Ying-Tian Liu

dblp:295/8981 · DBLP profile ↗
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13ranked-venue papers
4as first author
13since 2021 · last 2026
0000-0001-8293-3223ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 13 · 4 first-author · 13 since 2021Artificial intelligence and machine learning · 5 · 3 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Nexus: Native Mesh Generation with Diffusion
abstract
Generating high-quality triangle meshes is essential for film, gaming, and interactive 3D applications. Mainstream methods rely on mesh serialization and autoregressive processes, which stuggles in effective inference and is sensitive to error accumulation. In this paper, we present Nexus , a diffusion method that achieves holistic mesh generation via decoupled vertex and topology generation. First, we view mesh vertices as sparse voxels organized as an octree and adopt a diffusion model to generate the vertices in a coarse-to-fine manner. Second, for topology modeling, we propose Space-time Interval , as an extension of Spacetime Distance to encode arbitrary edge and face topology into continuous per-vertex embeddings. It allows for a global and efficient recovery of complex topology. We then employ a diffusion model to generate the continuous embeddings on the generated vertices. Extensive experiments on the Objaverse and Toys4K datasets and in-the-wild images demonstrate that our method outperforms state-of-the-art autoregressive and two-stage baselines, effectively circumventing the inherent limitations of sequential mesh modeling. A blind user study from 3D practitioners confirms strong perceptual preference for our results.
Ying-Tian Liu, Qi-Yuan Feng, Zixin Zou, Ding Liang, Biao Zhang 0005, Yan-Pei Cao 0001
ACM Trans. Graph.2
2025 NeuFrameQ: Neural Frame Fields for Scalable and Generalizable Anisotropic Quadrangulation
Ying-Tian Liu, Xin Yu 0004, Yan-Pei Cao 0001, Ding Liang, Ariel Shamir, Song-Hai Zhang
ICCV1
2025 OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion
abstract
The creation of 3D assets with explicit, editable part structures is crucial for advancing interactive applications, yet most generative methods produce only monolithic shapes, limiting their utility. We introduce OmniPart, a novel framework for part-aware 3D object generation designed to achieve high semantic decoupling among components while maintaining robust structural cohesion. OmniPart uniquely decouples this complex task into two synergistic stages: (1) an autoregressive structure planning module generates a controllable, variable-length sequence of 3D part bounding boxes, critically guided by flexible 2D part masks that allow for intuitive control over part decomposition without requiring direct correspondences or semantic labels; and (2) a spatially-conditioned rectified flow model, efficiently adapted from a pre-trained holistic 3D generator, synthesizes all 3D parts simultaneously and consistently within the planned layout. Our approach supports user-defined part granularity, precise localization, and enables diverse downstream applications. Extensive experiments demonstrate that OmniPart achieves state-of-the-art performance, paving the way for more interpretable, editable, and versatile 3D content.
Yunhan Yang, Yufan Zhou 0004, Zixin Zou, Ying-Tian Liu, Hao Xu 0049, Ding Liang, Yan-Pei Cao 0001, Xihui Liu
SIGGRAPH Asia6
2025 Diffusion Models for 3D Generation: A Survey
abstract
Denoising diffusion models have demonstrated tremendous success in modeling data distributions and synthesizing high-quality samples. In the 2D image domain, they have become the state-of-the-art and are capable of generating photo-realistic images with high controllability. More recently, researchers have begun to explore how to utilize diffusion models to generate 3D data, as doing so has more potential in real-world applications. This requires careful design choices in two key ways: identifying a suitable 3D representation and determining how to apply the diffusion process. In this survey, we provide the first comprehensive review of diffusion models for manipulating 3D content, including 3D generation, reconstruction, and 3D-aware image synthesis. We classify existing methods into three major categories: 2D space diffusion with pretrained models, 2D space diffusion without pretrained models, and 3D space diffusion. We also summarize popular datasets used for 3D generation with diffusion models. Along with this survey, we maintain a repository https://github.com/cwchenwang/awesome-3d-diffusion to track the latest relevant papers and codebases. Finally, we pose current challenges for diffusion models for 3D generation, and suggest future research directions.
Chen Wang 0049, Hao-Yang Peng, Ying-Tian Liu, Jiatao Gu, Shi-Min Hu 0001
Comput. Vis. Media3
2024 PPEA-Depth: Progressive Parameter-Efficient Adaptation for Self-Supervised Monocular Depth Estimation
abstract
Self-supervised monocular depth estimation is of significant importance with applications spanning across autonomous driving and robotics. However, the reliance on self-supervision introduces a strong static-scene assumption, thereby posing challenges in achieving optimal performance in dynamic scenes, which are prevalent in most real-world situations. To address these issues, we propose PPEA-Depth, a Progressive Parameter-Efficient Adaptation approach to transfer a pre-trained image model for self-supervised depth estimation. The training comprises two sequential stages: an initial phase trained on a dataset primarily composed of static scenes, succeeded by an expansion to more intricate datasets involving dynamic scenes. To facilitate this process, we design compact encoder and decoder adapters to enable parameter-efficient tuning, allowing the network to adapt effectively. They not only uphold generalized patterns from pre-trained image models but also retain knowledge gained from the preceding phase into the subsequent one. Extensive experiments demonstrate that PPEA-Depth achieves state-of-the-art performance on KITTI, CityScapes and DDAD datasets.
Yue-Jiang Dong, Ying-Tian Liu, Song-Hai Zhang
AAAI3
2024 PI3D: Efficient Text-to-3D Generation with Pseudo-Image Diffusion
abstract
Diffusion models trained on large-scale text-image datasets have demonstrated a strong capability of con-trollable high-quality image generation from arbitrary text prompts. However, the generation quality and general-ization ability of 3D diffusion models is hindered by the scarcity of high-quality and large-scale 3D datasets. In this paper, we present PI3D, a framework that fully lever-ages the pre-trained text-to-image diffusion models' abil-ity to generate high-quality 3D shapes from text prompts in minutes. The core idea is to connect the 2D and 3D domains by representing a 3D shape as a set of Pseudo RGB Images. We fine-tune an existing text-to-image dif-fusion model to produce such pseudo-images using a small number of text-3D pairs. Surprisingly, we find that it can al-ready generate meaningful and consistent 3D shapes given complex text descriptions. We further take the generated shapes as the starting point for a lightweight iterative re-finement using score distillation sampling to achieve high-quality generation under a low budget. PI3D generates a single 3D shape from text in only 3 minutes and the quality is validated to outperform existing 3D generative models by a large margin.
Ying-Tian Liu, Guan Luo, Heyi Sun, Song-Hai Zhang
CVPR1
2024 3D Gaussian Editing with A Single Image
abstract
The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.
Guan Luo, Tian-Xing Xu, Ying-Tian Liu, Xiaoxiong Fan, Song-Hai Zhang
ACM Multimedia3
2024 TEXGen: a Generative Diffusion Model for Mesh Textures
abstract
While high-quality texture maps are essential for realistic 3D asset rendering, few studies have explored learning directly in the texture space, especially on large-scale datasets. In this work, we depart from the conventional approach of relying on pre-trained 2D diffusion models for testtime optimization of 3D textures. Instead, we focus on the fundamental problem of learning in the UV texture space itself. For the first time, we train a large diffusion model capable of directly generating high-resolution texture maps in a feed-forward manner. To facilitate efficient learning in high-resolution UV spaces, we propose a scalable network architecture that interleaves convolutions on UV maps with attention layers on point clouds. Leveraging this architectural design, we train a 700 million parameter diffusion model that can generate UV texture maps guided by text prompts and single-view images. Once trained, our model naturally supports various extended applications, including text-guided texture inpainting, sparse-view texture completion, and text-driven texture synthesis. The code is available at https://github.com/CVMI-Lab/TEXGen.
Xin Yu 0004, Ze Yuan, Ying-Tian Liu, Yangguang Li 0001, Yan-Pei Cao 0001, Ding Liang, Xiaojuan Qi 0001
ACM Trans. Graph.4
2023 Color-Correlated Texture Synthesis for Hybrid Indoor Scenes
Yu He 0001, Yi-Han Jin, Ying-Tian Liu, Baoli Lu
CAD/Graphics3
2023 DualVector: Unsupervised Vector Font Synthesis with Dual-Part Representation
abstract
Automatic generation of fonts can be an important aid to typeface design. Many current approaches regard glyphs as pixelated images, which present artifacts when scaling and inevitable quality losses after vectorization. On the other hand, existing vector font synthesis methods either fail to represent the shape concisely or require vector supervision during training. To push the quality of vector font synthesis to the next level, we propose a novel dual-part representation for vector glyphs, where each glyph is modeled as a collection of closed “positive” and “negative” path pairs. The glyph contour is then obtained by boolean operations on these paths. We first learn such a representation only from glyph images and devise a subsequent contour refinement step to align the contour with an image representation to further enhance details. Our method, named DualVector, outperforms state-of-the-art methods in vector font synthesis both quantitatively and qualitatively. Our synthesized vector fonts can be easily converted to common digital font formats like TrueType Font for practical use. The code is released at https://github.com/thuliu-yt16/dualvector.
Ying-Tian Liu, Matthew Fisher, Song-Hai Zhang
CVPR1
2023 Joint Implicit Neural Representation for High-fidelity and Compact Vector Fonts
abstract
Existing vector font generation approaches either struggle to preserve high-frequency corner details of the glyph or produce vector shapes that have redundant segments, which hinders their applications in practical scenarios. In this paper, we propose to learn vector fonts from pixelated font images utilizing a joint neural representation that consists of a signed distance field (SDF) and a probabilistic corner field (CF) to capture shape corner details. To achieve smooth shape interpolation on the learned shape manifold, we establish connections between the two fields for better alignment. We further design a vectorization process to extract high-quality and compact vector fonts from our joint neural representation. Experiments demonstrate that our method can generate more visually appealing vector fonts with a higher level of compactness compared to existing alternatives.
Chia-Hao Chen, Ying-Tian Liu, Song-Hai Zhang
ICCV2
2023 Learning Implicit Glyph Shape Representation
abstract
Automatic generation of fonts can greatly facilitate the font design process, and provide prototypes where designers can draw inspiration from. Existing generation methods are mainly built upon rasterized glyph images to utilize the successful convolutional architecture, but ignore the vector nature of glyph shapes. We present an implicit representation, modeling each glyph as shape primitives enclosed by several quadratic curves. This structured implicit representation is shown to be better suited for glyph modeling, and enables rendering glyph images at arbitrary high resolutions. Our representation gives high-quality glyph reconstruction and interpolation results, and performs well on the challenging one-shot font style transfer task comparing to other alternatives both qualitatively and quantitatively.
Ying-Tian Liu, Yi-Xiao Li, Chen Wang 0049, Song-Hai Zhang
IEEE Trans. Vis. Comput. Graph.1
2022 Context-Consistent Generation of Indoor Virtual Environments Based on Geometry Constraints
abstract
In this article, we propose a system that can automatically generate immersive and interactive virtual reality (VR) scenes by taking real-world geometric constraints into account. Our system can not only help users avoid real-world obstacles in virtual reality experiences, but also provide context-consistent contents to preserve their sense of presence. To do so, our system first identifies the positions and bounding boxes of scene objects as well as a set of interactive planes from 3D scans. Then context-consistent virtual objects that have similar geometric properties to the real ones can be automatically selected and placed into the virtual scene, based on learned object association relations and layout patterns from large amounts of indoor scene configurations. We regard virtual object replacement as a combinatorial optimization problem, considering both geometric and contextual consistency constraints. Quantitative and qualitative results show that our system can generate plausible interactive virtual scenes that highly resemble real environments, and have the ability to keep the sense of presence for users in their VR experiences.
Yu He 0001, Ying-Tian Liu, Yi-Han Jin, Song-Hai Zhang, Yukun Lai, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.2