VLDB 2026 Research / reviewers in the wild / expert
Zhaoxi Chen 0009
dblp:118/8512-9
· DBLP profile ↗
24ranked-venue papers
6as first author
24since 2021 · last 2026
0000-0003-3998-7044ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 22 · 5 first-author · 22 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 4 first-author · 14 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GRADRobot: Geometry-Aware Rendering with Articulation and Diffusion for Robot ModelingabstractGaussian fields are a promising representation for robot body modeling due to their differentiability and inherently low sim-to-real gap. However, existing methods like Dr-Robot overlook explicit geometric constraints, leading to artifacts under novel poses or views. Directly enforcing depth and normal supervision on articulated Gaussians is unstable due to entanglement between pose deformation and 3D appearance learning. To address this, we propose a two-stage training strategy: we first learn a canonical Gaussian field in a canonical pose using dense RGB, depth, and normal supervision, establishing a geometryaware reconstruction. We then fine-tune the Gaussian parameters jointly with a deformation network conditioned on joint angles using only RGB losses, ensuring consistent geometry and appearance across poses. To further mitigate rendering artifacts in novel poses and viewpoints, we integrate a diffusion-based refinement module. This module conditions on both the initial Gaussian renderings and the target robot skeletons, and significantly enhances visual fidelity while preserving pose accuracy. Experiments across multiple robotic platforms show that GRADRobot outperforms DrRobot by a large margin in both rendering quality (PSNR) and geometric accuracy (Chamfer Distance). https://github.com/liyunlooong/GRADRobot Boyuan Chen 0009, Chongjie Ye, Bohan Li 0015, Zhaoxi Chen 0009, Shaocong Xu, Hao Tang 0005, Hao Zhao 0002 |
3DV | 5 |
| 2026 | FreeTraj: Tuning-Free Trajectory Control via Noise Guided Video Diffusion
Haonan Qiu, Zhaoxi Chen 0009, Zhouxia Wang, Yingqing He, Menghan Xia, Ziwei Liu 0002 |
Int. J. Comput. Vis. | 2 |
| 2026 | Collaborative Multi-Modal Coding for High-Quality 3D Generationabstract3D content inherently encompasses multi-modal characteristics and can be projected into different modalities (e.g., RGB images, RGBD, and point clouds).Each modality exhibits distinct advantages in 3D asset modeling: RGB images contain vivid 3D textures, whereas point clouds define fine-grained 3D geometries. However, most existing 3D-native generative architectures either operate predominantly within single-modality paradigms-thus overlooking the complementary benefits of multi-modality data-or restrict themselves to 3D structures, thereby limiting the scope of available training datasets. To holistically harness multi-modalities for 3D modeling, we present TriMM, the first feed-forward 3D-native generative model that learns from basic multi-modalities (e.g., RGB, RGBD, and point cloud). Specifically, 1) TriMM first introduces collaborative multi-modal coding, which integrates modality-specific features while preserving their unique representational strengths. 2) Furthermore, auxiliary 2D and 3D supervision are introduced to raise the robustness and performance of multi-modal coding. 3) Based on the embedded multi-modal code, TriMM employs a triplane latent diffusion model to generate 3D assets of superior quality, enhancing both the texture and the geometric detail. Extensive experiments on multiple well-known datasets demonstrate that TriMM, by effectively leveraging multi-modality, achieves competitive performance with models trained on large-scale datasets, despite utilizing a small amount of training data. Furthermore, we conduct additional experiments on recent RGB-D datasets, verifying the feasibility of incorporating other multi-modal datasets into 3D generation. Ziang Cao, Zhaoxi Chen 0009, Liang Pan, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2026 | Compositional Generative Model of Unbounded 4D Citiesabstract3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like buildings and vehicles, and heightened human sensitivity to distortions in urban environments. To tackle these issues, we propose CityDreamer4D, a compositional generative model specifically tailored for generating unbounded 4D cities. Our main insights are 1) 4D city generation should separate dynamic objects (e.g., vehicles) from static scenes (e.g., buildings and roads), and 2) all objects in the 4D scene should be composed of different types of neural fields for buildings, vehicles, and background stuff. Specifically, we propose Traffic Scenario Generator and Unbounded Layout Generator to produce dynamic traffic scenarios and static city layouts using a highly compact BEV representation. Objects in 4D cities are generated by combining stuff-oriented and instance-oriented neural fields for background stuff, buildings, and vehicles. To suit the distinct characteristics of background stuff and instances, the neural fields employ customized generative hash grids and periodic positional embeddings as scene parameterizations. Furthermore, we offer a comprehensive suite of datasets for city generation, including OSM, GoogleEarth, and CityTopia. The OSM dataset provides a variety of real-world city layouts, while the Google Earth and CityTopia datasets deliver large-scale, high-quality city imagery complete with 3D instance annotations. Leveraging its compositional design, CityDreamer4D supports a range of downstream applications, such as instance editing, city stylization, and urban simulation, while delivering state-of-the-art performance in generating realistic 4D cities. Haozhe Xie, Zhaoxi Chen 0009, Fangzhou Hong, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2025 | 3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive DiffusionabstractThe increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. Extensive qualitative and quantitative evaluations are conducted to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications. Zhaoxi Chen 0009, Jiaxiang Tang, Yuhao Dong, Ziang Cao, Fangzhou Hong, Yushi Lan, Tengfei Wang 0002, Haozhe Xie, Shunsuke Saito, Liang Pan, Dahua Lin, Ziwei Liu 0002 |
CVPR | 1 |
| 2025 | Generative Gaussian Splatting for Unbounded 3D City Generationabstract3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km2. In this paper, we propose GaussianCity, a generative Gaussian splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. 2) Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS). Haozhe Xie, Zhaoxi Chen 0009, Fangzhou Hong, Ziwei Liu 0002 |
CVPR | 2 |
| 2025 | Free4D: Tuning-Free 4D Scene Generation with Spatial-Temporal ConsistencyabstractWe present Free4D, a novel tuning-free framework for 4D scene generation from a single image. Existing methods either focus on object-level generation, making scene-level generation infeasible, or rely on large-scale multi-view video datasets for expensive training, with limited generalization ability due to the scarcity of 4D scene data. In contrast, our key insight is to distill pre-trained foundation models for consistent 4D scene representation, which offers promising advantages such as efficiency and generalizability. 1) To achieve this, we first animate the input image using image-to-video diffusion models followed by 4D geometric structure initialization. 2) To turn this coarse structure into spatial-temporal consistent multiview videos, we design an adaptive guidance mechanism with a point-guided denoising strategy for spatial consistency and a novel latent replacement strategy for temporal coherence. 3) To lift these generated observations into consistent 4D representation, we propose a modulation-based refinement to mitigate inconsistencies while fully leveraging the generated information. The resulting 4D representation enables real-time, controllable rendering, marking a significant advancement in single-image-based 4D scene generation. Tianqi Liu 0003, Zihao Huang 0001, Zhaoxi Chen 0009, Guangcong Wang, Shoukang Hu, Liao Shen, Zhiguo Cao 0001, Wei Li 0319, Ziwei Liu 0002 |
ICCV | 3 |
| 2025 | Rethinking Cross-Modal Interaction in Multimodal Diffusion TransformersabstractMultimodal Diffusion Transformers (MM-DiTs) have achieved remarkable progress in text-driven visual generation. However, even state-of-the-art MM-DiT models like FLUX struggle with achieving precise alignment between text prompts and generated content. We identify two key issues in the attention mechanism of MM-DiT, namely 1) the suppression of cross-modal attention due to token imbalance between visual and textual modalities and 2) the lack of timestep-aware attention weighting, which hinder the alignment. To address these issues, we propose \textbf{Temperature-Adjusted Cross-modal Attention (TACA)}, a parameter-efficient method that dynamically rebalances multimodal interactions through temperature scaling and timestep-dependent adjustment. When combined with LoRA fine-tuning, TACA significantly enhances text-image alignment on the T2I-CompBench benchmark with minimal computational overhead. We tested TACA on state-of-the-art models like FLUX and SD3.5, demonstrating its ability to improve image-text alignment in terms of object appearance, attribute binding, and spatial relationships. Our findings highlight the importance of balancing cross-modal attention in improving semantic fidelity in text-to-image diffusion models. Our codes are publicly available at \href{https://github.com/Vchitect/TACA} Zhengyao Lv, Tianlin Pan, Chenyang Si, Zhaoxi Chen 0009, Wangmeng Zuo, Ziwei Liu 0002, Kwan-Yee Kenneth Wong |
ICCV | 4 |
| 2025 | Dual-Expert Consistency Model for Efficient and High-Quality Video Generation
Zhengyao Lv, Chenyang Si, Tianlin Pan, Zhaoxi Chen 0009, Kwan-Yee Kenneth Wong, Yu Qiao 0001, Ziwei Liu 0002 |
ICCV | 4 |
| 2025 | PhysX-3D: Physical-Grounded 3D Asset Generationabstract3D modeling is moving from virtual to physical. Existing 3D generation primarily emphasizes geometries and textures while neglecting physical-grounded modeling. Consequently, despite the rapid development of 3D generative models, the synthesized 3D assets often overlook rich and important physical properties, hampering their real-world application in physical domains like simulation and embodied AI. As an initial attempt to address this challenge, we propose \textbf{PhysX}, an end-to-end paradigm for physical-grounded 3D asset generation.
\textbf{1)} To bridge the critical gap in physics-annotated 3D datasets, we present \textbf{\ourname}\ - the first physics-grounded 3D dataset systematically annotated across five foundational dimensions:
\textbf{\textcolor{color2}{absolute scale}}, \textbf{\textcolor{color3}{material}}, \textbf{\textcolor{color1}{affordance}}, \textbf{\textcolor{color4}{kinematics}}, and \textbf{\textcolor{color5}{function description}}. In particular, we devise a scalable human-in-the-loop annotation pipeline based on vision-language models, which enables efficient creation of physics-first assets from raw 3D assets. \textbf{2)} Furthermore, we propose \textbf{PhysXGen}, a feed-forward framework for physics-grounded 3D asset generation, injecting physical knowledge into the pre-trained 3D structural space.
Specifically, PhysXGen employs a dual-branch architecture to explicitly model the latent correlations between 3D structures and physical properties, thereby producing 3D assets with plausible physical predictions while preserving the native geometry quality. Extensive experiments validate the superior performance and promising generalization capability of our framework. All the code, data, and models will be released to facilitate future research in generative physical AI. Ziang Cao, Zhaoxi Chen 0009, Liang Pan, Ziwei Liu 0002 |
NeurIPS | 2 |
| 2025 | Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian SplattingabstractNeural rendering techniques, including NeRF and Gaussian Splatting (GS), rely on photometric consistency to produce high-quality reconstructions. However, in real-world driving scenarios, it is challenging to guarantee perfect photometric consistency in acquired images. Appearance codes have been widely used to address this issue, but their modeling capability is limited, as a single code is applied to the entire image. Recently, the bilateral grid was introduced to perform pixel-wise color mapping, but it is difficult to optimize and constrain effectively. In this paper, we propose a novel multi-scale bilateral grid that unifies appearance codes and bilateral grids. We demonstrate that this approach significantly improves geometric accuracy in dynamic, decoupled autonomous driving scene reconstruction, outperforming both appearance codes and bilateral grids. This is crucial for autonomous driving, where accurate geometry is important for obstacle avoidance and control. Our method shows strong results across four datasets: Waymo, NuScenes, Argoverse, and PandaSet. We further demonstrate that the improvement in geometry is driven by the multi-scale bilateral grid, which effectively reduces floaters caused by photometric inconsistency. Nan Wang 0041, Lixing Xiao, Yuantao Chen, Weiqing Xiao, Pierre Merriaux, Ziyang Yan, Saining Zhang, Shaocong Xu, Chongjie Ye, Bohan Li 0015, Zhaoxi Chen 0009, Tianfan Xue, Hao Zhao 0002 |
NeurIPS | 12 |
| 2024 | URHand: Universal Relightable HandsabstractExisting photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity. Zhaoxi Chen 0009, Gyeongsik Moon, Chen Cao 0001, Stanislav Pidhorskyi, Tomas Simon, Rohan Joshi, Bernardo Pires, He Wen 0001, Lucas Evans, Julia Buffalini, Autumn Trimble, Kevyn McPhail, Melissa Schoeller, Shoou-I Yu, Javier Romero 0002, Michael Zollhöfer, Yaser Sheikh, Ziwei Liu 0002, Shunsuke Saito |
CVPR | 1 |
| 2024 | CityDreamer: Compositional Generative Model of Unbounded 3D Citiesabstract3D city generation is a desirable yet challenging task, since humans are more sensitive to structural distortions in urban environments. Additionally, generating 3D cities is more complex than 3D natural scenes since buildings, as objects of the same class, exhibit a wider range of appear-ances compared to the relatively consistent appearance of objects like trees in natural scenes. To address these challenges, we propose CityDreamer, a compositional generative model designed specifically for unbounded 3D cities. Our key insight is that 3D city generation should be a com-position of different types of neural fields: 1) various building instances, and 2) background stuff, such as roads and green lands. Specifically, we adopt the bird's eye view scene representation and employ a volumetric render for both instance-oriented and stuff-oriented neural fields. The generative hash grid and periodic positional embedding are tailored as scene parameterization to suit the distinct characteristics of building instances and background stuff. Furthermore, we contribute a suite of CityGen Datasets, including OSM and GoogleEarth, which comprises a vast amount of real-world city imagery to enhance the realism of the generated 3D cities both in their layouts and appear-ances. CityDreamer achieves state-of-the-art performance not only in generating realistic 3D cities but also in local-ized editing within the generated cities. Haozhe Xie, Zhaoxi Chen 0009, Fangzhou Hong, Ziwei Liu 0002 |
CVPR | 2 |
| 2024 | LGM: Large Multi-view Gaussian Model for High-Resolution 3D Content Creation
Jiaxiang Tang, Zhaoxi Chen 0009, Xiaokang Chen, Tengfei Wang 0002, Ziwei Liu 0002 |
ECCV (4) | 2 |
| 2024 | ReliTalk: Relightable Talking Portrait Generation from a Single Video
Haonan Qiu, Zhaoxi Chen 0009, Yuming Jiang 0003, Hang Zhou 0009, Xiangyu Fan 0002, Lei Yang 0045, Wayne Wu, Ziwei Liu 0002 |
Int. J. Comput. Vis. | 2 |
| 2024 | PERF: Panoramic Neural Radiance Field From a Single PanoramaabstractNeural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Guangcong Wang, Peng Wang 0099, Zhaoxi Chen 0009, Wenping Wang 0001, Chen Change Loy, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2023 | F2-NeRF: Fast Neural Radiance Field Training with Free Camera TrajectoriesabstractThis paper presents a novel grid-based NeRF called F2- NeRF (Fast-Free-NeRF) for novel view synthesis, which enables arbitrary input camera trajectories and only costs a few minutes for training. Existing fast grid-based NeRF training frameworks, like Instant-NGP, Plenoxels, DVGO, or TensoRF, are mainly designed for bounded scenes and rely on space warping to handle unbounded scenes. Existing two widely-used space-warping methods are only designed for the forward-facing trajectory or the 360° object-centric trajectory but cannot process arbitrary trajectories. In this paper, we delve deep into the mechanism of space warping to handle unbounded scenes. Based on our analysis, we further propose a novel space-warping method called perspective warping, which allows us to handle arbitrary trajectories in the grid-based NeRF framework. Extensive experiments demonstrate that F2-NeRF is able to use the same perspective warping to render high-quality images on two standard datasets and a new free trajectory dataset collected by us. Project page: totoro97.github.io/projects/f2-nerf. Peng Wang 0099, Yuan Liu 0025, Zhaoxi Chen 0009, Lingjie Liu, Ziwei Liu 0002, Taku Komura, Christian Theobalt, Wenping Wang 0001 |
CVPR | 3 |
| 2023 | SparseNeRF: Distilling Depth Ranking for Few-shot Novel View SynthesisabstractNeural Radiance Field (NeRF) significantly degrades when only a limited number of views are available. To complement the lack of 3D information, depth-based models, such as DSNeRF and MonoSDF, explicitly assume the availability of accurate depth maps of multiple views. They linearly scale the accurate depth maps as supervision to guide the predicted depth of few-shot NeRFs. However, accurate depth maps are difficult and expensive to capture due to wide-range depth distances in the wild. This work presents a new Sparse-view NeRF (SparseNeRF) framework that exploits depth priors from real-world inaccurate observations. The inaccurate depth observations are either from pre-trained depth models or coarse depth maps of consumer-level depth sensors. Since coarse depth maps are not strictly scaled to the ground-truth depth maps, we propose a simple yet effective constraint, a local depth ranking method, on NeRFs such that the expected depth ranking of the NeRF is consistent with that of the coarse depth maps in local patches. To preserve the spatial continuity of the estimated depth of NeRF, we further propose a spatial continuity constraint to encourage the consistency of the expected depth continuity of NeRF with coarse depth maps. Surprisingly, with simple depth ranking constraints, SparseNeRF outperforms all state-of-the-art few-shot NeRF methods (including depth-based models) on standard LLFF and DTU datasets. Moreover, we collect a new dataset NVS-RGBD that contains real-world depth maps from Azure Kinect, ZED 2, and iPhone 13 Pro. Extensive experiments on NVS-RGBD dataset also validate the superiority and generaliz-ability of SparseNeRF. Code and dataset are available at https://sparsenerf.github.io/. Guangcong Wang, Zhaoxi Chen 0009, Chen Change Loy, Ziwei Liu 0002 |
ICCV | 2 |
| 2023 | SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and ModelingabstractSynthetic data has emerged as a promising source for 3D human research as it offers low-cost access to large-scale human datasets. To advance the diversity and annotation quality of human models, we introduce a new synthetic dataset, SynBody, with three appealing features: 1) a clothed parametric human model that can generate a diverse range of subjects; 2) the layered human representation that naturally offers high-quality 3D annotations to support multiple tasks; 3) a scalable system for producing realistic data to facilitate real-world tasks. The dataset comprises 1.2M images with corresponding accurate 3D annotations, covering 10,000 human body models, 1,187 actions, and various viewpoints. The dataset includes two subsets for human pose and shape estimation as well as human neural rendering. Extensive experiments on SynBody indicate that it substantially enhances both SMPL and SMPL-X estimation. Furthermore, the incorporation of layered annotations offers a valuable training resource for investigating the Human Neural Radiance Fields(NeRF). Zhitao Yang, Zhongang Cai, Haiyi Mei, Shuai Liu 0002, Zhaoxi Chen 0009, Weiye Xiao, Yukun Wei, Zhongfei Qing, Bo Dai 0002, Wayne Wu, Chen Qian 0006, Dahua Lin, Ziwei Liu 0002, Lei Yang 0059 |
ICCV | 5 |
| 2023 | EVA3D: Compositional 3D Human Generation from 2D Image Collections
Fangzhou Hong, Zhaoxi Chen 0009, Yushi Lan, Liang Pan, Ziwei Liu 0002 |
ICLR | 2 |
| 2023 | PrimDiffusion: Volumetric Primitives Diffusion for 3D Human GenerationabstractWe present PrimDiffusion, the first diffusion-based framework for 3D human generation. Devising diffusion models for 3D human generation is difficult due to the intensive computational cost of 3D representations and the articulated topology of 3D humans. To tackle these challenges, our key insight is operating the denoising diffusion process directly on a set of volumetric primitives, which models the human body as a number of small volumes with radiance and kinematic information. This volumetric primitives representation marries the capacity of volumetric representations with the efficiency of primitive-based rendering. Our PrimDiffusion framework has three appealing properties: **1)** compact and expressive parameter space for the diffusion model, **2)** flexible representation that incorporates human prior, and **3)** decoder-free rendering for efficient novel-view and novel-pose synthesis. Extensive experiments validate that PrimDiffusion outperforms state-of-the-art methods in 3D human generation. Notably, compared to GAN-based methods, our PrimDiffusion supports real-time rendering of high-quality 3D humans at a resolution of $512\times512$ once the denoising process is done. We also demonstrate the flexibility of our framework on training-free conditional generation such as texture transfer and 3D inpainting. Zhaoxi Chen 0009, Fangzhou Hong, Haiyi Mei, Guangcong Wang, Lei Yang 0045, Ziwei Liu 0002 |
NeurIPS | 1 |
| 2023 | SceneDreamer: Unbounded 3D Scene Generation From 2D Image CollectionsabstractIn this work, we present SceneDreamer, an unconditional generative model for unbounded 3D scenes, which synthesizes large-scale 3D landscapes from random noise. Our framework is learned from in-the-wild 2D image collections only, without any 3D annotations. At the core of SceneDreamer is a principled learning paradigm comprising: 1) an efficient yet expressive 3D scene representation, 2) a generative scene parameterization, and 3) an effective renderer that can leverage the knowledge from 2D images. Our approach begins with an efficient bird's-eye-view (BEV) representation generated from simplex noise, which includes a height field for surface elevation and a semantic field for detailed scene semantics. This BEV scene representation enables: 1) representing a 3D scene with quadratic complexity, 2) disentangled geometry and semantics, and 3) efficient training. Moreover, we propose a novel generative neural hash grid to parameterize the latent space based on 3D positions and scene semantics, aiming to encode generalizable features across various scenes. Lastly, a neural volumetric renderer, learned from 2D image collections through adversarial training, is employed to produce photorealistic images. Extensive experiments demonstrate the effectiveness of SceneDreamer and superiority over state-of-the-art methods in generating vivid yet diverse unbounded 3D worlds. Zhaoxi Chen 0009, Guangcong Wang, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2022 | Relighting4D: Neural Relightable Human from Videos
Zhaoxi Chen 0009, Ziwei Liu 0002 |
ECCV (14) | 1 |
| 2022 | Text2Light: Zero-Shot Text-Driven HDR Panorama GenerationabstractHigh-quality HDRIs (High Dynamic Range Images), typically HDR panoramas, are one of the most popular ways to create photorealistic lighting and 360-degree reflections of 3D scenes in graphics. Given the difficulty of capturing HDRIs, a versatile and controllable generative model is highly desired, where layman users can intuitively control the generation process. However, existing state-of-the-art methods still struggle to synthesize high-quality panoramas for complex scenes. In this work, we propose a zero-shot text-driven framework, Text2Light , to generate 4K+ resolution HDRIs without paired training data. Given a free-form text as the description of the scene, we synthesize the corresponding HDRI with two dedicated steps: 1 ) text-driven panorama generation in low dynamic range (LDR) and low resolution (LR), and 2 ) super-resolution inverse tone mapping to scale up the LDR panorama both in resolution and dynamic range. Specifically, to achieve zero-shot text-driven panorama generation, we first build dual codebooks as the discrete representation for diverse environmental textures. Then, driven by the pre-trained Contrastive Language-Image Pre-training (CLIP) model, a text-conditioned global sampler learns to sample holistic semantics from the global codebook according to the input text. Furthermore, a structure-aware local sampler learns to synthesize LDR panoramas patch-by-patch, guided by holistic semantics. To achieve super-resolution inverse tone mapping, we derive a continuous representation of 360-degree imaging from the LDR panorama as a set of structured latent codes anchored to the sphere. This continuous representation enables a versatile module to upscale the resolution and dynamic range simultaneously. Extensive experiments demonstrate the superior capability of Text2Light in generating high-quality HDR panoramas. In addition, we show the feasibility of our work in realistic rendering and immersive VR. Zhaoxi Chen 0009, Guangcong Wang, Ziwei Liu 0002 |
ACM Trans. Graph. | 1 |