VLDB 2026 Research / reviewers in the wild / expert
Fangzhou Hong
dblp:261/3476
· DBLP profile ↗
37ranked-venue papers
7as first author
36since 2021 · last 2026
0000-0003-2412-1141ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 33 · 6 first-author · 33 since 2021Graphics, computer vision, multimedia, augmented reality and games · 21 · 4 first-author · 20 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PointHPS: Cascaded 3D Human Pose and Shape Estimation from Point Clouds
Zhongang Cai, Liang Pan, Wanqi Yin, Fangzhou Hong, Atsushi Yamashita, Chen Change Loy, Lei Yang 0045, Ziwei Liu 0002 |
Int. J. Comput. Vis. | 5 |
| 2026 | LN3Diff++: Scalable Latent Neural Fields Diffusion for Speedy 3D GenerationabstractThe field of neural rendering has seen remarkable progress, driven by advancements in generative models and differentiable rendering techniques. While 2D diffusion has achieved notable success, the development of a unified 3D diffusion pipeline remains an open challenge. This paper presents a novel framework, LN3Diff++, designed to bridge this gap and facilitate fast, high-quality, and versatile conditional 3D generation. Our method leverages a 3D-aware architecture and a variational autoencoder (VAE) to encode input image(s) into a structured, compact 3D latent space. The latent representation is then decoded by a transformer-based decoder into a high-capacity 3D neural field. By training a diffusion model on this 3D-aware latent space, our method achieves superior performance for category-specific 3D generation on ShapeNet and FFHQ, as well as category-free image/text-conditioned 3D generation over Objaverse. Moreover, it surpasses existing 3D diffusion methods in inference speed, requiring no per-instance optimization. Yushi Lan, Fangzhou Hong, Shangchen Zhou, Shuai Yang 0001, Xuyi Meng, Yongwei Chen, Zhaoyang Lyu, Bo Dai 0002, Xingang Pan, Chen Change Loy |
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. | 3 |
| 2025 | HMD2: Environment-Aware Motion Generation from Single Egocentric Head-Mounted DeviceabstractThis paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD2, a novel system that balances motion reconstruction and generation. From a reconstruction stand-point, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD2 employs a multi-modal conditional motion diffusion model with a Transformer back-bone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust so-lution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments. Vladimir Guzov, Yifeng Jiang 0002, Fangzhou Hong, Gerard Pons-Moll, Richard A. Newcombe, C. Karen Liu, Yuting Ye, Lingni Ma |
3DV | 3 |
| 2025 | MEAT: Multiview Diffusion Model for Human Generation on Megapixels with Mesh AttentionabstractMultiview diffusion models have shown considerable success in image-to-3D generation for general objects. However, when applied to human data, existing methods have yet to deliver promising results, largely due to the challenges of scaling multiview attention to higher resolutions. In this paper, we explore human multiview diffusion models at the megapixel level and introduce a solution called mesh attention to enable training at 10242resolution. Using a clothed human mesh as a central coarse geometric representation, the proposed mesh attention leverages rasterization and projection to establish direct cross-view coordinate correspondences. This approach significantly reduces the complexity of multiview attention while maintaining cross-view consistency. Building on this foundation, we devise a mesh attention block and combine it with keypoint conditioning to create our human-specific multiview diffusion model, MEAT. In addition, we present valuable insights into applying multiview human motion videos for diffusion training, addressing the longstanding issue of data scarcity. Extensive experiments show that MEAT effectively generates dense, consistent multiview human images at the megapixel level, outperforming existing multiview diffusion methods. Code is available at https://johann.wang/MEAT/. Yuhan Wang 0002, Fangzhou Hong, Shuai Yang 0001, Liming Jiang 0001, Wayne Wu, Chen Change Loy |
CVPR | 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 | 5 |
| 2025 | EgoLM: Multi-Modal Language Model of Egocentric MotionsabstractAs wearable devices become more prevalent, understanding the user’s motion is crucial for improving contextual AI systems. We introduce EgoLM, a versatile framework designed for egocentric motion understanding using multi-modal data. EgoLM integrates the rich contextual information from egocentric videos and motion sensors afforded by wearable devices. It also combines dense supervision signals from motion and language, leveraging the vast knowledge encoded in pre-trained large language models (LLMs). EgoLM models the joint distribution of egocentric motions and natural language using LLMs, conditioned on observations from egocentric videos and motion sensors. It unifies a range of motion understanding tasks, including motion narration from video or motion data, as well as motion generation from text or sparse sensor data. Unique to wearable devices, it also enables a novel task to generate text descriptions from sparse sensors. Through extensive experiments, we validate the effectiveness of EgoLM in addressing the challenges of under-constrained egocentric motion learning, and demonstrate its capability as a generalist model through a variety of applications. Project page: https://hongfz16.github.io/projects/EgoLM. Fangzhou Hong, Vladimir Guzov, Hyo Jin Kim 0004, Yuting Ye, Richard A. Newcombe, Ziwei Liu 0002, Lingni Ma |
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 | 3 |
| 2025 | EgoLife: Towards Egocentric Life AssistantabstractWe introduce EgoLife, a project to develop an egocentric life assistant that accompanies and enhances personal efficiency through AI-powered wearable glasses. To lay the foundation for this assistant, we conducted a comprehensive data collection study where six participants lived together for one week, continuously recording their daily activities—including discussions, shopping, cooking, social-izing, and entertainment—using AI glasses for multimodal person-view video references. This effort resulted in EgoLife Dataset, a comprehensive 300-hour egocentric, terpersonal, multiview, and multimodal daily life with intensive annotation. Leveraging this dataset, we troduce EgoLifeQA, a suite of long-context, life-oriented question-answering tasks designed to provide meaningful sistance in daily life by addressing practical questions as recalling past relevant events, monitoring health and offering personalized recommendations.To address the key technical challenges of 1) developing robust visual-audio models for egocentric data, 2) enabling identity recognition, and 3) facilitating long-context question answering over extensive temporal information, we introduce EgoBulter, an integrated system comprising EgoGPT and EgoRAG. EgoGPT is an omni-modal model trained on egocentric datasets, achieving state-of-the-art performance on egocentric video understanding. EgoRAG is a retrieval-based component that supports answering ultra-long-context questions. Our experimental studies verify their working mechanisms and reveal critical factors and bottlenecks, guiding future improvements. By releasing our datasets, models, and benchmarks, we aim to stimulate further research in egocentric AI assistants. Shuai Liu 0002, Hongming Guo, Yuhao Dong, Xiamengwei Zhang, Pengyun Wang, Zitang Zhou, Binzhu Xie, Bei Ouyang, Zhengyu Lin, Marco Cominelli, Zhongang Cai, Bo Li 0080, Yuanhan Zhang, Peiyuan Zhang, Fangzhou Hong, Jörg Widmer, Francesco Gringoli, Lei Yang 0059, Ziwei Liu 0002 |
CVPR | 18 |
| 2025 | GaussianAnything: Interactive Point Cloud Flow Matching for 3D GenerationabstractRecent advancements in diffusion models and large-scale datasets have revolutionized image and video generation, with increasing focus on 3D content generation. While existing methods show promise, they face challenges in input formats, latent space structures, and output representations. This paper introduces a novel 3D generation framework that addresses these issues, enabling scalable and high-quality 3D generation with an interactive Point Cloud-structured Latent space. Our approach utilizes a VAE with multi-view posed RGB-D-N renderings as input, features a unique latent space design that preserves 3D shape information, and incorporates a cascaded latent flow-based model for improved shape-texture disentanglement. The proposed method, GaussianAnything, supports multi-modal conditional 3D generation, allowing for point cloud, caption, and single-view image inputs. Experimental results demonstrate superior performance on various datasets, advancing the state-of-the-art in 3D content generation. Yushi Lan, Shangchen Zhou, Zhaoyang Lyu, Fangzhou Hong, Shuai Yang 0001, Bo Dai 0002, Xingang Pan, Chen Change Loy |
ICLR | 4 |
| 2025 | GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human DataabstractGiven a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images. Wentao Wang 0009, Hang Ye 0002, Fangzhou Hong, Xue Yang 0005, Jianfu Zhang 0003, Yizhou Wang 0001, Ziwei Liu 0002, Liang Pan |
NeurIPS | 3 |
| 2025 | HumanLiff: Layer-wise 3D Human Diffusion Model
Shoukang Hu, Fangzhou Hong, Tao Hu 0006, Liang Pan, Haiyi Mei, Weiye Xiao, Lei Yang 0059, Ziwei Liu 0002 |
Int. J. Comput. Vis. | 2 |
| 2025 | DiffTF++: 3D-Aware Diffusion Transformer for Large-Vocabulary 3D GenerationabstractGenerating diverse and high-quality 3D assets automatically poses a fundamental yet challenging task in 3D computer vision. Despite extensive efforts in 3D generation, existing optimization-based approaches struggle to produce large-scale 3D assets efficiently. Meanwhile, feed-forward methods often focus on generating only a single category or a few categories, limiting their generalizability. Therefore, we introduce a diffusion-based feed-forward framework to address these challenges with a single model. To handle the large diversity and complexity in geometry and texture across categories efficiently, we 1) adopt improved triplane to guarantee efficiency; 2) introduce the 3D-aware transformer to aggregate the generalized 3D knowledge with specialized 3D features; and 3) devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge. Building upon our 3D-aware Diffusion model with TransFormer, DiffTF, we propose a stronger version for 3D generation, i.e., DiffTF++. It boils down to two parts: multi-view reconstruction loss and triplane refinement. Specifically, we utilize multi-view reconstruction loss to fine-tune the diffusion model and triplane decoder, thereby avoiding the negative influence caused by reconstruction errors and improving texture synthesis. By eliminating the mismatch between the two stages, the generative performance is enhanced, especially in texture. Additionally, a 3D-aware refinement process is introduced to filter out artifacts and refine triplanes, resulting in the generation of more intricate and reasonable details. Extensive experiments on ShapeNet and OmniObject3D convincingly demonstrate the effectiveness of our proposed modules and the state-of-the-art 3D object generation performance with large diversity, rich semantics, and high quality. Ziang Cao, Fangzhou Hong, Liang Pan, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2024 | SurMo: Surface-based 4D Motion Modeling for Dynamic Human RenderingabstractDynamic human rendering from video sequences has achieved remarkable progress by formulating the rendering as a mapping from static poses to human images. However, existing methods focus on the human appearance reconstruction of every single frame while the temporal motion relations are not fully explored. In this paper, we propose a new 4D motion modeling paradigm, SurMo, that jointly models the temporal dynamics and human appearances in a unified framework with three key designs: 1) Surface-based motion encoding that models 4D human motions with an efficient compact surface-based triplane. It encodes both spatial and temporal motion relations on the dense surface manifold of a statistical body template, which inherits body topology priors for generalizable novel view synthesis with sparse training observations. 2) Physical motion decoding that is designed to encourage physical motion learning by decoding the motion triplane features at timestep t to pre-dict both spatial derivatives and temporal derivatives at the next timestep t + 1 in the training stage. 3) 4D appearance decoding that renders the motion trip lanes into images by an efficient volumetric surface-conditioned renderer that fo-cuses on the rendering of body surfaces with motion learning conditioning. Extensive experiments validate the state-of-the-art performance of our new paradigm and illus-trate the expressiveness of surface-based motion triplanes for rendering high-fidelity view-consistent humans with fast motions and even motion-dependent shadows. Our project page is at: https://taohuumd.github.io/projects/SurMo. Tao Hu 0006, Fangzhou Hong, Ziwei Liu 0002 |
CVPR | 2 |
| 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 | 3 |
| 2024 | StructLDM: Structured Latent Diffusion for 3D Human Generation
Tao Hu 0006, Fangzhou Hong, Ziwei Liu 0002 |
ECCV (51) | 2 |
| 2024 | LN3Diff: Scalable Latent Neural Fields Diffusion for Speedy 3D Generation
Yushi Lan, Fangzhou Hong, Shuai Yang 0001, Shangchen Zhou, Xuyi Meng, Bo Dai 0002, Xingang Pan, Chen Change Loy |
ECCV (4) | 2 |
| 2024 | Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the Wild
Lingni Ma, Yuting Ye, Fangzhou Hong, Vladimir Guzov, Yifeng Jiang 0002, Rowan Postyeni, Luis Pesqueira, Alexander Gamino, Vijay Baiyya, Hyo Jin Kim 0004, Kevin Bailey, David Soriano Fosas, C. Karen Liu, Ziwei Liu 0002, Jakob J. Engel, Renzo De Nardi, Richard A. Newcombe |
ECCV (24) | 3 |
| 2024 | Large Motion Model for Unified Multi-modal Motion Generation
Daisheng Jin, Chenyang Gu, Fangzhou Hong, Zhongang Cai, Jingfang Huang, Chongzhi Zhang, Lei Yang 0045, Ying He 0001, Ziwei Liu 0002 |
ECCV (13) | 4 |
| 2024 | Large-Vocabulary 3D Diffusion Model with TransformerabstractCreating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects \textit{with a single generative model}. Notably, there are three major challenges for this large-vocabulary 3D generation: \textbf{a}) the need for expressive yet efficient 3D representation; \textbf{b}) large diversity in geometry and texture across categories; \textbf{c}) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware \textbf{Diff}usion model with \textbf{T}rans\textbf{F}ormer, \textbf{DiffTF}, for handling challenges via three aspects. \textbf{1}) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. \textbf{2}) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. \textbf{3}) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality. More results are available at https://difftf.github.io/ Ziang Cao, Fangzhou Hong, Liang Pan, Ziwei Liu 0002 |
ICLR | 2 |
| 2024 | Unified 3D and 4D Panoptic Segmentation via Dynamic Shifting NetworksabstractWith the rapid advances in autonomous driving, it becomes critical to equip its sensing system with more holistic 3D perception. However, widely explored tasks like 3D detection or point cloud semantic segmentation focus on parsing either the objects or scenes. In this work, we propose to address the challenging task of LiDAR-based Panoptic Segmentation, which aims to parse both objects and scenes in a unified manner. In particular, we propose Dynamic Shifting Network (DS-Net), which serves as an effective panoptic segmentation framework in the point cloud realm. DS-Net features a dynamic shifting module for complex LiDAR point cloud distributions. We present an efficient learnable clustering module, dynamic shifting, which adapts kernel functions for different instances. To further explore the temporal information, we extend the single-scan processing framework to its temporal version, 4D-DS-Net, for the task of 4D Panoptic Segmentation, where the same instance across multiple frames should be given the same ID prediction. Instead of naively appending a tracking module to DS-Net, we propose to solve the 4D panoptic segmentation in a more unified way. Specifically, 4D-DS-Net first constructs 4D data volume by aligning consecutive LiDAR scans, upon which the temporally unified instance clustering is performed to obtain the final results. Extensive experiments on two large-scale autonomous driving LiDAR datasets, SemanticKITTI and Panoptic nuScenes, are conducted to demonstrate the effectiveness and superior performance of the proposed solution. Fangzhou Hong, Lingdong Kong, Hui Zhou 0005, Xinge Zhu, Hongsheng Li 0001, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2024 | MotionDiffuse: Text-Driven Human Motion Generation With Diffusion ModelabstractHuman motion modeling is important for many modern graphics applications, which typically require professional skills. In order to remove the skill barriers for laymen, recent motion generation methods can directly generate human motions conditioned on natural languages. However, it remains challenging to achieve diverse and fine-grained motion generation with various text inputs. To address this problem, we propose MotionDiffuse, one of the first diffusion model-based text-driven motion generation frameworks, which demonstrates several desired properties over existing methods. 1) Probabilistic Mapping. Instead of a deterministic language-motion mapping, MotionDiffuse generates motions through a series of denoising steps in which variations are injected. 2) Realistic Synthesis. MotionDiffuse excels at modeling complicated data distribution and generating vivid motion sequences. 3) Multi-Level Manipulation. MotionDiffuse responds to fine-grained instructions on body parts, and arbitrary-length motion synthesis with time-varied text prompts. Our experiments show MotionDiffuse outperforms existing SoTA methods by convincing margins on text-driven motion generation and action-conditioned motion generation. A qualitative analysis further demonstrates MotionDiffuse's controllability for comprehensive motion generation. Zhongang Cai, Liang Pan, Fangzhou Hong, Lei Yang 0045, Ziwei Liu 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2023 | SHERF: Generalizable Human NeRF from a Single ImageabstractExisting Human NeRF methods for reconstructing 3D humans typically rely on multiple 2D images from multi-view cameras or monocular videos captured from fixed camera views. However, in real-world scenarios, human images are often captured from random camera angles, presenting challenges for high-quality 3D human reconstruction. In this paper, we propose SHERF, the first generalizable Human NeRF model for recovering animatable 3D humans from a single input image. SHERF extracts and encodes 3D human representations in canonical space, enabling rendering and animation from free views and poses. To achieve high-fidelity novel view and pose synthesis, the encoded 3D human representations should capture both global appearance and local fine-grained textures. To this end, we propose a bank of 3D-aware hierarchical features, including global, point-level, and pixel-aligned features, to facilitate informative encoding. Global features enhance the information extracted from the single input image and complement the information missing from the partial 2D observation. Point-level features provide strong clues of 3D human structure, while pixel-aligned features preserve more fine-grained details. To effectively integrate the 3D-aware hierarchical feature bank, we design a feature fusion transformer. Extensive experiments on THuman, RenderPeople, ZJU_MoCap, and HuMMan datasets demonstrate that SHERF achieves state-of-the-art performance, with better generalizability for novel view and pose synthesis. Our code is available at https://github.com/skhu101/SHERF. Shoukang Hu, Fangzhou Hong, Liang Pan, Haiyi Mei, Lei Yang 0045, Ziwei Liu 0002 |
ICCV | 2 |
| 2023 | ReMoDiffuse: Retrieval-Augmented Motion Diffusion Modelabstract3D human motion generation is crucial for creative industry. Recent advances rely on generative models with domain knowledge for text-driven motion generation, leading to substantial progress in capturing common motions. However, the performance on more diverse motions remains unsatisfactory. In this work, we propose ReMoDiffuse, a diffusion-model-based motion generation framework that integrates a retrieval mechanism to refine the denoising process. ReMoDiffuse enhances the generalizability and diversity of text-driven motion generation with three key designs: 1) Hybrid Retrieval finds appropriate references from the database in terms of both semantic and kinematic similarities. 2) Semantic-Modulated Transformer selectively absorbs retrieval knowledge, adapting to the difference between retrieved samples and the target motion sequence. 3) Condition Mixture better utilizes the retrieval database during inference, overcoming the scale sensitivity in classifier-free guidance. Extensive experiments demonstrate that ReMoDiffuse outperforms state-of-the-art methods by balancing both text-motion consistency and motion quality, especially for more diverse motion generation. Project page: https://mingyuan-zhang.github.io/projects/ReMoDiffuse.html Liang Pan, Zhongang Cai, Fangzhou Hong, Huirong Li, Lei Yang 0045, Ziwei Liu 0002 |
ICCV | 5 |
| 2023 | DeformToon3d: Deformable Neural Radiance Fields for 3D ToonificationabstractIn this paper, we address the challenging problem of 3D toonification, which involves transferring the style of an artistic domain onto a target 3D face with stylized geometry and texture. Although fine-tuning a pre-trained 3D GAN on the artistic domain can produce reasonable performance, this strategy has limitations in the 3D domain. In particular, fine-tuning can deteriorate the original GAN latent space, which affects subsequent semantic editing, and requires independent optimization and storage for each new style, limiting flexibility and efficient deployment. To overcome these challenges, we propose DeformToon3d, an effective toonification framework tailored for hierarchical 3D GAN. Our approach decomposes 3D toonification into subproblems of geometry and texture stylization to better preserve the original latent space. Specifically, we devise a novel StyleField that predicts conditional 3D deformation to align a real-space NeRF to the style space for geometry stylization. Thanks to the StyleField formulation, which already handles geometry stylization well, texture stylization can be achieved conveniently via adaptive style mixing that injects information of the artistic domain into the decoder of the pre-trained 3D GAN. Due to the unique design, our method enables flexible style degree control and shape-texture-specific style swap. Furthermore, we achieve efficient training without any real-world 2D-3D training pairs but proxy samples synthesized from off-the-shelf 2D toonification models. Code is released at https://github.com/junzhezhang/DeformToon3D. Junzhe Zhang 0002, Yushi Lan, Shuai Yang 0001, Fangzhou Hong, Chai Kiat Yeo, Ziwei Liu 0002, Chen Change Loy |
ICCV | 4 |
| 2023 | EVA3D: Compositional 3D Human Generation from 2D Image Collections
Fangzhou Hong, Zhaoxi Chen 0009, Yushi Lan, Liang Pan, Ziwei Liu 0002 |
ICLR | 1 |
| 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 | 2 |
| 2023 | 4D Panoptic Scene Graph GenerationabstractWe are living in a three-dimensional space while moving forward through a fourth dimension: time. To allow artificial intelligence to develop a comprehensive understanding of such a 4D environment, we introduce **4D Panoptic Scene Graph (PSG-4D)**, a new representation that bridges the raw visual data perceived in a dynamic 4D world and high-level visual understanding. Specifically, PSG-4D abstracts rich 4D sensory data into nodes, which represent entities with precise location and status information, and edges, which capture the temporal relations. To facilitate research in this new area, we build a richly annotated PSG-4D dataset consisting of 3K RGB-D videos with a total of 1M frames, each of which is labeled with 4D panoptic segmentation masks as well as fine-grained, dynamic scene graphs. To solve PSG-4D, we propose PSG4DFormer, a Transformer-based model that can predict panoptic segmentation masks, track masks along the time axis, and generate the corresponding scene graphs via a relation component. Extensive experiments on the new dataset show that our method can serve as a strong baseline for future research on PSG-4D. In the end, we provide a real-world application example to demonstrate how we can achieve dynamic scene understanding by integrating a large language model into our PSG-4D system. Jun Cen, Wenxuan Peng, Shuai Liu 0002, Fangzhou Hong, Xiangtai Li, Kaiyang Zhou, Qifeng Chen 0001, Ziwei Liu 0002 |
NeurIPS | 5 |
| 2022 | Versatile Multi-Modal Pre-Training for Human-Centric PerceptionabstractHuman-centric perception plays a vital role in vision and graphics. But their data annotations are prohibitively expensive. Therefore, it is desirable to have a versatile pretrain model that serves as a foundation for data-efficient downstream tasks transfer. To this end, we propose the Human-Centric Multi-Modal Contrastive Learning framework HCMoCo that leverages the multi-modal nature of human data (e.g. RGB, depth, 2D keypoints) for effective representation learning. The objective comes with two main challenges: dense pre-train for multi-modality data, efficient usage of sparse human priors. To tackle the challenges, we design the novel Dense Intra-sample Contrastive Learning and Sparse Structure-aware Contrastive Learning targets by hierarchically learning a modal-invariant latent space featured with continuous and ordinal feature distribution and structure-aware semantic consistency. HCMoCo provides pre-train for different modalities by combining heterogeneous datasets, which allows efficient usage of existing task-specific human data. Extensive experiments on four downstream tasks of different modalities demonstrate the effectiveness of HCMoCo, especially under data-efficient settings (7.16% and 12% improvement on DensePose Estimation and Human Parsing). Moreover, we demonstrate the versatility of HCMoCo by exploring cross-modality super-vision and missing-modality inference, validating its strong ability in cross-modal association and reasoning. Codes are available at https://github.com/hongfz16/HCMoCo. Fangzhou Hong, Liang Pan, Zhongang Cai, Ziwei Liu 0002 |
CVPR | 1 |
| 2022 | HuMMan: Multi-modal 4D Human Dataset for Versatile Sensing and Modeling
Zhongang Cai, Daxuan Ren, Ailing Zeng, Zhengyu Lin, Tao Yu 0007, Wenjia Wang 0009, Xiangyu Fan 0002, Yang Gao 0042, Yifan Yu 0003, Liang Pan, Fangzhou Hong, Chen Change Loy, Lei Yang 0045, Ziwei Liu 0002 |
ECCV (7) | 11 |
| 2022 | Cylindrical and Asymmetrical 3D Convolution Networks for LiDAR-Based PerceptionabstractState-of-the-art methods for driving-scene LiDAR-based perception (including point cloud semantic segmentation, panoptic segmentation and 3D detection, etc.) often project the point clouds to 2D space and then process them via 2D convolution. Although this cooperation shows the competitiveness in the point cloud, it inevitably alters and abandons the 3D topology and geometric relations. A natural remedy is to utilize the 3D voxelization and 3D convolution network. However, we found that in the outdoor point cloud, the improvement obtained in this way is quite limited. An important reason is the property of the outdoor point cloud, namely sparsity and varying density. Motivated by this investigation, we propose a new framework for the outdoor LiDAR segmentation, where cylindrical partition and asymmetrical 3D convolution networks are designed to explore the 3D geometric pattern while maintaining these inherent properties. The proposed model acts as a backbone and the learned features from this model can be used for downstream tasks such as point cloud semantic and panoptic segmentation or 3D detection. In this paper, we benchmark our model on these three tasks. For semantic segmentation, we evaluate the proposed model on several large-scale datasets, i.e., SemanticKITTI, nuScenes and A2D2. Our method achieves the state-of-the-art on the leaderboard of SemanticKITTI (both single-scan and multi-scan challenge), and significantly outperforms existing methods on nuScenes and A2D2 dataset. Furthermore, the proposed 3D framework also shows strong performance and good generalization on LiDAR panoptic segmentation and LiDAR 3D detection. Xinge Zhu, Hui Zhou 0005, Fangzhou Hong, Wei Li 0111, Yuexin Ma, Hongsheng Li 0001, Ruigang Yang, Dahua Lin |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2022 | AvatarCLIP: zero-shot text-driven generation and animation of 3D avatarsabstract3D avatar creation plays a crucial role in the digital age. However, the whole production process is prohibitively time-consuming and labor-intensive. To democratize this technology to a larger audience, we propose AvatarCLIP, a zero-shot text-driven framework for 3D avatar generation and animation. Unlike professional software that requires expert knowledge, AvatarCLIP empowers layman users to customize a 3D avatar with the desired shape and texture, and drive the avatar with the described motions using solely natural languages. Our key insight is to take advantage of the powerful vision-language model CLIP for supervising neural human generation, in terms of 3D geometry, texture and animation. Specifically, driven by natural language descriptions, we initialize 3D human geometry generation with a shape VAE network. Based on the generated 3D human shapes, a volume rendering model is utilized to further facilitate geometry sculpting and texture generation. Moreover, by leveraging the priors learned in the motion VAE, a CLIP-guided reference-based motion synthesis method is proposed for the animation of the generated 3D avatar. Extensive qualitative and quantitative experiments validate the effectiveness and generalizability of AvatarCLIP on a wide range of avatars. Remarkably, AvatarCLIP can generate unseen 3D avatars with novel animations, achieving superior zero-shot capability. Codes are available at https://github.com/hongfz16/AvatarCLIP. Fangzhou Hong, Liang Pan, Zhongang Cai, Lei Yang 0045, Ziwei Liu 0002 |
ACM Trans. Graph. | 1 |
| 2021 | LiDAR-Based Panoptic Segmentation via Dynamic Shifting NetworkabstractWith the rapid advances of autonomous driving, it becomes critical to equip its sensing system with more holistic 3D perception. However, existing works focus on parsing either the objects (e.g. cars and pedestrians) or scenes (e.g. trees and buildings) from the LiDAR sensor. In this work, we address the task of LiDAR-based panoptic segmentation, which aims to parse both objects and scenes in a unified manner. As one of the first endeavors towards this new challenging task, we propose the Dynamic Shifting Network (DS-Net), which serves as an effective panoptic segmentation framework in the point cloud realm. In particular, DS-Net has three appealing properties: 1) strong backbone design. DS-Net adopts the cylinder convolution that is specifically designed for LiDAR point clouds. The extracted features are shared by the semantic branch and the instance branch which operates in a bottom-up clustering style. 2) Dynamic Shifting for complex point distributions. We observe that commonly-used clustering algorithms like BFS or DBSCAN are incapable of handling complex autonomous driving scenes with non-uniform point cloud distributions and varying instance sizes. Thus, we present an efficient learnable clustering module, dynamic shifting, which adapts kernel functions on-the-fly for different instances. 3) Consensus-driven Fusion. Finally, consensus-driven fusion is used to deal with the disagreement between semantic and instance predictions. To comprehensively evaluate the performance of LiDAR-based panoptic segmentation, we construct and curate benchmarks from two large-scale autonomous driving LiDAR datasets, SemanticKITTI and nuScenes. Extensive experiments demonstrate that our proposed DS-Net achieves superior accuracies over current state-of-the-art methods. Notably, we achieve 1st place on the public leaderboard of SemanticKITTI, outperforming 2nd place by 2.6% in terms of the PQ metric1. Fangzhou Hong, Hui Zhou 0005, Xinge Zhu, Hongsheng Li 0001, Ziwei Liu 0002 |
CVPR | 1 |
| 2021 | Cylindrical and Asymmetrical 3D Convolution Networks for LiDAR Segmentation
Xinge Zhu, Hui Zhou 0005, Fangzhou Hong, Yuexin Ma, Wei Li 0111, Hongsheng Li 0001, Dahua Lin |
CVPR | 4 |
| 2021 | Urban Building Detection from Gaofen-2 Images Based on Improved CentermaskabstractBuilding detection from high-resolution remote sensing images is one of the tasks of remote sensing information extraction. Due to the particularity of the radiation quantization value and spatial resolution of Gaofen-2 satellite, the shape of buildings cannot be clearly represented in many scenes, so it's difficult to realize building detection in complex scenes. This paper made improvements based on the instance segmentation network CenterMask. Because the shapes of the building is irregular, traditional convolution cannot express spatial deformation well. So we used deformable convolution to replace the traditional convolution. In the attention mechanism, channel-dimensional attention can highlight useful channels and weaken redundant channels. The spatial attention can capture long-distance dependence through global context information. We added a channel attention mechanism to the segmentation branch. The feature map passes through the channel attention mechanism and the spatial attention mechanism successively. Experimental results show that the improved model can achieve good results in building detection tasks under complex scenes. Dengji Zhou, Guojin He, Guizhou Wang, Ranyu Yin, Fangzhou Hong |
IGARSS | 5 |
| 2021 | Garment4D: Garment Reconstruction from Point Cloud SequencesabstractLearning to reconstruct 3D garments is important for dressing 3D human bodies of different shapes in different poses. Previous works typically rely on 2D images as input, which however suffer from the scale and pose ambiguities. To circumvent the problems caused by 2D images, we propose a principled framework, Garment4D, that uses 3D point cloud sequences of dressed humans for garment reconstruction. Garment4D has three dedicated steps: sequential garments registration, canonical garment estimation, and posed garment reconstruction. The main challenges are two-fold: 1) effective 3D feature learning for fine details, and 2) capture of garment dynamics caused by the interaction between garments and the human body, especially for loose garments like skirts. To unravel these problems, we introduce a novel Proposal-Guided Hierarchical Feature Network and Iterative Graph Convolution Network, which integrate both high-level semantic features and low-level geometric features for fine details reconstruction. Furthermore, we propose a Temporal Transformer for smooth garment motions capture. Unlike non-parametric methods, the reconstructed garment meshes by our method are separable from the human body and have strong interpretability, which is desirable for downstream tasks. As the first attempt at this task, high-quality reconstruction results are qualitatively and quantitatively illustrated through extensive experiments. Codes are available at https://github.com/hongfz16/Garment4D. Fangzhou Hong, Liang Pan, Zhongang Cai, Ziwei Liu 0002 |
NeurIPS | 1 |
| 2020 | LRC-Net: Learning discriminative features on point clouds by encoding local region contexts
Xinhai Liu, Zhizhong Han, Fangzhou Hong, Yu-Shen Liu, Matthias Zwicker |
Comput. Aided Geom. Des. | 3 |