99.2GRMay 8
Velocity-Space 3D Asset EditingHao Liu, Yuxuan Lin, Jingfeng Guo et al.
Editing a 3D asset locally, modifying a target region while preserving the rest, is a fundamental requirement of native 3D editing. Existing methods enforce locality through mechanisms external to the generator, such as manual 3D masks, post-hoc voxel merging, or 2D multi-view lifting. None of them intervene where the corruption actually originates: inside the ODE sampler. For a rectified-flow generator to achieve faithful local editing, its velocity field should be strong over the target editing region while vanishing on preserved content. Yet a single velocity field can hardly satisfy both requirements simultaneously, leading to three problems: (i) identity leakage that keeps the edit signal non-zero on preserved regions; (ii) no dedicated edit-amplification channel, so strengthening the edit inevitably perturbs identity; and (iii) an identity drag at the geometry and material stages, where a global condition pulls every token toward the target. We propose VS3D (Velocity-Space 3D Asset editing}), an inversion-free, training-free, and mask-free framework that addresses each problem with a targeted intervention inside the sampler. VS3D integrates three complementary modules, each corresponding to a specific stage of the editing pipeline. Reconstruction-Anchored Source Injection (RASI) absorbs identity leakage by turning the unconditional embedding into a per-step, asset-specific anchor calibrated through source reconstruction. Partial-Mean Guidance (PMG) amplifies the edit signal by contrasting high- and low-quality subsample estimates of the velocity difference, active only where a consistent edit exists. Twin-Agreement Residual injection (TAR) lets the sampler decide token by token what to preserve at the geometry and material stages.
GRApr 16, 2025
Recent Advance in 3D Object and Scene Generation: A SurveyXiang Tang, Ruotong Li, Xiaopeng Fan
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
GRJul 20, 2025
Towards Geometric and Textural Consistency 3D Scene Generation via Single Image-guided Model Generation and Layout OptimizationXiang Tang, Ruotong Li, Xiaopeng Fan
In recent years, 3D generation has made great strides in both academia and industry. However, generating 3D scenes from a single RGB image remains a significant challenge, as current approaches often struggle to ensure both object generation quality and scene coherence in multi-object scenarios. To overcome these limitations, we propose a novel three-stage framework for 3D scene generation with explicit geometric representations and high-quality textural details via single image-guided model generation and spatial layout optimization. Our method begins with an image instance segmentation and inpainting phase, which recovers missing details of occluded objects in the input images, thereby achieving complete generation of foreground 3D assets. Subsequently, our approach captures the spatial geometry of reference image by constructing pseudo-stereo viewpoint for camera parameter estimation and scene depth inference, while employing a model selection strategy to ensure optimal alignment between the 3D assets generated in the previous step and the input. Finally, through model parameterization and minimization of the Chamfer distance between point clouds in 3D and 2D space, our approach optimizes layout parameters to produce an explicit 3D scene representation that maintains precise alignment with input guidance image. Extensive experiments on multi-object scene image sets have demonstrated that our approach not only outperforms state-of-the-art methods in terms of geometric accuracy and texture fidelity of individual generated 3D models, but also has significant advantages in scene layout synthesis.
GRSep 28, 2025
ZeroScene: A Zero-Shot Framework for 3D Scene Generation from a Single Image and Controllable Texture EditingXiang Tang, Ruotong Li, Xiaopeng Fan
In the field of 3D content generation, single image scene reconstruction methods still struggle to simultaneously ensure the quality of individual assets and the coherence of the overall scene in complex environments, while texture editing techniques often fail to maintain both local continuity and multi-view consistency. In this paper, we propose a novel system ZeroScene, which leverages the prior knowledge of large vision models to accomplish both single image-to-3D scene reconstruction and texture editing in a zero-shot manner. ZeroScene extracts object-level 2D segmentation and depth information from input images to infer spatial relationships within the scene. It then jointly optimizes 3D and 2D projection losses of the point cloud to update object poses for precise scene alignment, ultimately constructing a coherent and complete 3D scene that encompasses both foreground and background. Moreover, ZeroScene supports texture editing of objects in the scene. By imposing constraints on the diffusion model and introducing a mask-guided progressive image generation strategy, we effectively maintain texture consistency across multiple viewpoints and further enhance the realism of rendered results through Physically Based Rendering (PBR) material estimation. Experimental results demonstrate that our framework not only ensures the geometric and appearance accuracy of generated assets, but also faithfully reconstructs scene layouts and produces highly detailed textures that closely align with text prompts.
CVMay 6, 2025
Interactive Instance Annotation with Siamese NetworksXiang Xu, Ruotong Li, Mengjun Yi et al.
Annotating instance masks is time-consuming and labor-intensive. A promising solution is to predict contours using a deep learning model and then allow users to refine them. However, most existing methods focus on in-domain scenarios, limiting their effectiveness for cross-domain annotation tasks. In this paper, we propose SiamAnno, a framework inspired by the use of Siamese networks in object tracking. SiamAnno leverages one-shot learning to annotate previously unseen objects by taking a bounding box as input and predicting object boundaries, which can then be adjusted by annotators. Trained on one dataset and tested on another without fine-tuning, SiamAnno achieves state-of-the-art (SOTA) performance across multiple datasets, demonstrating its ability to handle domain and environment shifts in cross-domain tasks. We also provide more comprehensive results compared to previous work, establishing a strong baseline for future research. To our knowledge, SiamAnno is the first model to explore Siamese architecture for instance annotation.
CVNov 14, 2024
Embedding Space Allocation with Angle-Norm Joint Classifiers for Few-Shot Class-Incremental LearningDunwei Tu, Huiyu Yi, Tieyi Zhang et al.
Few-shot class-incremental learning (FSCIL) aims to continually learn new classes from only a few samples without forgetting previous ones, requiring intelligent agents to adapt to dynamic environments. FSCIL combines the characteristics and challenges of class-incremental learning and few-shot learning: (i) Current classes occupy the entire feature space, which is detrimental to learning new classes. (ii) The small number of samples in incremental rounds is insufficient for fully training. In existing mainstream virtual class methods, for addressing the challenge (i), they attempt to use virtual classes as placeholders. However, new classes may not necessarily align with the virtual classes. For the challenge (ii), they replace trainable fully connected layers with Nearest Class Mean (NCM) classifiers based on cosine similarity, but NCM classifiers do not account for sample imbalance issues. To address these issues in previous methods, we propose the class-center guided embedding Space Allocation with Angle-Norm joint classifiers (SAAN) learning framework, which provides balanced space for all classes and leverages norm differences caused by sample imbalance to enhance classification criteria. Specifically, for challenge (i), SAAN divides the feature space into multiple subspaces and allocates a dedicated subspace for each session by guiding samples with the pre-set category centers. For challenge (ii), SAAN establishes a norm distribution for each class and generates angle-norm joint logits. Experiments demonstrate that SAAN can achieve state-of-the-art performance and it can be directly embedded into other SOTA methods as a plug-in, further enhancing their performance.