequency preservation update operator containing an iterative frequency adapter to provide adaptive refined high-frequency features at different iteration steps by fine-tuning the initial high-frequency features. By processing high and low frequency components separately, our framework can simultaneously refine high-frequency information in edges and low-frequency information in smooth regions, which is especially suitable for challenging scenes with fine details and textures in the distance. Extensive experiments demonstrate that our Wavelet-Stereo outperforms the state-of-the-art methods and ranks 1st on both the KITTI 2015 and KITTI 2012 leaderboards for almost all metrics. We will provide code and pre-trained models to encourage further exploration, application, and development of our innovative framework (https://github.com/SIA-IDE/Wavelet-Stereo).

CVMar 23, 2025Code
DiffusionTalker: Efficient and Compact Speech-Driven 3D Talking Head via Personalizer-Guided Distillation

Peng Chen, Xiaobao Wei, Ming Lu et al.

Real-time speech-driven 3D facial animation has been attractive in academia and industry. Traditional methods mainly focus on learning a deterministic mapping from speech to animation. Recent approaches start to consider the nondeterministic fact of speech-driven 3D face animation and employ the diffusion model for the task. Existing diffusion-based methods can improve the diversity of facial animation. However, personalized speaking styles conveying accurate lip language is still lacking, besides, efficiency and compactness still need to be improved. In this work, we propose DiffusionTalker to address the above limitations via personalizer-guided distillation. In terms of personalization, we introduce a contrastive personalizer that learns identity and emotion embeddings to capture speaking styles from audio. We further propose a personalizer enhancer during distillation to enhance the influence of embeddings on facial animation. For efficiency, we use iterative distillation to reduce the steps required for animation generation and achieve more than 8x speedup in inference. To achieve compactness, we distill the large teacher model into a smaller student model, reducing our model's storage by 86.4\% while minimizing performance loss. After distillation, users can derive their identity and emotion embeddings from audio to quickly create personalized animations that reflect specific speaking styles. Extensive experiments are conducted to demonstrate that our method outperforms state-of-the-art methods. The code will be released at: https://github.com/ChenVoid/DiffusionTalker.

ROMay 11
VEGA: Visual Encoder Grounding Alignment for Spatially-Aware Vision-Language-Action Models

Hao Wang, Xiaobao Wei, Jingyang He et al.

Precise spatial reasoning is fundamental to robotic manipulation, yet the visual backbones of current vision-language-action (VLA) models are predominantly pretrained on 2D image data without explicit 3D geometric supervision, resulting in representations that lack accurate spatial awareness. Existing implicit spatial grounding methods partially address this by aligning VLA features with those of 3D-aware foundation models, but they rely on empirical layer search and perform alignment on LLM-level visual tokens where spatial structure has already been entangled with linguistic semantics, limiting both generalizability and geometric interpretability. We propose VEGA (Visual Encoder Grounding Alignment), a simple yet effective framework that directly aligns the output of the VLA's visual encoder with spatially-aware features from DINOv2-FiT3D, a DINOv2 model fine-tuned with multi-view consistent 3D Gaussian Splatting supervision. By performing alignment at the visual encoder output level, VEGA grounds spatial awareness before any linguistic entanglement occurs, offering a more interpretable and principled alignment target. The alignment is implemented via a lightweight projector trained with a cosine similarity loss alongside the standard action prediction objective, and is discarded at inference time, introducing no additional computational overhead. Extensive experiments on simulation benchmark and real-world manipulation tasks demonstrate that VEGA consistently outperforms existing implicit spatial grounding baselines, establishing a new state-of-the-art among implicit spatial grounding methods for VLA models.

CVJan 4Code
ParkGaussian: Surround-view 3D Gaussian Splatting for Autonomous Parking

Xiaobao Wei, Zhangjie Ye, Yuxiang Gu et al.

Parking is a critical task for autonomous driving systems (ADS), with unique challenges in crowded parking slots and GPS-denied environments. However, existing works focus on 2D parking slot perception, mapping, and localization, 3D reconstruction remains underexplored, which is crucial for capturing complex spatial geometry in parking scenarios. Naively improving the visual quality of reconstructed parking scenes does not directly benefit autonomous parking, as the key entry point for parking is the slots perception module. To address these limitations, we curate the first benchmark named ParkRecon3D, specifically designed for parking scene reconstruction. It includes sensor data from four surround-view fisheye cameras with calibrated extrinsics and dense parking slot annotations. We then propose ParkGaussian, the first framework that integrates 3D Gaussian Splatting (3DGS) for parking scene reconstruction. To further improve the alignment between reconstruction and downstream parking slot detection, we introduce a slot-aware reconstruction strategy that leverages existing parking perception methods to enhance the synthesis quality of slot regions. Experiments on ParkRecon3D demonstrate that ParkGaussian achieves state-of-the-art reconstruction quality and better preserves perception consistency for downstream tasks. The code and dataset will be released at: https://github.com/wm-research/ParkGaussian

CVOct 22, 2025Code
Rethinking Driving World Model as Synthetic Data Generator for Perception Tasks

Kai Zeng, Zhanqian Wu, Kaixin Xiong et al.

Recent advancements in driving world models enable controllable generation of high-quality RGB videos or multimodal videos. Existing methods primarily focus on metrics related to generation quality and controllability. However, they often overlook the evaluation of downstream perception tasks, which are $\mathbf{really\ crucial}$ for the performance of autonomous driving. Existing methods usually leverage a training strategy that first pretrains on synthetic data and finetunes on real data, resulting in twice the epochs compared to the baseline (real data only). When we double the epochs in the baseline, the benefit of synthetic data becomes negligible. To thoroughly demonstrate the benefit of synthetic data, we introduce Dream4Drive, a novel synthetic data generation framework designed for enhancing the downstream perception tasks. Dream4Drive first decomposes the input video into several 3D-aware guidance maps and subsequently renders the 3D assets onto these guidance maps. Finally, the driving world model is fine-tuned to produce the edited, multi-view photorealistic videos, which can be used to train the downstream perception models. Dream4Drive enables unprecedented flexibility in generating multi-view corner cases at scale, significantly boosting corner case perception in autonomous driving. To facilitate future research, we also contribute a large-scale 3D asset dataset named DriveObj3D, covering the typical categories in driving scenarios and enabling diverse 3D-aware video editing. We conduct comprehensive experiments to show that Dream4Drive can effectively boost the performance of downstream perception models under various training epochs. Page: https://wm-research.github.io/Dream4Drive/ GitHub Link: https://github.com/wm-research/Dream4Drive

CVSep 2, 2025Code
Decoupling Bidirectional Geometric Representations of 4D cost volume with 2D convolution

Xiaobao Wei, Changyong Shu, Zhaokun Yue et al.

High-performance real-time stereo matching methods invariably rely on 3D regularization of the cost volume, which is unfriendly to mobile devices. And 2D regularization based methods struggle in ill-posed regions. In this paper, we present a deployment-friendly 4D cost aggregation network DBStereo, which is based on pure 2D convolutions. Specifically, we first provide a thorough analysis of the decoupling characteristics of 4D cost volume. And design a lightweight bidirectional geometry aggregation block to capture spatial and disparity representation respectively. Through decoupled learning, our approach achieves real-time performance and impressive accuracy simultaneously. Extensive experiments demonstrate that our proposed DBStereo outperforms all existing aggregation-based methods in both inference time and accuracy, even surpassing the iterative-based method IGEV-Stereo. Our study break the empirical design of using 3D convolutions for 4D cost volume and provides a simple yet strong baseline of the proposed decouple aggregation paradigm for further study. Code will be available at (\href{https://github.com/happydummy/DBStereo}{https://github.com/happydummy/DBStereo}) soon.

CVJun 15, 2024Code
Panoptic-FlashOcc: An Efficient Baseline to Marry Semantic Occupancy with Panoptic via Instance Center

Zichen Yu, Changyong Shu, Qianpu Sun et al.

Panoptic occupancy poses a novel challenge by aiming to integrate instance occupancy and semantic occupancy within a unified framework. However, there is still a lack of efficient solutions for panoptic occupancy. In this paper, we propose Panoptic-FlashOcc, a straightforward yet robust 2D feature framework that enables realtime panoptic occupancy. Building upon the lightweight design of FlashOcc, our approach simultaneously learns semantic occupancy and class-aware instance clustering in a single network, these outputs are jointly incorporated through panoptic occupancy procession for panoptic occupancy. This approach effectively addresses the drawbacks of high memory and computation requirements associated with three-dimensional voxel-level representations. With its straightforward and efficient design that facilitates easy deployment, Panoptic-FlashOcc demonstrates remarkable achievements in panoptic occupancy prediction. On the Occ3D-nuScenes benchmark, it achieves exceptional performance, with 38.5 RayIoU and 29.1 mIoU for semantic occupancy, operating at a rapid speed of 43.9 FPS. Furthermore, it attains a notable score of 16.0 RayPQ for panoptic occupancy, accompanied by a fast inference speed of 30.2 FPS. These results surpass the performance of existing methodologies in terms of both speed and accuracy. The source code and trained models can be found at the following github repository: https://github.com/Yzichen/FlashOCC.

CVOct 23, 2024
PLGS: Robust Panoptic Lifting with 3D Gaussian Splatting

Yu Wang, Xiaobao Wei, Ming Lu et al.

Previous methods utilize the Neural Radiance Field (NeRF) for panoptic lifting, while their training and rendering speed are unsatisfactory. In contrast, 3D Gaussian Splatting (3DGS) has emerged as a prominent technique due to its rapid training and rendering speed. However, unlike NeRF, the conventional 3DGS may not satisfy the basic smoothness assumption as it does not rely on any parameterized structures to render (e.g., MLPs). Consequently, the conventional 3DGS is, in nature, more susceptible to noisy 2D mask supervision. In this paper, we propose a new method called PLGS that enables 3DGS to generate consistent panoptic segmentation masks from noisy 2D segmentation masks while maintaining superior efficiency compared to NeRF-based methods. Specifically, we build a panoptic-aware structured 3D Gaussian model to introduce smoothness and design effective noise reduction strategies. For the semantic field, instead of initialization with structure from motion, we construct reliable semantic anchor points to initialize the 3D Gaussians. We then use these anchor points as smooth regularization during training. Additionally, we present a self-training approach using pseudo labels generated by merging the rendered masks with the noisy masks to enhance the robustness of PLGS. For the instance field, we project the 2D instance masks into 3D space and match them with oriented bounding boxes to generate cross-view consistent instance masks for supervision. Experiments on various benchmarks demonstrate that our method outperforms previous state-of-the-art methods in terms of both segmentation quality and speed.

ROAug 29, 2025
ManipDreamer3D : Synthesizing Plausible Robotic Manipulation Video with Occupancy-aware 3D Trajectory

Ying Li, Xiaobao Wei, Xiaowei Chi et al.

Data scarcity continues to be a major challenge in the field of robotic manipulation. Although diffusion models provide a promising solution for generating robotic manipulation videos, existing methods largely depend on 2D trajectories, which inherently face issues with 3D spatial ambiguity. In this work, we present a novel framework named ManipDreamer3D for generating plausible 3D-aware robotic manipulation videos from the input image and the text instruction. Our method combines 3D trajectory planning with a reconstructed 3D occupancy map created from a third-person perspective, along with a novel trajectory-to-video diffusion model. Specifically, ManipDreamer3D first reconstructs the 3D occupancy representation from the input image and then computes an optimized 3D end-effector trajectory, minimizing path length while avoiding collisions. Next, we employ a latent editing technique to create video sequences from the initial image latent and the optimized 3D trajectory. This process conditions our specially trained trajectory-to-video diffusion model to produce robotic pick-and-place videos. Our method generates robotic videos with autonomously planned plausible 3D trajectories, significantly reducing human intervention requirements. Experimental results demonstrate superior visual quality compared to existing methods.

CVJul 31, 2025
FastDriveVLA: Efficient End-to-End Driving via Plug-and-Play Reconstruction-based Token Pruning

Jiajun Cao, Qizhe Zhang, Peidong Jia et al.

Vision-Language-Action (VLA) models have demonstrated significant potential in complex scene understanding and action reasoning, leading to their increasing adoption in end-to-end autonomous driving systems. However, the long visual tokens of VLA models greatly increase computational costs. Current visual token pruning methods in Vision-Language Models (VLM) rely on either visual token similarity or visual-text attention, but both have shown poor performance in autonomous driving scenarios. Given that human drivers concentrate on relevant foreground areas while driving, we assert that retaining visual tokens containing this foreground information is essential for effective decision-making. Inspired by this, we propose FastDriveVLA, a novel reconstruction-based vision token pruning framework designed specifically for autonomous driving. FastDriveVLA includes a plug-and-play visual token pruner called ReconPruner, which prioritizes foreground information through MAE-style pixel reconstruction. A novel adversarial foreground-background reconstruction strategy is designed to train ReconPruner for the visual encoder of VLA models. Once trained, ReconPruner can be seamlessly applied to different VLA models with the same visual encoder without retraining. To train ReconPruner, we also introduce a large-scale dataset called nuScenes-FG, consisting of 241K image-mask pairs with annotated foreground regions. Our approach achieves state-of-the-art results on the nuScenes open-loop planning benchmark across different pruning ratios.

ROApr 23, 2025
ManipDreamer: Boosting Robotic Manipulation World Model with Action Tree and Visual Guidance

Ying Li, Xiaobao Wei, Xiaowei Chi et al.

While recent advancements in robotic manipulation video synthesis have shown promise, significant challenges persist in ensuring effective instruction-following and achieving high visual quality. Recent methods, like RoboDreamer, utilize linguistic decomposition to divide instructions into separate lower-level primitives, conditioning the world model on these primitives to achieve compositional instruction-following. However, these separate primitives do not consider the relationships that exist between them. Furthermore, recent methods neglect valuable visual guidance, including depth and semantic guidance, both crucial for enhancing visual quality. This paper introduces ManipDreamer, an advanced world model based on the action tree and visual guidance. To better learn the relationships between instruction primitives, we represent the instruction as the action tree and assign embeddings to tree nodes, each instruction can acquire its embeddings by navigating through the action tree. The instruction embeddings can be used to guide the world model. To enhance visual quality, we combine depth and semantic guidance by introducing a visual guidance adapter compatible with the world model. This visual adapter enhances both the temporal and physical consistency of video generation. Based on the action tree and visual guidance, ManipDreamer significantly boosts the instruction-following ability and visual quality. Comprehensive evaluations on robotic manipulation benchmarks reveal that ManipDreamer achieves large improvements in video quality metrics in both seen and unseen tasks, with PSNR improved from 19.55 to 21.05, SSIM improved from 0.7474 to 0.7982 and reduced Flow Error from 3.506 to 3.201 in unseen tasks, compared to the recent RoboDreamer model. Additionally, our method increases the success rate of robotic manipulation tasks by 2.5% in 6 RLbench tasks on average.

CVDec 6, 2024
MixedGaussianAvatar: Realistically and Geometrically Accurate Head Avatar via Mixed 2D-3D Gaussians

Peng Chen, Xiaobao Wei, Qingpo Wuwu et al.

Reconstructing high-fidelity 3D head avatars is crucial in various applications such as virtual reality. The pioneering methods reconstruct realistic head avatars with Neural Radiance Fields (NeRF), which have been limited by training and rendering speed. Recent methods based on 3D Gaussian Splatting (3DGS) significantly improve the efficiency of training and rendering. However, the surface inconsistency of 3DGS results in subpar geometric accuracy; later, 2DGS uses 2D surfels to enhance geometric accuracy at the expense of rendering fidelity. To leverage the benefits of both 2DGS and 3DGS, we propose a novel method named MixedGaussianAvatar for realistically and geometrically accurate head avatar reconstruction. Our main idea is to utilize 2D Gaussians to reconstruct the surface of the 3D head, ensuring geometric accuracy. We attach the 2D Gaussians to the triangular mesh of the FLAME model and connect additional 3D Gaussians to those 2D Gaussians where the rendering quality of 2DGS is inadequate, creating a mixed 2D-3D Gaussian representation. These 2D-3D Gaussians can then be animated using FLAME parameters. We further introduce a progressive training strategy that first trains the 2D Gaussians and then fine-tunes the mixed 2D-3D Gaussians. We use a unified mixed Gaussian representation to integrate the two modalities of 2D image and 3D mesh. Furthermore, the comprehensive experiments demonstrate the superiority of MixedGaussianAvatar. The code will be released.

CVMay 27, 2025
OmniIndoor3D: Comprehensive Indoor 3D Reconstruction

Xiaobao Wei, Xiaoan Zhang, Hao Wang et al.

We propose a novel framework for comprehensive indoor 3D reconstruction using Gaussian representations, called OmniIndoor3D. This framework enables accurate appearance, geometry, and panoptic reconstruction of diverse indoor scenes captured by a consumer-level RGB-D camera. Since 3DGS is primarily optimized for photorealistic rendering, it lacks the precise geometry critical for high-quality panoptic reconstruction. Therefore, OmniIndoor3D first combines multiple RGB-D images to create a coarse 3D reconstruction, which is then used to initialize the 3D Gaussians and guide the 3DGS training. To decouple the optimization conflict between appearance and geometry, we introduce a lightweight MLP that adjusts the geometric properties of 3D Gaussians. The introduced lightweight MLP serves as a low-pass filter for geometry reconstruction and significantly reduces noise in indoor scenes. To improve the distribution of Gaussian primitives, we propose a densification strategy guided by panoptic priors to encourage smoothness on planar surfaces. Through the joint optimization of appearance, geometry, and panoptic reconstruction, OmniIndoor3D provides comprehensive 3D indoor scene understanding, which facilitates accurate and robust robotic navigation. We perform thorough evaluations across multiple datasets, and OmniIndoor3D achieves state-of-the-art results in appearance, geometry, and panoptic reconstruction. We believe our work bridges a critical gap in indoor 3D reconstruction. The code will be released at: https://ucwxb.github.io/OmniIndoor3D/

RONov 17, 2025
PIGEON: VLM-Driven Object Navigation via Points of Interest Selection

Cheng Peng, Zhenzhe Zhang, Cheng Chi et al.

Navigating to a specified object in an unknown environment is a fundamental yet challenging capability of embodied intelligence. However, current methods struggle to balance decision frequency with intelligence, resulting in decisions lacking foresight or discontinuous actions. In this work, we propose PIGEON: Point of Interest Guided Exploration for Object Navigation with VLM, maintaining a lightweight and semantically aligned snapshot memory during exploration as semantic input for the exploration strategy. We use a large Visual-Language Model (VLM), named PIGEON-VL, to select Points of Interest (PoI) formed during exploration and then employ a lower-level planner for action output, increasing the decision frequency. Additionally, this PoI-based decision-making enables the generation of Reinforcement Learning with Verifiable Reward (RLVR) data suitable for simulators. Experiments on classic object navigation benchmarks demonstrate that our zero-shot transfer method achieves state-of-the-art performance, while RLVR further enhances the model's semantic guidance capabilities, enabling deep reasoning during real-time navigation.

CVJan 21, 2025
DNRSelect: Active Best View Selection for Deferred Neural Rendering

Dongli Wu, Haochen Li, Xiaobao Wei

Deferred neural rendering (DNR) is an emerging computer graphics pipeline designed for high-fidelity rendering and robotic perception. However, DNR heavily relies on datasets composed of numerous ray-traced images and demands substantial computational resources. It remains under-explored how to reduce the reliance on high-quality ray-traced images while maintaining the rendering fidelity. In this paper, we propose DNRSelect, which integrates a reinforcement learning-based view selector and a 3D texture aggregator for deferred neural rendering. We first propose a novel view selector for deferred neural rendering based on reinforcement learning, which is trained on easily obtained rasterized images to identify the optimal views. By acquiring only a few ray-traced images for these selected views, the selector enables DNR to achieve high-quality rendering. To further enhance spatial awareness and geometric consistency in DNR, we introduce a 3D texture aggregator that fuses pyramid features from depth maps and normal maps with UV maps. Given that acquiring ray-traced images is more time-consuming than generating rasterized images, DNRSelect minimizes the need for ray-traced data by using only a few selected views while still achieving high-fidelity rendering results. We conduct detailed experiments and ablation studies on the NeRF-Synthetic dataset to demonstrate the effectiveness of DNRSelect. The code will be released.