CVMar 9, 2022Code
Structure-Aware Flow Generation for Human Body ReshapingJianqiang Ren, Yuan Yao, Biwen Lei et al.
Body reshaping is an important procedure in portrait photo retouching. Due to the complicated structure and multifarious appearance of human bodies, existing methods either fall back on the 3D domain via body morphable model or resort to keypoint-based image deformation, leading to inefficiency and unsatisfied visual quality. In this paper, we address these limitations by formulating an end-to-end flow generation architecture under the guidance of body structural priors, including skeletons and Part Affinity Fields, and achieve unprecedentedly controllable performance under arbitrary poses and garments. A compositional attention mechanism is introduced for capturing both visual perceptual correlations and structural associations of the human body to reinforce the manipulation consistency among related parts. For a comprehensive evaluation, we construct the first large-scale body reshaping dataset, namely BR-5K, which contains 5,000 portrait photos as well as professionally retouched targets. Extensive experiments demonstrate that our approach significantly outperforms existing state-of-the-art methods in terms of visual performance, controllability, and efficiency. The dataset is available at our website: https://github.com/JianqiangRen/FlowBasedBodyReshaping.
CVFeb 28, 2023
A Hierarchical Representation Network for Accurate and Detailed Face Reconstruction from In-The-Wild ImagesBiwen Lei, Jianqiang Ren, Mengyang Feng et al.
Limited by the nature of the low-dimensional representational capacity of 3DMM, most of the 3DMM-based face reconstruction (FR) methods fail to recover high-frequency facial details, such as wrinkles, dimples, etc. Some attempt to solve the problem by introducing detail maps or non-linear operations, however, the results are still not vivid. To this end, we in this paper present a novel hierarchical representation network (HRN) to achieve accurate and detailed face reconstruction from a single image. Specifically, we implement the geometry disentanglement and introduce the hierarchical representation to fulfill detailed face modeling. Meanwhile, 3D priors of facial details are incorporated to enhance the accuracy and authenticity of the reconstruction results. We also propose a de-retouching module to achieve better decoupling of the geometry and appearance. It is noteworthy that our framework can be extended to a multi-view fashion by considering detail consistency of different views. Extensive experiments on two single-view and two multi-view FR benchmarks demonstrate that our method outperforms the existing methods in both reconstruction accuracy and visual effects. Finally, we introduce a high-quality 3D face dataset FaceHD-100 to boost the research of high-fidelity face reconstruction. The project homepage is at https://younglbw.github.io/HRN-homepage/.
CVJan 21, 2025Code
Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets GenerationZibo Zhao, Zeqiang Lai, Qingxiang Lin et al.
We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2
GRMay 9
MeshFIM: Local Low-Poly Mesh Editing via Fill-in-the-Middle Autoregressive GenerationDingdong Yang, Jian Liu, Biwen Lei et al.
Autoregressive (AR) models can generate high-quality low-poly meshes from point clouds, but they still operate in an all-or-nothing manner: when a local region is unsatisfactory, the entire mesh must be regenerated, wasting computation and destroying satisfactory mesh structure elsewhere. We introduce MeshFIM, a Fill-in-the-Middle (FIM) framework that regenerates a target region of a low-poly mesh conditioned on the surrounding context. MeshFIM addresses three mesh-specific challenges: enforcing exact attachment along the exposed boundary, preserving topological order in the context, and suppressing overflow beyond the intended region. It does so with five complementary design choices: boundary vertex markers, context positional embeddings, expanded context width, context augmentation, and a low-poly geometry encoder whose gated subtraction mechanism focuses generation on the missing region by leveraging the difference between the reference surface and the existing mesh. Detailed ablation studies are presented to show the effectiveness of every introduced component. Based on MeshFIM, we demonstrate two applications: interactive brush-based editing and automatic defect repair on low-poly mesh (see Figure 1). Last but not least, experiments show that MeshFIM outperforms a range of baselines in mesh refinement, mesh repair and whole mesh generation plus stitch-back scheme.
GRNov 11, 2024
Scaling Mesh Generation via Compressive TokenizationHaohan Weng, Zibo Zhao, Biwen Lei et al.
We propose a compressive yet effective mesh representation, Blocked and Patchified Tokenization (BPT), facilitating the generation of meshes exceeding 8k faces. BPT compresses mesh sequences by employing block-wise indexing and patch aggregation, reducing their length by approximately 75\% compared to the original sequences. This compression milestone unlocks the potential to utilize mesh data with significantly more faces, thereby enhancing detail richness and improving generation robustness. Empowered with the BPT, we have built a foundation mesh generative model training on scaled mesh data to support flexible control for point clouds and images. Our model demonstrates the capability to generate meshes with intricate details and accurate topology, achieving SoTA performance on mesh generation and reaching the level for direct product usage.
CVDec 8, 2023
DreaMoving: A Human Video Generation Framework based on Diffusion ModelsMengyang Feng, Jinlin Liu, Kai Yu et al.
In this paper, we present DreaMoving, a diffusion-based controllable video generation framework to produce high-quality customized human videos. Specifically, given target identity and posture sequences, DreaMoving can generate a video of the target identity moving or dancing anywhere driven by the posture sequences. To this end, we propose a Video ControlNet for motion-controlling and a Content Guider for identity preserving. The proposed model is easy to use and can be adapted to most stylized diffusion models to generate diverse results. The project page is available at https://dreamoving.github.io/dreamoving
CVDec 28, 2023
DiffusionGAN3D: Boosting Text-guided 3D Generation and Domain Adaptation by Combining 3D GANs and Diffusion PriorsBiwen Lei, Kai Yu, Mengyang Feng et al.
Text-guided domain adaptation and generation of 3D-aware portraits find many applications in various fields. However, due to the lack of training data and the challenges in handling the high variety of geometry and appearance, the existing methods for these tasks suffer from issues like inflexibility, instability, and low fidelity. In this paper, we propose a novel framework DiffusionGAN3D, which boosts text-guided 3D domain adaptation and generation by combining 3D GANs and diffusion priors. Specifically, we integrate the pre-trained 3D generative models (e.g., EG3D) and text-to-image diffusion models. The former provides a strong foundation for stable and high-quality avatar generation from text. And the diffusion models in turn offer powerful priors and guide the 3D generator finetuning with informative direction to achieve flexible and efficient text-guided domain adaptation. To enhance the diversity in domain adaptation and the generation capability in text-to-avatar, we introduce the relative distance loss and case-specific learnable triplane respectively. Besides, we design a progressive texture refinement module to improve the texture quality for both tasks above. Extensive experiments demonstrate that the proposed framework achieves excellent results in both domain adaptation and text-to-avatar tasks, outperforming existing methods in terms of generation quality and efficiency. The project homepage is at https://younglbw.github.io/DiffusionGAN3D-homepage/.
CVJan 2, 2024
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic DataYifang Men, Biwen Lei, Yuan Yao et al.
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
CVMay 22, 2025
Mesh-RFT: Enhancing Mesh Generation via Fine-grained Reinforcement Fine-TuningJian Liu, Jing Xu, Song Guo et al.
Existing pretrained models for 3D mesh generation often suffer from data biases and produce low-quality results, while global reinforcement learning (RL) methods rely on object-level rewards that struggle to capture local structure details. To address these challenges, we present Mesh-RFT, a novel fine-grained reinforcement fine-tuning framework that employs Masked Direct Preference Optimization (M-DPO) to enable localized refinement via quality-aware face masking. To facilitate efficient quality evaluation, we introduce an objective topology-aware scoring system to evaluate geometric integrity and topological regularity at both object and face levels through two metrics: Boundary Edge Ratio (BER) and Topology Score (TS). By integrating these metrics into a fine-grained RL strategy, Mesh-RFT becomes the first method to optimize mesh quality at the granularity of individual faces, resolving localized errors while preserving global coherence. Experiment results show that our M-DPO approach reduces Hausdorff Distance (HD) by 24.6% and improves Topology Score (TS) by 3.8% over pre-trained models, while outperforming global DPO methods with a 17.4% HD reduction and 4.9% TS gain. These results demonstrate Mesh-RFT's ability to improve geometric integrity and topological regularity, achieving new state-of-the-art performance in production-ready mesh generation. Project Page: https://hitcslj.github.io/mesh-rft/.
CVSep 16, 2025
Hunyuan3D Studio: End-to-End AI Pipeline for Game-Ready 3D Asset GenerationBiwen Lei, Yang Li, Xinhai Liu et al.
The creation of high-quality 3D assets, a cornerstone of modern game development, has long been characterized by labor-intensive and specialized workflows. This paper presents Hunyuan3D Studio, an end-to-end AI-powered content creation platform designed to revolutionize the game production pipeline by automating and streamlining the generation of game-ready 3D assets. At its core, Hunyuan3D Studio integrates a suite of advanced neural modules (such as Part-level 3D Generation, Polygon Generation, Semantic UV, etc.) into a cohesive and user-friendly system. This unified framework allows for the rapid transformation of a single concept image or textual description into a fully-realized, production-quality 3D model complete with optimized geometry and high-fidelity PBR textures. We demonstrate that assets generated by Hunyuan3D Studio are not only visually compelling but also adhere to the stringent technical requirements of contemporary game engines, significantly reducing iteration time and lowering the barrier to entry for 3D content creation. By providing a seamless bridge from creative intent to technical asset, Hunyuan3D Studio represents a significant leap forward for AI-assisted workflows in game development and interactive media.
GRJun 22, 2025
Auto-Regressive Surface CuttingYang Li, Victor Cheung, Xinhai Liu et al.
Surface cutting is a fundamental task in computer graphics, with applications in UV parameterization, texture mapping, and mesh decomposition. However, existing methods often produce technically valid but overly fragmented atlases that lack semantic coherence. We introduce SeamGPT, an auto-regressive model that generates cutting seams by mimicking professional workflows. Our key technical innovation lies in formulating surface cutting as a next token prediction task: sample point clouds on mesh vertices and edges, encode them as shape conditions, and employ a GPT-style transformer to sequentially predict seam segments with quantized 3D coordinates. Our approach achieves exceptional performance on UV unwrapping benchmarks containing both manifold and non-manifold meshes, including artist-created, and 3D-scanned models. In addition, it enhances existing 3D segmentation tools by providing clean boundaries for part decomposition.
GRMay 19, 2025
FreeMesh: Boosting Mesh Generation with Coordinates MergingJian Liu, Haohan Weng, Biwen Lei et al.
The next-coordinate prediction paradigm has emerged as the de facto standard in current auto-regressive mesh generation methods. Despite their effectiveness, there is no efficient measurement for the various tokenizers that serialize meshes into sequences. In this paper, we introduce a new metric Per-Token-Mesh-Entropy (PTME) to evaluate the existing mesh tokenizers theoretically without any training. Building upon PTME, we propose a plug-and-play tokenization technique called coordinate merging. It further improves the compression ratios of existing tokenizers by rearranging and merging the most frequent patterns of coordinates. Through experiments on various tokenization methods like MeshXL, MeshAnything V2, and Edgerunner, we further validate the performance of our method. We hope that the proposed PTME and coordinate merging can enhance the existing mesh tokenizers and guide the further development of native mesh generation.
CVFeb 27, 2024
DivAvatar: Diverse 3D Avatar Generation with a Single PromptWeijing Tao, Biwen Lei, Kunhao Liu et al.
Text-to-Avatar generation has recently made significant strides due to advancements in diffusion models. However, most existing work remains constrained by limited diversity, producing avatars with subtle differences in appearance for a given text prompt. We design DivAvatar, a novel framework that generates diverse avatars, empowering 3D creatives with a multitude of distinct and richly varied 3D avatars from a single text prompt. Different from most existing work that exploits scene-specific 3D representations such as NeRF, DivAvatar finetunes a 3D generative model (i.e., EVA3D), allowing diverse avatar generation from simply noise sampling in inference time. DivAvatar has two key designs that help achieve generation diversity and visual quality. The first is a noise sampling technique during training phase which is critical in generating diverse appearances. The second is a semantic-aware zoom mechanism and a novel depth loss, the former producing appearances of high textual fidelity by separate fine-tuning of specific body parts and the latter improving geometry quality greatly by smoothing the generated mesh in the features space. Extensive experiments show that DivAvatar is highly versatile in generating avatars of diverse appearances.
CVSep 25, 2025
QuadGPT: Native Quadrilateral Mesh Generation with Autoregressive ModelsJian Liu, Chunshi Wang, Song Guo et al.
The generation of quadrilateral-dominant meshes is a cornerstone of professional 3D content creation. However, existing generative models generate quad meshes by first generating triangle meshes and then merging triangles into quadrilaterals with some specific rules, which typically produces quad meshes with poor topology. In this paper, we introduce QuadGPT, the first autoregressive framework for generating quadrilateral meshes in an end-to-end manner. QuadGPT formulates this as a sequence prediction paradigm, distinguished by two key innovations: a unified tokenization method to handle mixed topologies of triangles and quadrilaterals, and a specialized Reinforcement Learning fine-tuning method tDPO for better generation quality. Extensive experiments demonstrate that QuadGPT significantly surpasses previous triangle-to-quad conversion pipelines in both geometric accuracy and topological quality. Our work establishes a new benchmark for native quad-mesh generation and showcases the power of combining large-scale autoregressive models with topology-aware RL refinement for creating structured 3D assets.
CVFeb 10, 2021
Doctor Imitator: Hand-Radiography-based Bone Age Assessment by Imitating Scoring MethodsJintai Chen, Bohan Yu, Biwen Lei et al.
Bone age assessment is challenging in clinical practice due to the complicated bone age assessment process. Current automatic bone age assessment methods were designed with rare consideration of the diagnostic logistics and thus may yield certain uninterpretable hidden states and outputs. Consequently, doctors can find it hard to cooperate with such models harmoniously because it is difficult to check the correctness of the model predictions. In this work, we propose a new graph-based deep learning framework for bone age assessment with hand radiographs, called Doctor Imitator (DI). The architecture of DI is designed to learn the diagnostic logistics of doctors using the scoring methods (e.g., the Tanner-Whitehouse method) for bone age assessment. Specifically, the convolutions of DI capture the local features of the anatomical regions of interest (ROIs) on hand radiographs and predict the ROI scores by our proposed Anatomy-based Group Convolution, summing up for bone age prediction. Besides, we develop a novel Dual Graph-based Attention module to compute patient-specific attention for ROI features and context attention for ROI scores. As far as we know, DI is the first automatic bone age assessment framework following the scoring methods without fully supervised hand radiographs. Experiments on hand radiographs with only bone age supervision verify that DI can achieve excellent performance with sparse parameters and provide more interpretability.