VLDB 2026 Research / reviewers in the wild / expert
Cheng Lin 0001
dblp:80/1764-1
· DBLP profile ↗
38ranked-venue papers
5as first author
35since 2021 · last 2026
0000-0002-3335-6623ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 31 · 5 first-author · 28 since 2021Artificial intelligence and machine learning · 24 · 3 first-author · 22 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Wonder3D++: Cross-Domain Diffusion for High-Fidelity 3D Generation From a Single ImageabstractIn this work, we introduce Wonder3D++, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a cascaded 3D mesh extraction algorithm that drives high-quality surfaces from the multi-view 2D representations in only about 3 minute in a coarse-to-fine manner. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works. Xiaoxiao Long, Zhiyang Dou, Cheng Lin 0001, Yuan Liu 0025, Qingsong Yan, Yuexin Ma, Haoqian Wang, Zhiqiang Wu 0001, Wei Yin 0006 |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2026 | NeuPPS: Neural Piecewise Parametric SurfacesabstractPiecewise parametric surfaces have long been established as prevalent geometric representations; however, they often require surface refinement or sophisticated quadrangulation to accurately represent complex geometries. Geometric deep learning has shown that neural networks can provide greater representational power than conventional methods. Nevertheless, approaches using a single parametric surface for shape fitting struggle to capture fine-grained geometric details, while multi-patch methods fail to ensure seamless connections between adjacent patches. We present Neural Piecewise Parametric Surfaces ( NeuPPS ), the first piecewise neural surface representation that allows for coarse patch layouts composed of arbitrary n -sided surface patches to model complex surface geometries with high precision, offering enhanced flexibility compared with traditional parametric surfaces. This new surface representation guarantees, by construction, the continuity between adjacent patches, a property that other neural patch-based approaches cannot ensure. Two novel components are introduced: a learnable feature complex and a continuous mapping function approximated by multi-layer perceptrons (MLPs). We apply the proposed NeuPPS to surface fitting and shape space learning tasks. Extensive experiments demonstrate the advantages of NeuPPS over traditional parametric representations and existing patch-based learning approaches. Lei Yang 0048, Yongqing Liang 0001, Xin Li 0003, Congyi Zhang 0001, Guying Lin, Cheng Lin 0001, Alla Sheffer, Scott Schaefer, John Keyser, Wenping Wang 0001 |
ACM Trans. Graph. | 6 |
| 2026 | DecoRec: Decomposed 3D Scene Reconstruction From Single-View Images via Object-Level DiffusionabstractIn this paper, we introduce DecoRec, a novel system designed to elevate single-view 2D images to a decomposed 3D scene mesh. Current methods for single-view scene reconstruction typically rely on object retrieval or the regression of coarse 3D voxels or surfaces, leading to inaccuracies in capturing the appearance and geometry of the input image. The lack of high-quality large-scale scene-level datasets further complicates direct 3D scene generation from single-view images. To achieve high-quality 3D scene generation from a single-view image, DecoRec takes advantage of recent diffusion-based single-view object reconstruction methods to reconstruct individual objects separately. Subsequently, a refinement pipeline is proposed to effectively merge these reconstructed objects, enhancing appearance and geometry through a differentiable rendering technique and diffusion-guided refinement. Our results demonstrate that DecoRec facilitates high-quality single-view scene reconstruction in both geometry and novel synthesis, offering significant benefits for downstream applications like room interior design. Yuhan Ping, Yuan Liu 0025, Xiaoxiao Long, Peng Wang 0099, Junhui Hou, Jianyi Zheng, Jia Pan 0001, Xin Li 0003, Cheng Lin 0001 |
IEEE Trans. Vis. Comput. Graph. | 9 |
| 2026 | SVGS: Enhancing Gaussian Splatting Using Primitives With Spatially Varying ColorsabstractGaussian Splatting demonstrates impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SVGS (Spatially Varying Gaussian Splatting) that utilizes spatially varying colors and opacity in a single Gaussian primitive to improve its representation ability. We have implemented bilinear interpolation, movable kernels, and tiny neural networks as spatially varying functions. SVGS employs 2D Gaussian surfels as primitives, which significantly enhances novel-view synthesis while maintaining high-quality geometric reconstruction. This approach is particularly effective in practical applications, as scenes combining complex textures with relatively simple geometry occur frequently in real-world environments. Quantitative and qualitative experimental results demonstrate that all three functions outperform the baseline, with the best movable kernels achieving superior novel view synthesis performance on multiple datasets, highlighting the strong potential of spatially varying functions. Rui Xu 0016, Wenyue Chen, Jiepeng Wang 0001, Yuan Liu 0025, Peng Wang 0099, Cheng Lin 0001, Shi-Qing Xin, Xin Li 0003, Wenping Wang 0001, Taku Komura |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | CADDreamer: CAD Object Generation from Single-view ImagesabstractDiffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology. Cheng Lin 0001, Yuan Liu 0025, Xiaoxiao Long, Ningna Wang, Xin Li 0003, Wenping Wang 0001, Xiaohu Guo |
CVPR | 2 |
| 2025 | Align3R: Aligned Monocular Depth Estimation for Dynamic VideosabstractRecent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Very recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporally consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods. Jiahao Lu 0001, Zhiyang Dou, Cheng Lin 0001, Zhiming Cui 0001, Zhen Dong 0005, Sai-Kit Yeung, Wenping Wang 0001, Yuan Liu 0025 |
CVPR | 5 |
| 2025 | MAGE : Single Image to Material-Aware 3D via the Multi-View G-Buffer Estimation ModelabstractWith advances in deep learning models and the availability of large-scale 3D datasets, we have recently witnessed significant progress in single-view 3D reconstruction. However, existing methods often fail to reconstruct physically based material properties given a single image, limiting their applicability in complicated scenarios. This paper presents a novel approach (named MAGE) for generating 3D geometry with realistic decomposed material properties given a single image as input. Our method leverages inspiration from traditional computer graphics deferred rendering pipelines to introduce a multi-view G-buffer estimation model. The proposed model estimates G-buffers for various views as multi-domain images, including XYZ coordinates, normals, albedo, roughness, and metallic properties from a single-view RGB image. To address the inherent ambiguity and inconsistency in generating G-buffers simultaneously, we also formulate a deterministic network from the pretrained diffusion models and propose a lighting response loss that enforces consistency across these domains using PBR principles. Finally, we propose a large-scale synthetic dataset rich in material diversity for our model training. Experimental results demonstrate the effectiveness of our method in producing high-quality 3D meshes with rich material properties. Our code and dataset can be found at https://www.whyy.site/paper/mage. Zhenwei Wang 0003, Xiaoxiao Long, Cheng Lin 0001, Gerhard P. Hancke 0002, Rynson W. H. Lau |
CVPR | 4 |
| 2025 | Efficient Fine-Tuning of Large Models Via Nested Low-Rank Adaptation
Lujun Li 0001, Cheng Lin 0001, You-Liang Huang, Wei Li 0286, Jie Zou 0001, Wei Xue 0002, Sirui Han, Yike Guo |
ICCV | 2 |
| 2025 | AIRA: Activation-Informed Low-Rank Adaptation for Large ModelsabstractLow-Rank Adaptation (LoRA) is a widely used method for efficiently fine-tuning large models by introducing lowrank matrices into weight updates. However, existing LoRA techniques fail to account for activation information, such as outliers, which significantly impact model performance. This omission leads to suboptimal adaptation and slower convergence. To address this limitation, we present Activation-Informed Low-Rank Adaptation (AIRA), a novel approach that integrates activation information into initialization, training, and rank assignment to enhance model performance. Specifically, AIRA introduces: (1) Outlierweighted SVD decomposition to reduce approximation errors in low-rank weight initialization, (2) Outlier-driven dynamic rank assignment using offline optimization for better layer-wise adaptation, and (3) Activation-informed training to amplify updates on significant weights. This cascaded activation-informed paradigm enables faster convergence and fewer fine-tuned parameters while maintaining high performance. Extensive experiments on multiple large models demonstrate that AIRA outperforms state-of-the-art LoRA variants, achieving superior performance-efficiency trade-offs in vision-language instruction tuning, few-shot learning, and image generation. Codes are available at https://github.com/lliai/LoRA-Zoo. Lujun Li 0001, Cheng Lin 0001, Wei Li 0286, Wei Xue 0002, Sirui Han, Yike Guo |
ICCV | 3 |
| 2025 | DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single ImageabstractReconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The previous state-of-the-art, Decaf, employs a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the- wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. The code will be available at: https://github.com/Qingxuan-Wu/DICE. Qingxuan Wu, Zhiyang Dou, Sirui Xu 0002, Soshi Shimada, Chen Wang 0049, Zhengming Yu, Yuan Liu 0025, Cheng Lin 0001, Zeyu Cao, Taku Komura, Vladislav Golyanik, Christian Theobalt, Wenping Wang 0001, Lingjie Liu |
ICLR | 8 |
| 2025 | TrackingWorld: World-centric Monocular 3D Tracking of Almost All PixelsabstractMonocular 3D tracking aims to capture the long-term motion of pixels in 3D space from a single monocular video and has witnessed rapid progress in recent years. However, we argue that the existing monocular 3D tracking methods still fall short in separating the camera motion from foreground dynamic motion and cannot densely track newly emerging dynamic subjects in the videos. To address these two limitations, we propose TrackingWorld, a novel pipeline for dense 3D tracking of almost all pixels within a world-centric 3D coordinate system. First, we introduce a tracking upsampler that efficiently lifts the arbitrary sparse 2D tracks into dense 2D tracks. Then, to generalize the current tracking methods to newly emerging objects, we apply the upsampler to all frames and reduce the redundancy of 2D tracks by eliminating the tracks in overlapped regions. Finally, we present an efficient optimization-based framework to back-project dense 2D tracks into world-centric 3D trajectories by estimating the camera poses and the 3D coordinates of these 2D tracks. Extensive evaluations on both synthetic and real-world datasets demonstrate that our system achieves accurate and dense 3D tracking in a world-centric coordinate frame. Jiahao Lu 0001, Weitao Xiong, Jiacheng Deng 0002, Zhiyang Dou, Cheng Lin 0001, Sai-Kit Yeung, Yuan Liu 0025 |
NeurIPS | 7 |
| 2025 | 🎧MOSPA: Human Motion Generation Driven by Spatial AudioabstractEnabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive "Spatial Audio-Driven Human Motion" (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human "MOtion generation driven by SPatial Audio," termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation.git Shuyang Xu, Zhiyang Dou, Mingyi Shi, Liang Pan, Leo Ho, Jingbo Wang 0003, Yuan Liu 0025, Cheng Lin 0001, Yuexin Ma, Wenping Wang 0001, Taku Komura |
NeurIPS | 8 |
| 2025 | Distilling Grounding DINO for an Edge-Cloud Collaborative Advanced Driver Assistance SystemabstractGrounding DINO (GDINO) has strong potential for use in zero-shot detection and data annotation, but its use is limited by high computational costs. In addition, YOLOX allows real-time detection but struggles to perform well in complex scenes. To address this challenge, we propose an edge-cloud collaborative framework for an Advanced Driver Assistance System (ADAS) to enhance real-time detector performance on edge devices by leveraging the robust capabilities of cloud-based multimodal detectors to improve perception in complex environments. Our framework consists of cloud and edge components: on the cloud side, we propose a distillation method for multimodal object detectors, which is referred to as MMKD, to optimize the performance of GDINO. Specifically, we use a two-stage distillation strategy, including Cross-modal Listwise Distillation (CLD) and Risk-focused Pseudo-label Distillation (RPLD). With MMKD, we successfully deploy the GDINO model to the cloud, achieving a 1.4% improvement in average precision (AP) and a 1.7× increase in inference speed. On the edge side, leveraging this streamlined version of GDINO, we propose an ADAS data engine to construct a 1.5 Million-scale GDINO-based Dataset for ADAS, named GDDA1.5M. Impressively, on the basis of YOLOX-Lite, we develop a lightweight object detector that is optimized for the application of an ADAS on edge devices through pruning and architectural refinements. Leveraging the GDDA1.5M dataset and the RPLD training strategy, the model achieves a 7.5% improvement in AP, substantially surpassing its counterparts that were trained on 300K manually labeled images. After the YOLOX-Lite detector is deployed on edge devices within our proposed edge-cloud collaborative framework, it achieves an inference speed of 18 milliseconds on the Horizon X3E chip, while the cloud-based distilled model functions efficiently in complex environments. Cheng Lin 0001, Jie Zou 0001, Lujun Li 0001, Jun Liu 0036, Yipeng Gao, Yang Yang 0002, Heng Tao Shen |
IEEE Trans. Circuits Syst. Video Technol. | 1 |
| 2025 | CrossGen: Learning and Generating Cross Fields for Quad MeshingabstractCross fields play a critical role in various geometry processing tasks, especially for quad mesh generation. Existing methods for cross field generation often struggle to balance computational efficiency with generation quality, using slow per-shape optimization. We introduce CrossGen , a novel framework that supports both feed-forward prediction and latent generative modeling of cross fields for quad meshing by unifying geometry and cross field representations within a joint latent space. Our method enables extremely fast computation of high-quality cross fields of general input shapes, typically within one second without per-shape optimization. Our method assumes a point-sampled surface, also called a point-cloud surface , as input, so we can accommodate various surface representations by a straightforward point sampling process. Using an auto-encoder network architecture, we encode input point-cloud surfaces into a sparse voxel grid with fine-grained latent spaces, which are decoded into both SDF-based surface geometry and cross fields (see the teaser figure). We also contribute a dataset of models with both high-quality signed distance fields (SDFs) representations and their corresponding cross fields, and use it to train our network. Once trained, the network is capable of computing a cross field of an input surface in a feed-forward manner, ensuring high geometric fidelity, noise resilience, and rapid inference. Furthermore, leveraging the same unified latent representation, we incorporate a diffusion model for computing cross fields of new shapes generated from partial input, such as sketches. To demonstrate its practical applications, we validate CrossGen on the quad mesh generation task for a large variety of surface shapes. Experimental results demonstrate that CrossGen generalizes well across diverse shapes and consistently yields high-fidelity cross fields, thus facilitating the generation of high-quality quad meshes. Qiujie Dong, Jiepeng Wang 0001, Rui Xu 0016, Cheng Lin 0001, Yuan Liu 0025, Shi-Qing Xin, Zichun Zhong, Xin Li 0003, Changhe Tu, Taku Komura, Leif Kobbelt, Scott Schaefer, Wenping Wang 0001 |
ACM Trans. Graph. | 4 |
| 2025 | NeRFBuff: Fast Neural Rendering via Inter-Frame Feature BufferingabstractNeural radiance fields (NeRF) have demonstrated impressive performance in novel view synthesis, but are still slow to render complex scenes at a high resolution. We introduce a novel method to boost the NeRF rendering speed by utilizing the temporal coherence between consecutive frames. Rather than computing features of each frame entirely from scratch, we reuse the coherent information (e.g., density and color) computed from the previous frames to help render the current frame, which significantly boosts rendering speed. To effectively manage the coherent information of previous frames, we introduce a history buffer with a multiple-plane structure, which is built online and updated from old frames to new frames. We name this buffer as multiple plane buffer (MPB). With this MPB, a new frame can be efficiently rendered using the warped features from previous frames. Extensive experiments on the NeRF-Synthetic, LLFF, and Mip-NeRF-360 datasets demonstrate that our method significantly boosts rendering efficiency and achieves 4× speedup on real-world scenes compared to the baseline methods while preserving competitive rendering quality. Yuan Liu 0025, Xiaoxiao Long, Peng Wang 0099, Cheng Lin 0001, Ping Luo 0002, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | WonderHuman: Hallucinating Unseen Parts in Dynamic 3D Human ReconstructionabstractIn this paper, we present WonderHuman to reconstruct dynamic human avatars from a monocular video for high-fidelity novel view synthesis. Previous dynamic human avatar reconstruction methods typically require the input video to have full coverage of the observed human body. However, in daily practice, one typically has access to limited viewpoints, such as monocular front-view videos, making it a cumbersome task for previous methods to reconstruct the unseen parts of the human avatar. To tackle the issue, we present WonderHuman, which leverages 2D generative diffusion model priors to achieve high-quality, photorealistic reconstructions of dynamic human avatars from monocular videos, including accurate rendering of unseen body parts. Our approach introduces a Dual-Space Optimization technique, applying Score Distillation Sampling (SDS) in both canonical and observation spaces to ensure visual consistency and enhance realism in dynamic human reconstruction. Additionally, we present a View Selection strategy and Pose Feature Injection to enforce the consistency between SDS predictions and observed data, ensuring pose-dependent effects and higher fidelity in the reconstructed avatar. In the experiments, our method achieves SOTA performance in producing photorealistic renderings from the given monocular video, particularly for those challenging unseen parts. Zilong Wang 0013, Zhiyang Dou, Yuan Liu 0025, Cheng Lin 0001, Yunhui Guo, Xin Li 0003, Wenping Wang 0001, Xiaohu Guo |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Wonder3D: Single Image to 3D Using Cross-Domain DiffusionabstractIn this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works di-rectly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we pro-pose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations in only 2 r-;» 3 minutes. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works. Xiaoxiao Long, Cheng Lin 0001, Yuan Liu 0025, Zhiyang Dou, Lingjie Liu, Yuexin Ma, Song-Hai Zhang, Marc Habermann, Christian Theobalt, Wenping Wang 0001 |
CVPR | 3 |
| 2024 | Disentangled Clothed Avatar Generation from Text Descriptions
Jionghao Wang, Yuan Liu 0025, Zhiyang Dou, Zhengming Yu, Yongqing Liang 0001, Cheng Lin 0001, Rong Xie 0004, Li Song 0001, Xin Li 0003, Wenping Wang 0001 |
ECCV (52) | 6 |
| 2024 | Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion Models
Zhengming Yu, Zhiyang Dou, Xiaoxiao Long, Cheng Lin 0001, Zekun Li 0002, Yuan Liu 0025, Norman Müller, Taku Komura, Marc Habermann, Christian Theobalt, Xin Li 0003, Wenping Wang 0001 |
ECCV (39) | 4 |
| 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view ImageabstractIn this paper, we present a novel diffusion model called SyncDreamer that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D. Project page: https://liuyuan-pal.github.io/SyncDreamer/. Yuan Liu 0025, Cheng Lin 0001, Zijiao Zeng, Xiaoxiao Long, Lingjie Liu, Taku Komura, Wenping Wang 0001 |
ICLR | 2 |
| 2024 | Era3D: High-Resolution Multiview Diffusion using Efficient Row-wise AttentionabstractIn this paper, we introduce **Era3D**, a novel multiview diffusion method that generates high-resolution multiview images from a single-view image. Despite significant advancements in multiview generation, existing methods still suffer from camera prior mismatch, inefficacy, and low resolution, resulting in poor-quality multiview images. Specifically, these methods assume that the input images should comply with a predefined camera type, e.g. a perspective camera with a fixed focal length, leading to distorted shapes when the assumption fails. Moreover, the full-image or dense multiview attention they employ leads to a dramatic explosion of computational complexity as image resolution increases, resulting in prohibitively expensive training costs. To bridge the gap between assumption and reality, Era3D first proposes a diffusion-based camera prediction module to estimate the focal length and elevation of the input image, which allows our method to generate images without shape distortions. Furthermore, a simple but efficient attention layer, named row-wise attention, is used to enforce epipolar priors in the multiview diffusion, facilitating efficient cross-view information fusion. Consequently, compared with state-of-the-art methods, Era3D generates high-quality multiview images with up to a 512×512 resolution while reducing computation complexity of multiview attention by 12x times. Comprehensive experiments demonstrate the superior generation power of Era3D- it can reconstruct high-quality and detailed 3D meshes from diverse single-view input images, significantly outperforming baseline multiview diffusion methods. Yuan Liu 0025, Xiaoxiao Long, Feihu Zhang, Cheng Lin 0001, Xingqun Qi, Shanghang Zhang, Wei Xue 0002, Wenhan Luo, Ping Tan 0002, Wenping Wang 0001, Yike Guo |
NeurIPS | 5 |
| 2024 | NASM: Neural Anisotropic Surface Meshing
Haikuan Zhu, Sikai Zhong, Ningna Wang, Cheng Lin 0001, Xiaohu Guo, Shi-Qing Xin, Wenping Wang 0001, Jing Hua 0001, Zichun Zhong |
SIGGRAPH Asia | 5 |
| 2024 | Coverage Axis++: Efficient Inner Point Selection for 3D Shape SkeletonizationabstractAbstract We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state‐of‐the‐art approaches for this task often rely on the watertightness of the input [LWS*15; PWG*19; PWG*19] or suffer from substantial computational costs [DLX*22; CD23], thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high‐accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers shape coverage, uniformity, and centrality to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water‐tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. Our codes are available at https://github.com/Frank-ZY-Dou/Coverage_Axis . Zhiyang Dou, Rui Xu 0016, Cheng Lin 0001, Yuan Liu 0025, Xiaoxiao Long, Shi-Qing Xin, Taku Komura, Xiaoming Yuan 0001, Wenping Wang 0001 |
Comput. Graph. Forum | 4 |
| 2024 | Adaptive Surface Normal Constraint for Geometric Estimation From Monocular ImagesabstractWe introduce a novel approach to learn geometries such as depth and surface normal from images while incorporating geometric context. The difficulty of reliably capturing geometric context in existing methods impedes their ability to accurately enforce the consistency between the different geometric properties, thereby leading to a bottleneck of geometric estimation quality. We therefore propose the Adaptive Surface Normal (ASN) constraint, a simple yet efficient method. Our approach extracts geometric context that encodes the geometric variations present in the input image and correlates depth estimation with geometric constraints. By dynamically determining reliable local geometry from randomly sampled candidates, we establish a surface normal constraint, where the validity of these candidates is evaluated using the geometric context. Furthermore, our normal estimation leverages the geometric context to prioritize regions that exhibit significant geometric variations, which makes the predicted normals accurately capture intricate and detailed geometric information. Through the integration of geometric context, our method unifies depth and surface normal estimations within a cohesive framework, which enables the generation of high-quality 3D geometry from images. We validate the superiority of our approach over state-of-the-art methods through extensive evaluations and comparisons on diverse indoor and outdoor datasets, showcasing its efficiency and robustness. Xiaoxiao Long, Yuhang Zheng 0004, Yupeng Zheng, Beiwen Tian, Cheng Lin 0001, Lingjie Liu, Hao Zhao 0002, Guyue Zhou, Wenping Wang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2024 | DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion ModelsabstractRecent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat , an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production. Yuqing Zhang 0005, Yuan Liu 0025, Zhiyu Xie 0004, Lei Yang 0048, Zhongyuan Liu, Mengzhou Yang, Qilong Kou, Cheng Lin 0001, Wenping Wang 0001, Xiaogang Jin 0001 |
ACM Trans. Graph. | 9 |
| 2023 | NeuralUDF: Learning Unsigned Distance Fields for Multi-View Reconstruction of Surfaces with Arbitrary TopologiesabstractWe present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies from 2D images via volume rendering. Recent advances in neural rendering based reconstruction have achieved compelling results. However, these methods are limited to objects with closed surfaces since they adopt Signed Distance Function (SDF) as surface representation which requires the target shape to be divided into inside and outside. In this paper, we propose to represent surfaces as the Unsigned Distance Function (UDF) and develop a new volume rendering scheme to learn the neural UDF representation. Specifically, a new density function that correlates the property of UDF with the volume rendering scheme is introduced for robust optimization of the UDF fields. Experiments on the DTU and DeepFashion3D datasets show that our method not only enables high-quality reconstruction of non-closed shapes with complex typologies, but also achieves comparable performance to the SDF based methods on the reconstruction of closed surfaces. Visit our project page at https://www.xxlong.site/NeuralUDF. Xiaoxiao Long, Cheng Lin 0001, Lingjie Liu, Yuan Liu 0025, Peng Wang 0099, Christian Theobalt, Taku Komura, Wenping Wang 0001 |
CVPR | 2 |
| 2023 | TORE: Token Reduction for Efficient Human Mesh Recovery with TransformerabstractIn this paper, we introduce a set of simple yet effective TOken REduction (TORE) strategies for Transformer-based Human Mesh Recovery from monocular images. Current SOTA performance is achieved by Transformer-based structures. However, they suffer from high model complexity and computation cost caused by redundant tokens. We propose token reduction strategies based on two important aspects, i.e., the 3D geometry structure and 2D image feature, where we hierarchically recover the mesh geometry with priors from body structure and conduct token clustering to pass fewer but more discriminative image feature tokens to the Transformer. Our method massively reduces the number of tokens involved in high-complexity interactions in the Transformer. This leads to a significantly reduced computational cost while still achieving competitive or even higher accuracy in shape recovery. Extensive experiments across a wide range of benchmarks validate the superior effectiveness of the proposed method. We further demonstrate the generalizability of our method on hand mesh recovery. Visit our project page at https://frank-zy-dou.github.io/projects/Tore/index.html. Zhiyang Dou, Qingxuan Wu, Cheng Lin 0001, Zeyu Cao, Qiangqiang Wu, Weilin Wan 0001, Taku Komura, Wenping Wang 0001 |
ICCV | 3 |
| 2023 | NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview ImagesabstractWe present a neural rendering-based method called NeRO for reconstructing the geometry and the BRDF of reflective objects from multiview images captured in an unknown environment. Multiview reconstruction of reflective objects is extremely challenging because specular reflections are view-dependent and thus violate the multiview consistency, which is the cornerstone for most multiview reconstruction methods. Recent neural rendering techniques can model the interaction between environment lights and the object surfaces to fit the view-dependent reflections, thus making it possible to reconstruct reflective objects from multiview images. However, accurately modeling environment lights in the neural rendering is intractable, especially when the geometry is unknown. Most existing neural rendering methods, which can model environment lights, only consider direct lights and rely on object masks to reconstruct objects with weak specular reflections. Therefore, these methods fail to reconstruct reflective objects, especially when the object mask is not available and the object is illuminated by indirect lights. We propose a two-step approach to tackle this problem. First, by applying the split-sum approximation and the integrated directional encoding to approximate the shading effects of both direct and indirect lights, we are able to accurately reconstruct the geometry of reflective objects without any object masks. Then, with the object geometry fixed, we use more accurate sampling to recover the environment lights and the BRDF of the object. Extensive experiments demonstrate that our method is capable of accurately reconstructing the geometry and the BRDF of reflective objects from only posed RGB images without knowing the environment lights and the object masks. Codes and datasets are available at https://github.com/liuyuan-pal/NeRO. Yuan Liu 0025, Peng Wang 0099, Cheng Lin 0001, Xiaoxiao Long, Jiepeng Wang 0001, Lingjie Liu, Taku Komura, Wenping Wang 0001 |
ACM Trans. Graph. | 3 |
| 2022 | Gen6D: Generalizable Model-Free 6-DoF Object Pose Estimation from RGB Images
Yuan Liu 0025, Yilin Wen 0001, Sida Peng, Cheng Lin 0001, Xiaoxiao Long, Taku Komura, Wenping Wang 0001 |
ECCV (32) | 4 |
| 2022 | SparseNeuS: Fast Generalizable Neural Surface Reconstruction from Sparse Views
Xiaoxiao Long, Cheng Lin 0001, Peng Wang 0099, Taku Komura, Wenping Wang 0001 |
ECCV (32) | 2 |
| 2022 | Coverage Axis: Inner Point Selection for 3D Shape SkeletonizationabstractAbstract In this paper, we present a simple yet effective formulation called Coverage Axis for 3D shape skeletonization. Inspired by the set cover problem, our key idea is to cover all the surface points using as few inside medial balls as possible. This formulation inherently induces a compact and expressive approximation of the Medial Axis Transform (MAT) of a given shape. Different from previous methods that rely on local approximation error, our method allows a global consideration of the overall shape structure, leading to an efficient high‐level abstraction and superior robustness to noise. Another appealing aspect of our method is its capability to handle more generalized input such as point clouds and poor‐quality meshes. Extensive comparisons and evaluations demonstrate the remarkable effectiveness of our method for generating compact and expressive skeletal representation to approximate the MAT. Zhiyang Dou, Cheng Lin 0001, Rui Xu 0016, Lei Yang 0048, Shi-Qing Xin, Taku Komura, Wenping Wang 0001 |
Comput. Graph. Forum | 2 |
| 2022 | SEG-MAT: 3D Shape Segmentation Using Medial Axis TransformabstractSegmenting arbitrary 3D objects into constituent parts that are structurally meaningful is a fundamental problem encountered in a wide range of computer graphics applications. Existing methods for 3D shape segmentation suffer from complex geometry processing and heavy computation caused by using low-level features and fragmented segmentation results due to the lack of global consideration. We present an efficient method, called SEG-MAT, based on the medial axis transform (MAT) of the input shape. Specifically, with the rich geometrical and structural information encoded in the MAT, we are able to develop a simple and principled approach to effectively identify the various types of junctions between different parts of a 3D shape. Extensive evaluations and comparisons show that our method outperforms the state-of-the-art methods in terms of segmentation quality and is also one order of magnitude faster. Cheng Lin 0001, Lingjie Liu, Changjian Li 0001, Leif Kobbelt, Bin Wang 0021, Shi-Qing Xin, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Point2Skeleton: Learning Skeletal Representations from Point CloudsabstractWe introduce Point2Skeleton, an unsupervised method to learn skeletal representations from point clouds. Existing skeletonization methods are limited to tubular shapes and the stringent requirement of watertight input, while our method aims to produce more generalized skeletal representations for complex structures and handle point clouds. Our key idea is to use the insights of the medial axis transform (MAT) to capture the intrinsic geometric and topological natures of the original input points. We first predict a set of skeletal points by learning a geometric transformation, and then analyze the connectivity of the skeletal points to form skeletal mesh structures. Extensive evaluations and comparisons show our method has superior performance and robustness. The learned skeletal representation will benefit several unsupervised tasks for point clouds, such as surface reconstruction and segmentation. Cheng Lin 0001, Changjian Li 0001, Yuan Liu 0025, Nenglun Chen, Yi-King Choi, Wenping Wang 0001 |
CVPR | 1 |
| 2021 | Learnable Motion Coherence for Correspondence PruningabstractMotion coherence is an important clue for distinguishing true correspondences from false ones. Modeling motion coherence on sparse putative correspondences is challenging due to their sparsity and uneven distributions. Existing works on motion coherence are sensitive to parameter settings and have difficulty in dealing with complex motion patterns. In this paper, we introduce a network called Laplacian Motion Coherence Network (LMCNet) to learn motion coherence property for correspondence pruning. We propose a novel formulation of fitting coherent motions with a smooth function on a graph of correspondences and show that this formulation allows a closed-form solution by graph Laplacian. This closed-form solution enables us to design a differentiable layer in a learning framework to capture global motion coherence from putative correspondences. The global motion coherence is further combined with local coherence extracted by another local layer to robustly detect inlier correspondences. Experiments demonstrate that LMCNet has superior performances to the state of the art in relative camera pose estimation and correspondences pruning of dynamic scenes1. Yuan Liu 0025, Lingjie Liu, Cheng Lin 0001, Zhen Dong 0005, Wenping Wang 0001 |
CVPR | 3 |
| 2021 | Adaptive Surface Normal Constraint for Depth EstimationabstractWe present a novel method for single image depth estimation using surface normal constraints. Existing depth estimation methods either suffer from the lack of geometric constraints, or are limited to the difficulty of reliably capturing geometric context, which leads to a bottleneck of depth estimation quality. We therefore introduce a simple yet effective method, named Adaptive Surface Normal (ASN) constraint, to effectively correlate the depth estimation with geometric consistency. Our key idea is to adaptively determine the reliable local geometry from a set of randomly sampled candidates to derive surface normal constraint, for which we measure the consistency of the geometric contextual features. As a result, our method can faithfully reconstruct the 3D geometry and is robust to local shape variations, such as boundaries, sharp corners and noises. We conduct extensive evaluations and comparisons using public datasets. The experimental results demonstrate our method outperforms the state-of-the-art methods and has superior efficiency and robustness. Codes are available at: https://github.com/xxlong0/ASNDepth Xiaoxiao Long, Cheng Lin 0001, Lingjie Liu, Wei Li 0111, Christian Theobalt, Ruigang Yang, Wenping Wang 0001 |
ICCV | 2 |
| 2020 | Modeling 3D Shapes by Reinforcement Learning
Cheng Lin 0001, Tingxiang Fan, Wenping Wang 0001, Matthias Nießner |
ECCV (10) | 1 |
| 2019 | Floorplan-Jigsaw: Jointly Estimating Scene Layout and Aligning Partial ScansabstractWe present a novel approach to align partial 3D reconstructions which may not have substantial overlap. Using floorplan priors, our method jointly predicts a room layout and estimates the transformations from a set of partial 3D data. Unlike the existing methods relying on feature descriptors to establish correspondences, we exploit the 3D "box" structure of a typical room layout that meets the Manhattan World property. We first estimate a local layout for each partial scan separately and then combine these local layouts to form a globally aligned layout with loop closure. Without the requirement of feature matching, the proposed method enables some novel applications ranging from large or featureless scene reconstruction and modeling from sparse input. We validate our method quantitatively and qualitatively on real and synthetic scenes of various sizes and complexities. The evaluations and comparisons show superior effectiveness and accuracy of our method. Cheng Lin 0001, Changjian Li 0001, Wenping Wang 0001 |
ICCV | 1 |
| 2017 | Image-based reconstruction of wire artabstractObjects created by connecting and bending wires are common in furniture design, metal sculpting, wire jewelry, etc. Reconstructing such objects with traditional depth and image based methods is extremely difficult due to their unique characteristics such as lack of features, thin elements, and severe self-occlusions. We present a novel image-based method that reconstructs a set of continuous 3D wires used to create such an object, where each wire is composed of an ordered set of 3D curve segments. Our method exploits two main observations: simplicity - wire objects are often created using only a small number of wires, and smoothness - each wire is primarily smoothly bent with sharp features appearing only at joints or isolated points. In light of these observations, we tackle the challenging image correspondence problem across featureless wires by first generating multiple candidate 3D curve segments and then solving a global selection problem that balances between image and smoothness cues to identify the correct 3D curves. Next, we recover a decomposition of such curves into a set of distinct and continuous wires by formulating a multiple traveling salesman problem , which finds smooth paths, i.e. , wires, connecting the curves. We demonstrate our method on a wide set of real examples with varying complexity and present high-fidelity results using only 3 images for each object. We provide the source code and data for our work in the project website. Lingjie Liu, Duygu Ceylan, Cheng Lin 0001, Wenping Wang 0001, Niloy J. Mitra |
ACM Trans. Graph. | 3 |