VLDB 2026 Research / reviewers in the wild / expert
Xin Chen 0040
dblp:24/1518-40
· DBLP profile ↗
38ranked-venue papers
4as first author
35since 2021 · last 2025
0000-0002-9347-1367ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 3 first-author · 25 since 2021Artificial intelligence and machine learning · 25 · 2 first-author · 24 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | AppAgent: Multimodal Agents as Smartphone Users
Chi Zhang 0007, Zhao Yang 0002, Yanda Li, Yucheng Han, Xin Chen 0040, Zebiao Huang, Gang Yu 0002 |
CHI | 6 |
| 2025 | MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3DabstractTexturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing a SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to texture previously unobserved areas effectively. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency. Juncheng Mu, Xianfang Zeng, Xin Chen 0040, Anqi Pang, Chi Zhang 0080, Zhibin Wang 0004, Gang Yu 0002, Ziwei Liu 0002, Liang Pan |
CVPR | 4 |
| 2025 | X-Dancer: Expressive Music to Human Dance Video GenerationabstractWe present X-Dancer, a novel zero-shot music-driven image animation pipeline that creates diverse and long-range lifelike human dance videos from a single static image. As its core, we introduce a unified transformer-diffusion framework, featuring an autoregressive transformer model that synthesize extended and music-synchronized token sequences for 2D body, head and hands poses, which then guide a diffusion model to produce coherent and realistic dance video frames. Unlike traditional methods that primarily generate human motion in 3D, X-Dancer addresses data limitations and enhances scalability by modeling a wide spectrum of 2D dance motions, capturing their nuanced alignment with musical beats through readily available monocular videos. To achieve this, we first build a spatially compositional token representation from 2D human pose labels associated with keypoint confidences, encoding both large articulated body movements (e.g., upper and lower body) and fine-grained motions (e.g., head and hands). We then design a music-to-motion transformer model that autoregressively generates music-aligned dance pose token sequences, incorporating global attention to both musical style and prior motion context. Finally we leverage a diffusion backbone to animate the reference image with these synthesized pose tokens through AdaIN, forming a fully differentiable end-to-end framework. Experimental results demonstrate that X-Dancer is able to produce both diverse and characterized dance videos, substantially outperforming state-of-the-art methods in term of diversity, expressiveness and realism. Code and model will be available for research purposes. Guoxian Song, You Xie, Xin Chen 0040, Chao Wang 0088, Di Chang, Linjie Luo |
ICCV | 6 |
| 2025 | MikuDance: Animating Character Art With Mixed Motion DynamicsabstractWe propose MikuDance, a diffusion-based pipeline incorporating mixed motion dynamics to animate stylized character art. MikuDance consists of two key techniques: Mixed Motion Modeling and Mixed-Control Diffusion, to address the challenges of high-dynamic motion and reference-guidance misalignment in character art animation. Specifically, a Scene Motion Tracking strategy is presented to explicitly model the dynamic camera in pixel-wise space, enabling unified character-scene motion modeling. Building on this, the Mixed-Control Diffusion implicitly aligns the scale and body shape of diverse characters with motion guidance, allowing flexible control of local character motion. Subsequently, a Motion-Adaptive Normalization module is incorporated to effectively inject global scene motion, paving the way for comprehensive character art animation. Through extensive experiments, we demonstrate the effectiveness and generalizability of MikuDance across various character art and motion guidance, consistently producing high-quality animations with remarkable motion dynamics. Xianfang Zeng, Xin Chen 0040, Wei Zuo, Gang Yu 0002, Zhigang Tu 0001 |
ICCV | 3 |
| 2025 | Adaptive Mobile Agent for Dynamic InteractionsabstractWith the rise of Multimodal Large Language Models (MLLM), LLM-driven visual agents are transforming software interfaces, especially those with graphical user interfaces. However, existing methods often struggle with diverse and complex mobile environments, such as rapidly changing app interfaces or non-standard UI components, limiting their adaptability and precision. This work presents a novel LLM-based multimodal agent framework for mobile devices, designed to enhance interaction and adaptive capabilities in dynamic mobile environments. By autonomously navigating devices and emulating human-like behaviors, the agent integrates parsing, text, and vision descriptions to construct a flexible action space. During the exploration phase, functionalities of user interface elements are documented into a customized structured knowledge base. In the deployment phase, RAG technology enables efficient retrieval and updates from this knowledge base. Experimental results across multiple benchmarks validate the framework's superior performance and practical effectiveness. Yanda Li, Chi Zhang 0007, Wenjia Jiang, Wanqi Yang, Xin Chen 0040, Ling Chen 0006, Yunchao Wei |
ICME | 7 |
| 2025 | A Multimodal LLM for Chart Understanding and GenerationabstractMulti-modal large language models have demonstrated impressive performances on most vision-language tasks. However, the model generally lacks the understanding capabilities for specific domain data, particularly when it comes to interpreting chart figures. This is mainly due to the lack of relevant multi-modal instruction tuning datasets. In this article, we create a high-quality instruction-tuning dataset leveraging GPT-4. We develop a multi-step data generation process in which different steps are responsible for generating tabular data, creating chart figures, and designing instruction tuning data separately. Our method’s flexibility enables us to generate diverse, high-quality instruction-tuning data consistently and efficiently while maintaining a low resource expenditure. Additionally, it allows us to incorporate a wider variety of chart and task types not yet featured in existing datasets. Next, we introduce ChartLlama, a multi-modal large language model that we’ve trained using our created dataset. ChartLlama outperforms all prior methods in ChartQA, Chart-to-text, and Chart-extraction evaluation benchmarks. Additionally, ChartLlama significantly improves upon the baseline in our specially compiled chart dataset, which includes new chart and task types. The results of ChartLlama confirm the value and huge potential of our proposed data generation method in enhancing chart comprehension. Yucheng Han, Chi Zhang 0007, Xin Chen 0040, Fukun Yin, Xu Yang 0021, Zhibin Wang 0004, Gang Yu 0002, Hanwang Zhang |
IJCNN | 3 |
| 2025 | Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAEabstractAs Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D shapes from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, which combines a video generation framework to ensure realism and diversity with implicit neural fields integrated with Masked Autoencoders (MAE) to effectively ensure the consistency of unseen areas across views. Specifically, the input image (or a text-generated image) is first warped to simulate adjacent views, with the invisible regions filled using the consistency-enhanced MAE model. Nonetheless, the synthesized images often exhibit inconsistencies in viewpoint alignment, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. Fukun Yin, Jiayuan Fan 0001, Wanzhang Li, Xin Chen 0040, Gang Yu 0002 |
ACM Multimedia | 5 |
| 2025 | Motion2Motion: Cross-topology Motion Transfer with Sparse CorrespondenceabstractThis work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies remains less-explored. The primary obstacle lies in the inherent topological inconsistency between source and target skeletons, which restricts the establishment of straightforward one-to-one bone correspondences. Besides, the current lack of large-scale paired motion datasets spanning different topological structures severely constrains the development of data-driven approaches. To address these limitations, we introduce Motion2Motion, a novel, training-free framework. Simply yet effectively, Motion2Motion works with only one or a few example motions on the target skeleton, by accessing a sparse set of bone correspondences between the source and target skeletons. Through comprehensive qualitative and quantitative evaluations, we demonstrate that Motion2Motion achieves efficient and reliable performance in both similar-skeleton and cross-species skeleton transfer scenarios. The practical utility of our approach is further evidenced by its successful integration in downstream applications and user interfaces, highlighting its potential for industrial applications. Code and data are available at https://lhchen.top/Motion2Motion. Zixin Yin, Zhiyang Dou, Xin Chen 0040, Jingbo Wang 0003, Taku Komura, Lei Zhang 0001 |
SIGGRAPH Asia | 5 |
| 2025 | X-Actor: Emotional and Expressive Long-Range Portrait Acting from AudioabstractWe present X-Actor, a novel audio-driven portrait animation framework that generates lifelike, emotionally expressive talking head videos from a single reference image and an input audio clip. Unlike prior methods that emphasize lip synchronization and short-range visual fidelity in constrained speaking scenarios, X-Actor enables actor-quality, long-form portrait performance—capturing nuanced, dynamically evolving emotions that flow coherently with the rhythm and content of speech. Central to our approach is a two-stage decoupled generation pipeline: an audio-conditioned autoregressive diffusion model that predicts expressive yet identity-agnostic facial motion latent tokens within a long temporal context window, followed by a diffusion-based video synthesis module that translates these motions into high-fidelity video animations. By operating in a compact facial motion latent space decoupled from visual and identity cues, our autoregressive diffusion model effectively captures long-range correlations between audio and facial dynamics through a diffusion-forcing training paradigm, enabling infinite-length emotionally-rich motion prediction without error accumulation. Extensive experiments demonstrate that X-Actor produces compelling, cinematic-style performances that go beyond standard talking head animations and achieves state-of-the-art results in long-range, audio-driven emotional portrait acting. Please refer to https://byteaigc.github.io/X-Actor/ for more results. Zenan Li, You Xie, Xiaochen Zhao, Tianpei Gu, Guoxian Song, Xin Chen 0040, Chao Liang 0004, Jianwen Jiang, Linjie Luo |
SIGGRAPH Asia | 8 |
| 2025 | WI3D: Weakly Incremental 3D Detection via Vision Foundation ModelsabstractClass-incremental 3D object detection demands a 3D detector tolocateandrecognizenovel categories in a stream fashion while preserving its base detection ability. However, existing methods require delicate 3D annotations for learning novel categories, resulting in significant labeling costs. To this end, we explore a label-efficient approach calledWeaklyIncremental3DDetection (WI3D), which teaches a 3D detector to learn incrementally with off-the-shelf vision foundation models. We propose a novel dual-teaching framework incorporating both intra-modal and inter-modal knowledge from pseudo labels and feature space. Specifically, our framework features a class-agnostic pseudo-label refinement module, designed for the generation of high-quality 3D pseudo labels. This module is built on a lightweight transformer that models the spatial relationships between pseudo labels and their interactions with rich contextual information in point clouds. Additionally, we introduce a cross-modal knowledge transfer module to enhance the representation learning of novel classes, along with a reweighting knowledge distillation strategy that dynamically assesses and distills knowledge from previously learned categories. Extensive experiments show that our approach can efficiently learn novel concepts while preserving knowledge of base classes in WI3D scenarios, and surpass baseline approaches on both SUN-RGBD and ScanNet. Mingsheng Li, Sijin Chen, Shengji Tang, Hongyuan Zhu 0002, Yanyan Fang, Xin Chen 0040, Zhuoyuan Li 0006, Fukun Yin, Tao Chen 0003 |
IEEE Trans. Multim. | 6 |
| 2025 | ShapeGPT: 3D Shape Generation With a Unified Multi-Modal Language ModelabstractThe advent of large language models, which enable flexibility through instruction-driven approaches, has revolutionized many traditional generative tasks, but large models for 3D data, particularly in comprehensively handling 3D shapes with other modalities, are still under-explored. By achieving instruction-based shape generation, versatile multi-modal generative shape models can significantly benefit various fields, such as 3D virtual construction and network-aided design. In this article, we present ShapeGPT, a shape-included multi-modal framework to leverage strong pre-trained language models to address multiple shape-relevant tasks. Specifically, ShapeGPT employs a “word-sentence-paragraph” framework to discretize continuous shapes into shape words, further assembles these words into shape sentences, and integrates shape with instructional text for multi-modal paragraphs. To learn this shape-language model, we use a three-stage training scheme, including shape representation, multi-modal alignment, and instruction-based generation, to align shape-language codebooks and learn the intricate correlations among these modalities. Extensive experiments demonstrate that ShapeGPT achieves comparable performance across shape-relevant tasks, including text-to-shape, shape-to-text, shape completion, and shape editing. Fukun Yin, Xin Chen 0040, Chi Zhang 0007, Biao Jiang, Zibo Zhao 0001, Wen Liu 0003, Gang Yu 0002, Tao Chen 0003 |
IEEE Trans. Multim. | 2 |
| 2024 | PM-INR: Prior-Rich Multi-Modal Implicit Large-Scale Scene Neural RepresentationabstractRecent advancements in implicit neural representations have contributed to high-fidelity surface reconstruction and photorealistic novel view synthesis. However, with the expansion of the scene scale, such as block or city level, existing methods will encounter challenges because traditional sampling cannot cope with the cubically growing sampling space. To alleviate the dependence on filling the sampling space, we explore using multi-modal priors to assist individual points to obtain more global semantic information and propose a priorrich multi-modal implicit neural representation network, Pm-INR, for the outdoor unbounded large-scale scene. The core of our method is multi-modal prior extraction and crossmodal prior fusion modules. The former encodes codebooks from different modality inputs and extracts valuable priors, while the latter fuses priors to maintain view consistency and preserve unique features among multi-modal priors. Finally, feature-rich cross-modal priors are injected into the sampling regions to allow each region to perceive global information without filling the sampling space. Extensive experiments have demonstrated the effectiveness and robustness of our method for outdoor unbounded large-scale scene novel view synthesis, which outperforms state-of-the-art methods in terms of PSNR, SSIM, and LPIPS. Fukun Yin, Wen Liu 0003, Jiayuan Fan 0001, Xin Chen 0040, Gang Yu 0002, Tao Chen 0003 |
AAAI | 5 |
| 2024 | LL3DA: Visual Interactive Instruction Tuning for Omni-3D Understanding, Reasoning, and PlanningabstractRecent progress in Large Multimodal Models (LMM) has opened up great possibilities for various applications in the field of human-machine interactions. However, developing LMMs that can comprehend, reason, and plan in complex and diverse 3D environments remains a challenging topic, especially considering the demand for understanding permutation-invariant point cloud representations of the 3D scene. Existing works seek help from multi-view images by projecting 2D features to 3D space, which inevitably leads to huge computational overhead and performance degradation. In this paper, we present LL3DA, a Large Language 3D Assistant that takes point cloud as the direct input and responds to both text instructions and visual interactions. The additional visual interaction enables LMMs to better comprehend human interactions with the 3D environment and further remove the ambiguities within plain texts. Experiments show that LL3DA achieves remarkable results and surpasses various 3D vision-language models on both 3D Dense Captioning and 3D Question Answering. Sijin Chen, Xin Chen 0040, Chi Zhang 0007, Mingsheng Li, Gang Yu 0002, Hao Fei 0001, Hongyuan Zhu 0002, Jiayuan Fan 0001, Tao Chen 0003 |
CVPR | 2 |
| 2024 | OMG: Towards Open-vocabulary Motion Generation via Mixture of ControllersabstractWe have recently seen tremendous progress in realistic text-to-motion generation. Yet, the existing methods of-ten fail or produce implausible motions with unseen text inputs, which limits the applications. In this paper, we present OMG, a novel framework, which enables compelling motion generation from zero-shot open-vocabulary text prompts. Our key idea is to carefully tailor the pretrain-then-finetune paradigm into the text-to-motion generation. At the pre-training stage, our model improves the gener-ation ability by learning the rich out-of-domain inherent motion traits. To this end, we scale up a large unconditional diffusion model up to 1B parameters, so as to utilize the massive unlabeled motion data up to over 20M motion instances. At the subsequent fine-tuning stage, we intro-duce motion ControlNet, which incorporates text prompts as conditioning information, through a trainable copy of the pre-trained model and the proposed novel Mixture-of-Controllers (MoC) block. MoC block adaptively rec-ognizes various ranges of the sub-motions with a cross-attention mechanism and processes them separately with the text-token-specific experts. Such a design effectively aligns the CLIP token embeddings of text prompts to var-ious ranges of compact and expressive motion features. Ex-tensive experiments demonstrate that our OMG achieves significant improvements over the state-of-the-art meth-ods on zero-shot text-to-motion generation. Project page: https://tr3e.github.io/omg-page. Jiacheng Bao, Ruichi Zhang, Sihan Ren, Yuecheng Xu, Sibei Yang, Xin Chen 0040, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 7 |
| 2024 | Paint3D: Paint Anything 3D With Lighting-Less Texture Diffusion ModelsabstractThis paper presents Paint3D, a novel coarse-to-fine generative framework that is capable of producing high-resolution, lighting-less, and diverse 2K UV texture maps for untextured 3D meshes conditioned on text or image inputs. The key challenge addressed is generating high-quality textures without embedded illumination information, which allows the textures to be re-lighted or re-edited within modern graphics pipelines. To achieve this, our method first leverages a pre-trained depth-aware 2D diffusion model to generate view-conditional images and per-form multi-view texture fusion, producing an initial coarse texture map. However, as 2D models cannot fully repre-sent 3D shapes and disable lighting effects, the coarse texture map exhibits incomplete areas and illumination artifacts. To resolve this, we train separate UV Inpainting and UVHD diffusion models specialized for the shape-aware re-finement of incomplete areas and the removal of illumination artifacts. Through this coarse-to-fine process, Paint3D can produce high-quality 2K UV textures that maintain se-mantic consistency while being lighting-less, significantly advancing the state-of-the-art in texturing 3D objects. Xianfang Zeng, Xin Chen 0040, Zhongqi Qi, Wen Liu 0003, Zibo Zhao 0001, Zhibin Wang 0004, Yong Liu 0007, Gang Yu 0002 |
CVPR | 2 |
| 2024 | MotionChain: Conversational Motion Controllers via Multimodal Prompts
Biao Jiang, Xin Chen 0040, Chi Zhang 0007, Fukun Yin, Zhuoyuan Li 0006, Gang Yu 0002, Jiayuan Fan 0001 |
ECCV (26) | 2 |
| 2024 | M3DBench: Towards Omni 3D Assistant with Interleaved Multi-modal Instructions
Mingsheng Li, Xin Chen 0040, Chi Zhang 0007, Sijin Chen, Hongyuan Zhu 0002, Fukun Yin, Zhuoyuan Li 0006, Gang Yu 0002, Tao Chen 0003 |
ECCV (58) | 2 |
| 2024 | TapMo: Shape-aware Motion Generation of Skeleton-free CharactersabstractPrevious motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation PIpeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters. Shaoli Huang, Zhigang Tu 0001, Xin Chen 0040, Xiaohang Zhan, Gang Yu 0002, Ying Shan |
ICLR | 4 |
| 2024 | G-Former: A Grouping Transformer for Weakly Supervised Point Cloud SegmentationabstractRecent advancements in weakly supervised point cloud semantic segmentation have diminished the reliance on extensive annotations, thereby enhancing the efficacy of understanding the real-world environment. However, existing approaches, such as PSD [25], SQN [5] and OTOC [10], often overlook the valuable global class-related prior knowledge present in point clouds beyond the scope of labels. To fully leverage this prior knowledge, which suggests that points of the same class should be close in feature space and each class should have a representative feature, we propose G-Former, a grouping transformer model. G-Former incorporates the idea of clustering into the overall model by defining clusters aligned to classes and assigning learnable tensors as cluster centers. Points are then grouped into these clusters based on the similarity of their features to the cluster centers. The core components of G-Former include a Hierarchy Cluster Structure (HCS) and a Grouping Module (GM). The former consists of two sets of clusters, one for classes while the other serves as a middle layer to help class clusters handle large-scale point features. The latter facilitates grouping the point cloud into different clusters. With the help of the grouping transformer model, G-Former further proposes a series of cluster center constraints to augment inter-class distances and diminish intra-class distances to enhance the discriminability of points. Experimental results on ScanNet v2 and S3DIS datasets demonstrate that G-Former outperforms previous methods with limited labels (0.1% or 1%) by a significant margin and is even comparable to fully supervised methods. Zehan Huang, Fukun Yin, Jiayuan Fan 0001, Xin Chen 0040, Hongyuan Zhu 0002, Bin Wang 0008, Tao Chen 0003 |
IJCNN | 4 |
| 2024 | Generative Motion Stylization of Cross-structure Characters within Canonical Motion Space
Xin Chen 0040, Gang Yu 0002, Zhigang Tu 0001 |
ACM Multimedia | 2 |
| 2024 | MeshXL: Neural Coordinate Field for Generative 3D Foundation ModelsabstractThe polygon mesh representation of 3D data exhibits great flexibility, fast rendering speed, and storage efficiency, which is widely preferred in various applications. However, given its unstructured graph representation, the direct generation of high-fidelity 3D meshes is challenging. Fortunately, with a pre-defined ordering strategy, 3D meshes can be represented as sequences, and the generation process can be seamlessly treated as an auto-regressive problem. In this paper, we validate Neural Coordinate Field (NeurCF), an explicit coordinate representation with implicit neural embeddings, is a simple-yet-effective representation for large-scale sequential mesh modeling. After that, we present MeshXL, a family of generative pre-trained auto-regressive models that addresses 3D mesh generation with modern large language model approaches. Extensive experiments show that MeshXL is able to generate high-quality 3D meshes, and can also serve as foundation models for various down-stream applications. Sijin Chen, Xin Chen 0040, Anqi Pang, Xianfang Zeng, Yijun Fu, Fukun Yin, Billzb Wang, Jingyi Yu 0001, Gang Yu 0002, Tao Chen 0003 |
NeurIPS | 2 |
| 2024 | Vote2Cap-DETR++: Decoupling Localization and Describing for End-to-End 3D Dense Captioningabstract3D dense captioning requires a model to translate its understanding of an input 3D scene into several captions associated with different object regions. Existing methods adopt a sophisticated "detect-then-describe" pipeline, which builds explicit relation modules upon a 3D detector with numerous hand-crafted components. While these methods have achieved initial success, the cascade pipeline tends to accumulate errors because of duplicated and inaccurate box estimations and messy 3D scenes. In this paper, we first propose Vote2Cap-DETR, a simple-yet-effective transformer framework that decouples the decoding process of caption generation and object localization through parallel decoding. Moreover, we argue that object localization and description generation require different levels of scene understanding, which could be challenging for a shared set of queries to capture. To this end, we propose an advanced version, Vote2Cap-DETR++, which decouples the queries into localization and caption queries to capture task-specific features. Additionally, we introduce the iterative spatial refinement strategy to vote queries for faster convergence and better localization performance. We also insert additional spatial information to the caption head for more accurate descriptions. Without bells and whistles, extensive experiments on two commonly used datasets, ScanRefer and Nr3D, demonstrate Vote2Cap-DETR and Vote2Cap-DETR++ surpass conventional "detect-then-describe" methods by a large margin. Sijin Chen, Hongyuan Zhu 0002, Mingsheng Li, Xin Chen 0040, Peng Guo 0011, Yinjie Lei, Gang Yu 0002, Taihao Li, Tao Chen 0003 |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2024 | Multi-View Vision Fusion Network: Can 2D Pre-Trained Model Boost 3D Point Cloud Data-Scarce Learning?abstractPoint cloud based 3D deep model has wide applications in many applications such as autonomous driving, house robot, etc. Inspired by the recent prompt learning in natural language processing, this work proposes a novel Multi-view Vision Fusion Network (MvNet) for few-shot 3D point cloud classification. MvNet investigates the possibility of leveraging the off-the-shelf 2D pre-trained models to achieve the few-shot classification, which can alleviate the over-dependence issue of the existing baseline models towards the large-scale annotated 3D point cloud data. Specifically, MvNet first encodes a 3D point cloud into multi-view image features for a number of different views. Then, a novel multi-view prompt fusion module is developed to fuse information from different views effectively to bridge the gap between 3D point cloud data and 2D pre-trained models. A set of 2D image prompts can then be derived to better describe the suitable prior knowledge for a large-scale pre-trained image model for few-shot 3D point cloud classification. Extensive experiments on ModelNet, ScanObjectNN, and ShapeNet datasets demonstrate that MvNet achieves new state-of-the-art performance for 3D few-shot point cloud image classification. The source code of this work is available at https://github.com/invictus717/MetaTransformer. Haoyang Peng, Baopu Li, Bo Zhang 0069, Xin Chen 0040, Tao Chen 0003, Hongyuan Zhu 0002 |
IEEE Trans. Circuits Syst. Video Technol. | 4 |
| 2023 | Executing your Commands via Motion Diffusion in Latent SpaceabstractWe study a challenging task, conditional human motion generation, which produces plausible human motion sequences according to various conditional inputs, such as action classes or textual descriptors. Since human motions are highly diverse and have a property of quite different distribution from conditional modalities, such as textual descriptors in natural languages, it is hard to learn a probabilistic mapping from the desired conditional modality to the human motion sequences. Besides, the raw motion data from the motion capture system might be redundant in sequences and contain noises; directly modeling the joint distribution over the raw motion sequences and conditional modalities would need a heavy computational over-head and might result in artifacts introduced by the captured noises. To learn a better representation of the various human motion sequences, we first design a powerful Variational AutoEncoder (VAE) and arrive at a representative and low-dimensional latent code for a human motion sequence. Then, instead of using a diffusion model to establish the connections between the raw motion sequences and the conditional inputs, we perform a diffusion process on the motion latent space. Our proposed Motion Latent-based Diffusion model (MLD) could produce vivid motion sequences conforming to the given conditional inputs and substantially reduce the computational overhead in both the training and inference stages. Extensive experiments on various human motion generation tasks demonstrate that our MLD achieves significant improvements over the state-of-the-art methods among extensive human motion generation tasks, with two orders of magnitude faster than previous diffusion models on raw motion sequences. Xin Chen 0040, Biao Jiang, Wen Liu 0003, Tao Chen 0003, Gang Yu 0002 |
CVPR | 1 |
| 2023 | End-to-End 3D Dense Captioning with Vote2Cap-DETRabstract3D dense captioning aims to generate multiple captions localized with their associated object regions. Existing methods follow a sophisticated “detect-then-describe” pipeline equipped with numerous hand-crafted components. However, these hand-crafted components would yield sub-optimal performance given cluttered object spatial and class distributions among different scenes. In this paper, we propose a simple-yet-effective transformer framework Vote2Cap-DETR based on recent popular DEtection TRansformer (DETR). Compared with prior arts, our framework has several appealing advantages: 1) Without resorting to numerous hand-crafted components, our method is based on a full transformer encoder-decoder architecture with a learnable vote query driven object decoder, and a caption decoder that produces the dense captions in a set-prediction manner. 2) In contrast to the two-stage scheme, our method can perform detection and captioning in one-stage. 3) Without bells and whistles, extensive experiments on two commonly used datasets, ScanRefer and Nr3D, demonstrate that our Vote2Cap-DETR surpasses current state-of-the-arts by 11.13% and 7.11% in [email protected], respectively. Codes will be released soon. Sijin Chen, Hongyuan Zhu 0002, Xin Chen 0040, Yinjie Lei, Gang Yu 0002, Tao Chen 0003 |
CVPR | 3 |
| 2023 | A Large-Scale Outdoor Multi-modal Dataset and Benchmark for Novel View Synthesis and Implicit Scene ReconstructionabstractNeural Radiance Fields (NeRF) [24] has achieved impressive results in single object scene reconstruction and novel view synthesis, as demonstrated on many single modality and single object focused indoor scene datasets like DTU [14], BMVS [42], and NeRF Synthetic [24]. However, the study of NeRF on large-scale outdoor scene reconstruction is still limited, as there is no unified outdoor scene dataset for large-scale NeRF evaluation due to expensive data acquisition and calibration costs. In this work, we propose a large-scale outdoor multi-modal dataset, OMMO dataset, containing complex objects and scenes with calibrated images, point clouds and prompt annotations. A new benchmark for several outdoor NeRF-based tasks is established, such as novel view synthesis, diverse 3D representation, and multi-modal NeRF. To create the dataset, we capture and collect a large number of real fly-view videos and select high-quality and high-resolution clips from them. Then we design a quality review module to refine images, remove low-quality frames and fail-to-calibrate scenes through a learning-based automatic evaluation plus manual review. Finally, volunteers are employed to label and review the prompt annotation for each scene and keyframe. Compared with existing NeRF datasets, our dataset contains abundant real-world urban and natural scenes with various scales, camera trajectories, and lighting conditions. Experiments show that our dataset can benchmark most state-of-the-art NeRF methods on different tasks. The dataset can be found at the following link: https://ommo.luchongshan.com/. Chongshan Lu, Fukun Yin, Xin Chen 0040, Wen Liu 0003, Tao Chen 0003, Gang Yu 0002, Jiayuan Fan 0001 |
ICCV | 3 |
| 2023 | PDF: Point Diffusion Implicit Function for Large-scale Scene Neural RepresentationabstractRecent advances in implicit neural representations have achieved impressive results by sampling and fusing individual points along sampling rays in the sampling space. However, due to the explosively growing sampling space, finely representing and synthesizing detailed textures remains a challenge for unbounded large-scale outdoor scenes. To alleviate the dilemma of using individual points to perceive the entire colossal space, we explore learning the surface distribution of the scene to provide structural priors and reduce the samplable space and propose a Point Diffusion implicit Function, PDF, for large-scale scene neural representation. The core of our method is a large-scale point cloud super-resolution diffusion module that enhances the sparse point cloud reconstructed from several training images into a dense point cloud as an explicit prior. Then in the rendering stage, only sampling points with prior points within the sampling radius are retained. That is, the sampling space is reduced from the unbounded space to the scene surface. Meanwhile, to fill in the background of the scene that cannot be provided by point clouds, the region sampling based on Mip-NeRF 360 is employed to model the background representation. Expensive experiments have demonstrated the effectiveness of our method for large-scale scene novel view synthesis, which outperforms relevant state-of-the-art baselines. Yuhan Ding, Fukun Yin, Jiayuan Fan 0001, Xin Chen 0040, Wen Liu 0003, Chongshan Lu, Gang Yu 0002, Tao Chen 0003 |
NeurIPS | 5 |
| 2023 | MotionGPT: Human Motion as a Foreign LanguageabstractThough the advancement of pre-trained large language models unfolds, the exploration of building a unified model for language and other multimodal data, such as motion, remains challenging and untouched so far. Fortunately, human motion displays a semantic coupling akin to human language, often perceived as a form of body language. By fusing language data with large-scale motion models, motion-language pre-training that can enhance the performance of motion-related tasks becomes feasible. Driven by this insight, we propose MotionGPT, a unified, versatile, and user-friendly motion-language model to handle multiple motion-relevant tasks. Specifically, we employ the discrete vector quantization for human motion and transfer 3D motion into motion tokens, similar to the generation process of word tokens. Building upon this "motion vocabulary", we perform language modeling on both motion and text in a unified manner, treating human motion as a specific language. Moreover, inspired by prompt learning, we pre-train MotionGPT with a mixture of motion-language data and fine-tune it on prompt-based question-and-answer tasks. Extensive experiments demonstrate that MotionGPT achieves state-of-the-art performances on multiple motion tasks including text-driven motion generation, motion captioning, motion prediction, and motion in-between. Biao Jiang, Xin Chen 0040, Wen Liu 0003, Jingyi Yu 0001, Gang Yu 0002, Tao Chen 0003 |
NeurIPS | 2 |
| 2023 | Michelangelo: Conditional 3D Shape Generation based on Shape-Image-Text Aligned Latent RepresentationabstractWe present a novel alignment-before-generation approach to tackle the challenging task of generating general 3D shapes based on 2D images or texts. Directly learning a conditional generative model from images or texts to 3D shapes is prone to producing inconsistent results with the conditions because 3D shapes have an additional dimension whose distribution significantly differs from that of 2D images and texts. To bridge the domain gap among the three modalities and facilitate multi-modal-conditioned 3D shape generation, we explore representing 3D shapes in a shape-image-text-aligned space. Our framework comprises two models: a Shape-Image-Text-Aligned Variational Auto-Encoder (SITA-VAE) and a conditional Aligned Shape Latent Diffusion Model (ASLDM). The former model encodes the 3D shapes into the shape latent space aligned to the image and text and reconstructs the fine-grained 3D neural fields corresponding to given shape embeddings via the transformer-based decoder. The latter model learns a probabilistic mapping function from the image or text space to the latent shape space. Our extensive experiments demonstrate that our proposed approach can generate higher-quality and more diverse 3D shapes that better semantically conform to the visual or textural conditional inputs, validating the effectiveness of the shape-image-text-aligned space for cross-modality 3D shape generation. Zibo Zhao 0001, Wen Liu 0003, Xin Chen 0040, Xianfang Zeng, Rui Wang 0099, Tao Chen 0003, Gang Yu 0002, Shenghua Gao |
NeurIPS | 3 |
| 2022 | Anisotropic Fourier Features for Neural Image-Based Rendering and RelightingabstractRecent neural rendering techniques have greatly benefited image-based modeling and relighting tasks. They provide a continuous, compact, and parallelable representation by modeling the plenoptic function as multilayer perceptrons (MLPs). However, vanilla MLPs suffer from spectral biases on multidimensional datasets. Recent rescues based on isotropic Fourier features mapping mitigate the problem but still fall short of handling heterogeneity across different dimensions, causing imbalanced regression and visual artifacts such as excessive blurs. We present an anisotropic random Fourier features (RFF) mapping scheme to tackle spectral biases. We first analyze the influence of bandwidth from a different perspective: we show that the optimal bandwidth exhibits strong correlations with the frequency spectrum of the training data across various dimensions. We then introduce an anisotropic feature mapping scheme with multiple bandwidths to model the multidimensional signal characteristics. We further propose an efficient bandwidth searching scheme through iterative golden-section search that can significantly reduce the training overload from polynomial time to logarithm. Our anisotropic scheme directly applies to neural surface light-field rendering and image-based relighting. Comprehensive experiments show that our scheme can more faithfully model lighting conditions and object features as well as preserve fine texture details and smooth view transitions even when angular and spatial samples are highly imbalanced. Huangjie Yu, Anpei Chen, Xin Chen 0040, Lan Xu 0003, Ziyu Shao, Jingyi Yu 0001 |
AAAI | 3 |
| 2022 | TightCap: 3D Human Shape Capture with Clothing Tightness FieldabstractIn this article, we present TightCap, a data-driven scheme to capture both the human shape and dressed garments accurately with only a single three-dimensional (3D) human scan, which enables numerous applications such as virtual try-on, biometrics, and body evaluation. To break the severe variations of the human poses and garments, we propose to model the clothing tightness field—the displacements from the garments to the human shape implicitly in the global UV texturing domain. To this end, we utilize an enhanced statistical human template and an effective multi-stage alignment scheme to map the 3D scan into a hybrid 2D geometry image. Based on this 2D representation, we propose a novel framework to predict clothing tightness field via a novel tightness formulation, as well as an effective optimization scheme to further reconstruct multi-layer human shape and garments under various clothing categories and human postures. We further propose a new clothing tightness dataset of human scans with a large variety of clothing styles, poses, and corresponding ground-truth human shapes to stimulate further research. Extensive experiments demonstrate the effectiveness of our TightCap to achieve the high-quality human shape and dressed garments reconstruction, as well as the further applications for clothing segmentation, retargeting, and animation. Xin Chen 0040, Anqi Pang, Wei Yang 0034, Peihao Wang, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 1 |
| 2021 | ChallenCap: Monocular 3D Capture of Challenging Human Performances Using Multi-Modal ReferencesabstractCapturing challenging human motions is critical for numerous applications, but it suffers from complex motion patterns and severe self-occlusion under the monocular setting. In this paper, we propose ChallenCap — a template-based approach to capture challenging 3D human motions using a single RGB camera in a novel learning-and-optimization framework, with the aid of multi-modal references. We propose a hybrid motion inference stage with a generation network, which utilizes a temporal encoder-decoder to extract the motion details from the pair-wise sparse-view reference, as well as a motion discriminator to utilize the unpaired marker-based references to extract specific challenging motion characteristics in a data-driven manner. We further adopt a robust motion optimization stage to increase the tracking accuracy, by jointly utilizing the learned motion details from the supervised multi-modal references as well as the reliable motion hints from the input image reference. Extensive experiments on our new challenging motion dataset demonstrate the effectiveness and robustness of our approach to capture challenging human motions. Yannan He, Anqi Pang, Xin Chen 0040, Minye Wu, Yuexin Ma, Lan Xu 0003 |
CVPR | 3 |
| 2021 | Few-shot Neural Human Performance Rendering from Sparse RGBD VideosabstractRecent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting. Anqi Pang, Xin Chen 0040, Haimin Luo, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
IJCAI | 2 |
| 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactionsabstract4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by human-object interactions, we adopt a layer-wise scene decoupling strategy and perform volumetric reconstruction and neural rendering of the human and object. Specifically, for geometry reconstruction, we propose an interaction-aware human-object capture scheme that jointly considers the human reconstruction and object reconstruction with their correlations. Occlusion-aware human reconstruction and robust human-aware object tracking are proposed for consistent 4D human-object dynamic reconstruction. For neural texture rendering, we propose a layer-wise human-object rendering scheme, which combines direction-aware neural blending weight learning and spatial-temporal texture completion to provide high-resolution and photo-realistic texture results in the occluded scenarios. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and texture reconstruction in free viewpoints for challenging human-object interactions. Guoxing Sun 0001, Xin Chen 0040, Yizhang Chen, Anqi Pang, Pei Lin, Yuheng Jiang, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
ACM Multimedia | 2 |
| 2021 | SportsCap: Monocular 3D Human Motion Capture and Fine-Grained Understanding in Challenging Sports Videos
Xin Chen 0040, Anqi Pang, Wei Yang 0034, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001 |
Int. J. Comput. Vis. | 1 |
| 2020 | AutoSweep: Recovering 3D Editable Objects from a Single PhotographabstractThis paper presents a fully automatic framework for extracting editable 3D objects directly from a single photograph. Unlike previous methods which recover either depth maps, point clouds, or mesh surfaces, we aim to recover 3D objects with semantic parts and can be directly edited. We base our work on the assumption that most human-made objects are constituted by parts and these parts can be well represented by generalized primitives. Our work makes an attempt towards recovering two types of primitive-shaped objects, namely, generalized cuboids and generalized cylinders. To this end, we build a novel instance-aware segmentation network for accurate part separation. Our GeoNet outputs a set of smooth part-level masks labeled as profiles and bodies. Then in a key stage, we simultaneously identify profile-body relations and recover 3D parts by sweeping the recognized profile along their body contour and jointly optimize the geometry to align with the recovered masks. Qualitative and quantitative experiments show that our algorithm can recover high quality 3D models and outperforms existing methods in both instance segmentation and 3D reconstruction. Xin Chen 0040, Tianjia Shao, Jingyi Yu 0001, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Pose2Body: Pose-Guided Human Parts SegmentationabstractReliable human parts segmentation on 2D images plays an important role in many human-centric computer vision tasks. While significant achievements have been made on human pose estimation, the performance on human parts segmentation remains low. In this paper, we present a novel technique that we call Pose2Body that robustly conducts human parts segmentation based on the pose estimation results. We partition an image into superpixels and set out to assign a segment label to each superpixel most consistent with the pose. We design special feature vectors for every superpixel-label assignment as well as superpixel-superpixel pairs and model optimal labeling as to solve for a conditional random field (CRF). Comprehensive experiments show that our technique achieves substantial improvements over the state-of-the-art solutions. Zhong Li 0007, Xin Chen 0040, Wangyiteng Zhou, Yingliang Zhang, Jingyi Yu 0001 |
ICME | 2 |
| 2018 | Sparse Photometric 3D Face Reconstruction Guided by Morphable ModelsabstractWe present a novel 3D face reconstruction technique that leverages sparse photometric stereo (PS) and latest advances on face registration / modeling from a single image. We observe that 3D morphable faces approach [21] provides a reasonable geometry proxy for light position calibration. Specifically, we develop a robust optimization technique that can calibrate per-pixel lighting direction and illumination at a very high precision without assuming uniform surface albedos. Next, we apply semantic segmentation on input images and the geometry proxy to refine hairy vs. bare skin regions using tailored filter. Experiments on synthetic and real data show that by using a very small set of images, our technique is able to reconstruct fine geometric details such as wrinkles, eyebrows, whelks, pores, etc, comparable to and sometimes surpassing movie quality productions. Xuan Cao, Anpei Chen, Xin Chen 0040, Jingyi Yu 0001 |
CVPR | 4 |