Junshu Tang

CV
h-index34
17papers
759citations
Novelty56%
AI Score49

17 Papers

CVMar 24, 2023
Make-It-3D: High-Fidelity 3D Creation from A Single Image with Diffusion Prior

Junshu Tang, Tengfei Wang, Bo Zhang et al. · microsoft-research

In this work, we investigate the problem of creating high-fidelity 3D content from only a single image. This is inherently challenging: it essentially involves estimating the underlying 3D geometry while simultaneously hallucinating unseen textures. To address this challenge, we leverage prior knowledge from a well-trained 2D diffusion model to act as 3D-aware supervision for 3D creation. Our approach, Make-It-3D, employs a two-stage optimization pipeline: the first stage optimizes a neural radiance field by incorporating constraints from the reference image at the frontal view and diffusion prior at novel views; the second stage transforms the coarse model into textured point clouds and further elevates the realism with diffusion prior while leveraging the high-quality textures from the reference image. Extensive experiments demonstrate that our method outperforms prior works by a large margin, resulting in faithful reconstructions and impressive visual quality. Our method presents the first attempt to achieve high-quality 3D creation from a single image for general objects and enables various applications such as text-to-3D creation and texture editing.

CVSep 12, 2022
3DFaceShop: Explicitly Controllable 3D-Aware Portrait Generation

Junshu Tang, Bo Zhang, Binxin Yang et al. · microsoft-research

In contrast to the traditional avatar creation pipeline which is a costly process, contemporary generative approaches directly learn the data distribution from photographs. While plenty of works extend unconditional generative models and achieve some levels of controllability, it is still challenging to ensure multi-view consistency, especially in large poses. In this work, we propose a network that generates 3D-aware portraits while being controllable according to semantic parameters regarding pose, identity, expression and illumination. Our network uses neural scene representation to model 3D-aware portraits, whose generation is guided by a parametric face model that supports explicit control. While the latent disentanglement can be further enhanced by contrasting images with partially different attributes, there still exists noticeable inconsistency in non-face areas, e.g., hair and background, when animating expressions. Wesolve this by proposing a volume blending strategy in which we form a composite output by blending dynamic and static areas, with two parts segmented from the jointly learned semantic field. Our method outperforms prior arts in extensive experiments, producing realistic portraits with vivid expression in natural lighting when viewed from free viewpoints. It also demonstrates generalization ability to real images as well as out-of-domain data, showing great promise in real applications.

CVSep 5, 2022
Prototype-Aware Heterogeneous Task for Point Cloud Completion

Junshu Tang, Jiachen Xu, Jingyu Gong et al.

Point cloud completion, which aims at recovering original shape information from partial point clouds, has attracted attention on 3D vision community. Existing methods usually succeed in completion for standard shape, while failing to generate local details of point clouds for some non-standard shapes. To achieve desirable local details, guidance from global shape information is of critical importance. In this work, we design an effective way to distinguish standard/non-standard shapes with the help of intra-class shape prototypical representation, which can be calculated by the proposed supervised shape clustering pretext task, resulting in a heterogeneous component w.r.t completion network. The representative prototype, defined as feature centroid of shape categories, can provide global shape guidance, which is referred to as soft-perceptual prior, to inject into downstream completion network by the desired selective perceptual feature fusion module in a multi-scale manner. Moreover, for effective training, we consider difficulty-based sampling strategy to encourage the network to pay more attention to some partial point clouds with fewer geometric information. Experimental results show that our method outperforms other state-of-the-art methods and has strong ability on completing complex geometric shapes.

AIAug 2, 2024
Conditional LoRA Parameter Generation

Xiaolong Jin, Kai Wang, Dongwen Tang et al.

Generative models have achieved remarkable success in image, video, and text domains. Inspired by this, researchers have explored utilizing generative models to generate neural network parameters. However, these efforts have been limited by the parameter size and the practicality of generating high-performance parameters. In this paper, we propose COND P-DIFF, a novel approach that demonstrates the feasibility of controllable high-performance parameter generation, particularly for LoRA (Low-Rank Adaptation) weights, during the fine-tuning process. Specifically, we employ an autoencoder to extract efficient latent representations for parameters. We then train a conditional latent diffusion model to synthesize high-performing model parameters from random noise based on specific task conditions. Experimental results in both computer vision and natural language processing domains consistently demonstrate that COND P-DIFF can generate high-performance parameters conditioned on the given task. Moreover, we observe that the parameter distribution generated by COND P-DIFF exhibits differences compared to the distribution obtained through normal optimization methods, indicating a certain level of generalization capability. Our work paves the way for further exploration of condition-driven parameter generation, offering a promising direction for task-specific adaptation of neural networks.

CVMay 24, 2024
FreeMotion: A Unified Framework for Number-free Text-to-Motion Synthesis

Ke Fan, Junshu Tang, Weijian Cao et al.

Text-to-motion synthesis is a crucial task in computer vision. Existing methods are limited in their universality, as they are tailored for single-person or two-person scenarios and can not be applied to generate motions for more individuals. To achieve the number-free motion synthesis, this paper reconsiders motion generation and proposes to unify the single and multi-person motion by the conditional motion distribution. Furthermore, a generation module and an interaction module are designed for our FreeMotion framework to decouple the process of conditional motion generation and finally support the number-free motion synthesis. Besides, based on our framework, the current single-person motion spatial control method could be seamlessly integrated, achieving precise control of multi-person motion. Extensive experiments demonstrate the superior performance of our method and our capability to infer single and multi-human motions simultaneously.

CVJun 20, 2025
Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

Jiaqi Li, Junshu Tang, Zhiyong Xu et al.

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.

CVMar 25, 2024
Make-It-Vivid: Dressing Your Animatable Biped Cartoon Characters from Text

Junshu Tang, Yanhong Zeng, Ke Fan et al.

Creating and animating 3D biped cartoon characters is crucial and valuable in various applications. Compared with geometry, the diverse texture design plays an important role in making 3D biped cartoon characters vivid and charming. Therefore, we focus on automatic texture design for cartoon characters based on input instructions. This is challenging for domain-specific requirements and a lack of high-quality data. To address this challenge, we propose Make-It-Vivid, the first attempt to enable high-quality texture generation from text in UV space. We prepare a detailed text-texture paired data for 3D characters by using vision-question-answering agents. Then we customize a pretrained text-to-image model to generate texture map with template structure while preserving the natural 2D image knowledge. Furthermore, to enhance fine-grained details, we propose a novel adversarial learning scheme to shorten the domain gap between original dataset and realistic texture domain. Extensive experiments show that our approach outperforms current texture generation methods, resulting in efficient character texturing and faithful generation with prompts. Besides, we showcase various applications such as out of domain generation and texture stylization. We also provide an efficient generation system for automatic text-guided textured character generation and animation.

CVMay 20, 2025
Hunyuan-Game: Industrial-grade Intelligent Game Creation Model

Ruihuang Li, Caijin Zhou, Shoujian Zheng et al. · tencent-ai

Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.

LGOct 9, 2025
FreqCa: Accelerating Diffusion Models via Frequency-Aware Caching

Jiacheng Liu, Peiliang Cai, Qinming Zhou et al. · cmu

The application of diffusion transformers is suffering from their significant inference costs. Recently, feature caching has been proposed to solve this problem by reusing features from previous timesteps, thereby skipping computation in future timesteps. However, previous feature caching assumes that features in adjacent timesteps are similar or continuous, which does not always hold in all settings. To investigate this, this paper begins with an analysis from the frequency domain, which reveal that different frequency bands in the features of diffusion models exhibit different dynamics across timesteps. Concretely, low-frequency components, which decide the structure of images, exhibit higher similarity but poor continuity. In contrast, the high-frequency bands, which decode the details of images, show significant continuity but poor similarity. These interesting observations motivate us to propose Frequency-aware Caching (FreqCa) which directly reuses features of low-frequency components based on their similarity, while using a second-order Hermite interpolator to predict the volatile high-frequency ones based on its continuity. Besides, we further propose to cache Cumulative Residual Feature (CRF) instead of the features in all the layers, which reduces the memory footprint of feature caching by 99%. Extensive experiments on FLUX.1-dev, FLUX.1-Kontext-dev, Qwen-Image, and Qwen-Image-Edit demonstrate its effectiveness in both generation and editing. Codes are available in the supplementary materials and will be released on GitHub.

CVNov 28, 2025
Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Junshu Tang, Jiacheng Liu, Jiaqi Li et al.

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

CVJun 24, 2024
ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians

Yufei Liu, Junshu Tang, Chu Zheng et al.

High-fidelity 3D garment synthesis from text is desirable yet challenging for digital avatar creation. Recent diffusion-based approaches via Score Distillation Sampling (SDS) have enabled new possibilities but either intricately couple with human body or struggle to reuse. We introduce ClotheDreamer, a 3D Gaussian-based method for generating wearable, production-ready 3D garment assets from text prompts. We propose a novel representation Disentangled Clothe Gaussian Splatting (DCGS) to enable separate optimization. DCGS represents clothed avatar as one Gaussian model but freezes body Gaussian splats. To enhance quality and completeness, we incorporate bidirectional SDS to supervise clothed avatar and garment RGBD renderings respectively with pose conditions and propose a new pruning strategy for loose clothing. Our approach can also support custom clothing templates as input. Benefiting from our design, the synthetic 3D garment can be easily applied to virtual try-on and support physically accurate animation. Extensive experiments showcase our method's superior and competitive performance. Our project page is at https://ggxxii.github.io/clothedreamer.

CVJun 24, 2024
ID-Sculpt: ID-aware 3D Head Generation from Single In-the-wild Portrait Image

Jinkun Hao, Junshu Tang, Jiangning Zhang et al.

While recent works have achieved great success on image-to-3D object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, ID-Sculpt, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the ID-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from a single in-the-wild portrait image.

CVJun 4, 2024
FastLGS: Speeding up Language Embedded Gaussians with Feature Grid Mapping

Yuzhou Ji, He Zhu, Junshu Tang et al.

The semantically interactive radiance field has always been an appealing task for its potential to facilitate user-friendly and automated real-world 3D scene understanding applications. However, it is a challenging task to achieve high quality, efficiency and zero-shot ability at the same time with semantics in radiance fields. In this work, we present FastLGS, an approach that supports real-time open-vocabulary query within 3D Gaussian Splatting (3DGS) under high resolution. We propose the semantic feature grid to save multi-view CLIP features which are extracted based on Segment Anything Model (SAM) masks, and map the grids to low dimensional features for semantic field training through 3DGS. Once trained, we can restore pixel-aligned CLIP embeddings through feature grids from rendered features for open-vocabulary queries. Comparisons with other state-of-the-art methods prove that FastLGS can achieve the first place performance concerning both speed and accuracy, where FastLGS is 98x faster than LERF and 4x faster than LangSplat. Meanwhile, experiments show that FastLGS is adaptive and compatible with many downstream tasks, such as 3D segmentation and 3D object inpainting, which can be easily applied to other 3D manipulation systems.

CVMar 19, 2024
TexDreamer: Towards Zero-Shot High-Fidelity 3D Human Texture Generation

Yufei Liu, Junwei Zhu, Junshu Tang et al.

Texturing 3D humans with semantic UV maps remains a challenge due to the difficulty of acquiring reasonably unfolded UV. Despite recent text-to-3D advancements in supervising multi-view renderings using large text-to-image (T2I) models, issues persist with generation speed, text consistency, and texture quality, resulting in data scarcity among existing datasets. We present TexDreamer, the first zero-shot multimodal high-fidelity 3D human texture generation model. Utilizing an efficient texture adaptation finetuning strategy, we adapt large T2I model to a semantic UV structure while preserving its original generalization capability. Leveraging a novel feature translator module, the trained model is capable of generating high-fidelity 3D human textures from either text or image within seconds. Furthermore, we introduce ArTicuLated humAn textureS (ATLAS), the largest high-resolution (1024 X 1024) 3D human texture dataset which contains 50k high-fidelity textures with text descriptions.

CVMar 31, 2022
LAKe-Net: Topology-Aware Point Cloud Completion by Localizing Aligned Keypoints

Junshu Tang, Zhijun Gong, Ran Yi et al.

Point cloud completion aims at completing geometric and topological shapes from a partial observation. However, some topology of the original shape is missing, existing methods directly predict the location of complete points, without predicting structured and topological information of the complete shape, which leads to inferior performance. To better tackle the missing topology part, we propose LAKe-Net, a novel topology-aware point cloud completion model by localizing aligned keypoints, with a novel Keypoints-Skeleton-Shape prediction manner. Specifically, our method completes missing topology using three steps: 1) Aligned Keypoint Localization. An asymmetric keypoint locator, including an unsupervised multi-scale keypoint detector and a complete keypoint generator, is proposed for localizing aligned keypoints from complete and partial point clouds. We theoretically prove that the detector can capture aligned keypoints for objects within a sub-category. 2) Surface-skeleton Generation. A new type of skeleton, named Surface-skeleton, is generated from keypoints based on geometric priors to fully represent the topological information captured from keypoints and better recover the local details. 3) Shape Refinement. We design a refinement subnet where multi-scale surface-skeletons are fed into each recursive skeleton-assisted refinement module to assist the completion process. Experimental results show that our method achieves the state-of-the-art performance on point cloud completion.

CVApr 21, 2020
Fine-Grained Expression Manipulation via Structured Latent Space

Junshu Tang, Zhiwen Shao, Lizhuang Ma

Fine-grained facial expression manipulation is a challenging problem, as fine-grained expression details are difficult to be captured. Most existing expression manipulation methods resort to discrete expression labels, which mainly edit global expressions and ignore the manipulation of fine details. To tackle this limitation, we propose an end-to-end expression-guided generative adversarial network (EGGAN), which utilizes structured latent codes and continuous expression labels as input to generate images with expected expressions. Specifically, we adopt an adversarial autoencoder to map a source image into a structured latent space. Then, given the source latent code and the target expression label, we employ a conditional GAN to generate a new image with the target expression. Moreover, we introduce a perceptual loss and a multi-scale structural similarity loss to preserve identity and global shape during generation. Extensive experiments show that our method can manipulate fine-grained expressions, and generate continuous intermediate expressions between source and target expressions.

CVSep 6, 2019
Explicit Facial Expression Transfer via Fine-Grained Representations

Zhiwen Shao, Hengliang Zhu, Junshu Tang et al.

Facial expression transfer between two unpaired images is a challenging problem, as fine-grained expression is typically tangled with other facial attributes. Most existing methods treat expression transfer as an application of expression manipulation, and use predicted global expression, landmarks or action units (AUs) as a guidance. However, the prediction may be inaccurate, which limits the performance of transferring fine-grained expression. Instead of using an intermediate estimated guidance, we propose to explicitly transfer facial expression by directly mapping two unpaired input images to two synthesized images with swapped expressions. Specifically, considering AUs semantically describe fine-grained expression details, we propose a novel multi-class adversarial training method to disentangle input images into two types of fine-grained representations: AU-related feature and AU-free feature. Then, we can synthesize new images with preserved identities and swapped expressions by combining AU-free features with swapped AU-related features. Moreover, to obtain reliable expression transfer results of the unpaired input, we introduce a swap consistency loss to make the synthesized images and self-reconstructed images indistinguishable. Extensive experiments show that our approach outperforms the state-of-the-art expression manipulation methods for transferring fine-grained expressions while preserving other attributes including identity and pose.