EDBT 2026 Demo / reviewers in the wild / expert
Yan-Pei Cao 0001
dblp:141/6343 · also Yanpei Cao 0001
· DBLP profile ↗
78ranked-venue papers
4as first author
70since 2021 · last 2026
0000-0002-0416-4374ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 70 · 4 first-author · 63 since 2021Artificial intelligence and machine learning · 42 · 1 first-author · 40 since 2021Human-computer interaction and ubiquitous computing · 9 · 9 since 2021Systems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DetailGen3D: Generative 3D Geometry Enhancement via Data-Dependent FlowabstractModern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training. Our project page is https://detailgen3d.github.io/DetailGen3D/ Ken Deng, Jingxiang Sun, Zixin Zou, Yangguang Li 0001, Yan-Pei Cao 0001, Yebin Liu, Ding Liang |
3DV | 7 |
| 2026 | Geometry-Aware Joint Attention for Efficient Native 3D Editing
Shuangkang Fang, Weicai Ye, Xuanyang Zhang, Yan-Pei Cao 0001, Gang Yu 0002, Tao Chen 0003 |
IEEE Signal Process. Lett. | 5 |
| 2026 | AniGen: Unified S3 Fields for Animatable 3D Asset GenerationabstractAnimatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen , a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S 3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage : https://yihua7.github.io/AniGen_web/ Yihua Huang 0002, Zixin Zou, Yuting He 0006, Chirui Chang, Cheng-Feng Pu, Ziyi Yang 0008, Yan-Pei Cao 0001, Xiaojuan Qi 0001 |
ACM Trans. Graph. | 8 |
| 2026 | Nexus: Native Mesh Generation with DiffusionabstractGenerating 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. | 8 |
| 2026 | SeparateGen: Semantic Component-Based 3D Character Generation From Single ImagesabstractCreating detailed 3D characters from a single image remains challenging due to the difficulty in separating semantic components during generation. Existing methods often produce entangled meshes with poor topology, hindering downstream applications like rigging and animation. We introduce SeparateGen, a novel framework that generates high-quality 3D characters by explicitly reconstructing them as distinct semantic components (e.g., body, clothing, hair, shoes) from a single, arbitrary-pose image. SeparateGen first leverages a multi-view diffusion model to generate consistent multi-view images in a canonical A-pose. Then, a novel component-aware reconstruction model, SC-LRM, conditioned on these multi-view images, adaptively decomposes and reconstructs each component with high fidelity. To train and evaluate SeparateGen, we contribute SC-Anime, the first large-scale dataset of 7,580 anime-style 3D characters with detailed component-level annotations. Extensive experiments demonstrate that SeparateGen significantly outperforms state-of-the-art methods in both reconstruction quality and multi-view consistency. Furthermore, our component-based approach effectively resolves mesh entanglement issues, enabling seamless rigging and asset reuse. SeparateGen thus represents a step towards generating high-quality, application-ready 3D characters from a single image. The SC-Anime dataset and our code will be publicly released. Dong-Yang Li, Yi-Long Liu, Zi-Xian Liu, Yan-Pei Cao 0001, Menghao Guo 0001, Shi-Min Hu 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2026 | MesoSplats: Texture Synthesis With Gaussian SplattingabstractTexture is fundamental to high-fidelity rendering of 3D digital assets, directly influencing scene detail and visual realism. Existing methods typically adopt 2D texture mapping, where texture images are either manually created or synthesized from exemplars. While advances in texture synthesis have improved 2D texture quality, 2D representations remain inadequate for modeling volumetric meso-structure textures with complex geometry. Methods targeting meso-structure textures often struggle to capture high-frequency details and lack real-time rendering capabilities, limiting their practical use. We propose MesoSplats, a neural implicit method for extracting and synthesizing meso-structure textures using 3D Gaussian splatting. Given the multi-view images containing the meso-structure geometric details, our approach supports texture extraction, synthesis, and real-time rendering. We introduce a mesh-Gaussian hybrid representation that decouples geometry into a coarse base mesh and embedded 3D Gaussians, guided by initial point cloud constraints to enhance reconstruction fidelity. Local implicit texture features are sampled from the base mesh surface and further refined through a proposed Consistency Tuning strategy, which enforces alignment between the reconstruction and sampling spaces. To boost texture synthesis quality, we incorporate a tileability-aware patch-matching algorithm alongside a smoothness regularization on the latent feature space to ensure spatial coherence. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method. Jing-Wen Yang 0002, Jie Yang 0038, Yihua Huang 0002, Yongliang Yang 0002, Yan-Pei Cao 0001, Lin Gao 0004 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | High-Accuracy Fractured Object Reassembly Under Arbitrary Poses
Qun-Ce Xu, Yan-Pei Cao 0001, Weihao Cheng 0002, Tai-Jiang Mu, Ying Shan, Yongliang Yang 0002, Shi-Min Hu 0001 |
CVM (2) | 2 |
| 2025 | MIDI: Multi-Instance Diffusion for Single Image to 3D Scene GenerationabstractThis paper introduces MIDI, a novel paradigm for compositional 3D scene generation from a single image. Unlike existing methods that rely on reconstruction or retrieval techniques or recent approaches that employ multi-stage object-by-object generation, MIDI extends pre-trained image-to-3D object generation models to multi-instance diffusion models, enabling the simultaneous generation of multiple 3D instances with accurate spatial relationships and high generalizability. At its core, MIDI incorporates a novel multi-instance attention mechanism, that effectively captures inter-object interactions and spatial coherence directly within the generation process, without the need for complex multi-step processes. The method utilizes partial object images and global scene context as inputs, directly modeling object completion during 3D generation. During training, we effectively supervise the interactions between 3D instances using a limited amount of scene-level data, while incorporating single-object data for regularization, thereby maintaining the pre-trained generalization ability. MIDI demonstrates state-of-the-art performance in image-to-scene generation, validated through evaluations on synthetic data, real-world scene data, and stylized scene images generated by text-to-image diffusion models. Zehuan Huang, Xingqiao An, Yunhan Yang, Yangguang Li 0001, Zixin Zou, Ding Liang, Xihui Liu, Yan-Pei Cao 0001, Lu Sheng |
CVPR | 9 |
| 2025 | Deformable Radial Kernel SplattingabstractRecently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians’ inherent radial symmetry and smoothness constraints limit their ability to represent complex shapes, often requiring thousands of primitives to approximate detailed geometry. We introduce Deformable Radial Kernel (DRK), which extends Gaussian splatting into a more general and flexible framework. Through learnable radial bases with adjustable angles and scales, DRK efficiently models diverse shape primitives while enabling precise control over edge sharpness and boundary curvature. iven DRK’s planar nature, we further develop accurate ray-primitive intersection computation for depth sorting and introduce efficient kernel culling strategies for improved rasterization efficiency. Extensive experiments demonstrate that DRK outperforms existing methods in both representation efficiency and rendering quality, achieving state-of-the-art performance while dramatically reducing primitive count. Ming-Xian Lin, Yang-Tian Sun, Xiaoyang Lyu, Yan-Pei Cao 0001 |
CVPR | 6 |
| 2025 | PSHuman: Photorealistic Single-image 3D Human Reconstruction using Cross-Scale Multiview Diffusion and Explicit RemeshingabstractPhotorealistic 3D human modeling is essential for various applications and has seen tremendous progress. However, existing methods for monocular full-body reconstruction, typically relying on front and/or predicted back view, still struggle with satisfactory performance due to the ill-posed nature of the problem and sophisticated self-occlusions. In this paper, we propose PSHuman, a novel framework that explicitly reconstructs human meshes utilizing priors from the multiview diffusion model. It is found that directly applying multiview diffusion on single-view human images leads to severe geometric distortions, especially on generated faces. To address it, we propose a cross-scale diffusion that models the joint probability distribution of global full-body shape and local facial characteristics, enabling identity-preserved novel-view generation without geometric distortion. Moreover, to enhance cross-view body shape consistency of varied human poses, we condition the generative model on parametric models (SMPL-X), which provide body priors and prevent unnatural views inconsistent with human anatomy. Leveraging the generated multiview normal and color images, we present SMPLX-initialized explicit human carving to recover realistic textured human meshes efficiently. Extensive experiments on CAPE and THuman2.1 demonstrate PSHuman’s superiority in geometry details, texture fidelity, and generalization capability. Wangguandong Zheng, Yuan Liu 0025, Tao Yu 0007, Yangguang Li 0001, Xingqun Qi, Xiaowei Chi, Si-Yu Xia, Yan-Pei Cao 0001, Wei Xue 0002, Wenhan Luo, Yike Guo |
CVPR | 9 |
| 2025 | DI-PCG: Diffusion-based Efficient Inverse Procedural Content Generation for High-quality 3D Asset CreationabstractProcedural Content Generation (PCG) is powerful in creating high-quality 3D contents, yet controlling it to produce desired shapes is difficult and often requires extensive parameter tuning. Inverse Procedural Content Generation aims to automatically find the best parameters under the input condition. However, existing sampling-based and neural network-based methods still suffer from numerous sample iterations or limited controllability. In this work, we present DI-PCG, a novel and efficient method for Inverse PCG from general image conditions. At its core is a lightweight diffusion transformer model, where PCG parameters are directly treated as the denoising target and the observed images as conditions to control parameter generation. DI-PCG is efficient and effective. With only 7.6M network parameters and 30 GPU hours to train, it demonstrates superior performance in recovering parameters accurately, and generalizing well to in-the-wild images. Quantitative and qualitative experiment results validate the effectiveness of DI-PCG in inverse PCG and image-to-3D generation tasks. DI-PCG offers a promising approach for efficient inverse PCG and represents a valuable exploration step towards a 3D generation path that models how to construct a 3D asset using parametric models. Wang Zhao 0001, Yan-Pei Cao 0001, Yuejiang Dong, Ying Shan |
CVPR | 2 |
| 2025 | GCRayDiffusion: Pose-Free Surface Reconstruction via Geometric Consistent Ray DiffusionabstractAccurate surface reconstruction from unposed images is crucial for efficient 3D object or scene creation. However, it remains challenging, particularly for the joint camera pose estimation. Previous approaches have achieved impressive pose-free surface reconstruction results in dense-view settings, but could easily fail for sparse-view scenarios without sufficient visual overlap. In this paper, we propose a new technique for pose-free surface reconstruction, which follows triplane-based signed distance field (SDF) learning but regularizes the learning by explicit points sampled from ray-based diffusion of camera pose estimation. Our key contribution is a novel Geometric Consistent Ray Diffusion model (GCRayDiffusion), where we represent camera poses as neural bundle rays and regress the distribution of noisy rays via a diffusion model. More importantly, we further condition the denoising process of RGRayDiffusion using the triplane-based SDF of the entire scene, which provides effective 3D consistent regularization to achieve multi-view consistent camera pose estimation. Finally, we incorporate RGRayDiffusion into the triplane-based SDF learning by introducing on-surface geometric regularization from the sampling points of the neural bundle rays, which leads to highly accurate pose-free surface reconstruction results even for sparse-view inputs. Extensive evaluations on public datasets show that our GCRayDiffusion achieves more accurate camera pose estimation than previous approaches, with geometrically more consistent surface reconstruction results, especially given sparse-view inputs. Li-Heng Chen, Zixin Zou, Tianjiao Jing, Yan-Pei Cao 0001, Shi-Sheng Huang, Hongbo Fu 0001, Hua Huang 0001 |
ICCV | 5 |
| 2025 | SparseFlex: High-Resolution and Arbitrary-Topology 3D Shape ModelingabstractCreating high-fidelity 3D meshes with arbitrary topology, including open surfaces and complex interiors, remains a significant challenge. Existing implicit field methods often require costly and detail-degrading watertight conversion, while other approaches struggle with high resolutions. This paper introduces SparseFlex, a novel sparse-structured isosurface representation that enables differentiable mesh reconstruction at resolutions up to $1024^3$ directly from rendering losses. SparseFlex combines the accuracy of Flexicubes with a sparse voxel structure, focusing computation on surface-adjacent regions and efficiently handling open surfaces. Crucially, we introduce a frustum-aware sectional voxel training strategy that activates only relevant voxels during rendering, dramatically reducing memory consumption and enabling high-resolution training. This also allows, for the first time, the reconstruction of mesh interiors using only rendering supervision. Building upon this, we demonstrate a complete shape modeling pipeline by training a variational autoencoder (VAE) and a rectified flow transformer for high-quality 3D shape generation. Our experiments show state-of-the-art reconstruction accuracy, with a ~82% reduction in Chamfer Distance and a ~88% increase in F-score compared to previous methods, and demonstrate the generation of high-resolution, detailed 3D shapes with arbitrary topology. By enabling high-resolution, differentiable mesh reconstruction and generation with rendering losses, SparseFlex significantly advances the state-of-the-art in 3D shape representation and modeling. Xianglong He, Zixin Zou, Chia-Hao Chen, Ding Liang, Chun Yuan 0003, Wanli Ouyang, Yan-Pei Cao 0001, Yangguang Li 0001 |
ICCV | 8 |
| 2025 | SuperMat: Physically Consistent PBR Material Estimation at Interactive RatesabstractDecomposing physically-based materials from images into their constituent properties remains challenging, particularly when maintaining both computational efficiency and physical consistency. While recent diffusion-based approaches have shown promise, they face substantial computational overhead due to multiple denoising steps and separate models for different material properties. We present SuperMat, a single-step framework that achieves high-quality material decomposition with one-step inference. This enables end-to-end training with perceptual and re-render losses while decomposing albedo, metallic, and roughness maps at millisecond-scale speeds. We further extend our framework to 3D objects through a UV refinement network, enabling consistent material estimation across viewpoints while maintaining efficiency. Experiments demonstrate that SuperMat achieves state-of-the-art PBR material decomposition quality while reducing inference time from seconds to milliseconds per image, and completes PBR material estimation for 3D objects in approximately 3 seconds. The project page is at https://hyj542682306.github.io/SuperMat/. Yijia Hong, Ran Yi 0002, Yan-Pei Cao 0001, Lizhuang Ma |
ICCV | 5 |
| 2025 | Mv-Adapter: Multi-View Consistent Image Generation Made EasyabstractExisting multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility. Zehuan Huang, Ran Yi 0002, Lizhuang Ma, Yan-Pei Cao 0001, Lu Sheng |
ICCV | 6 |
| 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 |
ICCV | 6 |
| 2025 | Audio-Driven Emotion-Aware 3D Talking Face Generation from Single ImageabstractAudio-driven talking face generation from a single source image is a popular research topic. There still exist many challenges for its practical applications, e.g., diverse motion generation, effective emotional control, and large view angle changes. In this work, we propose a novel one-shot emotion-controllable audio-driven 3D talking face generation framework, which creates free-view talking videos from one reference image. Firstly, to synchronize the motion with the input audio, we use a transformer-based motion generator to capture the context of the input audio and predict motion coefficient sequences, which are leveraged by a motion encoder to extract motion codes. Meanwhile, to reconstruct a 3D portrait from one reference image, an identity encoder is utilized to extract an identity code and generate emotion-dependent appearance with a specific emotion label. Finally, we introduce an emotion-controllable 3D portrait video generator to synthesize free-view talking videos using the disentangled motion and identity codes. Thanks to the audio-synchronized motion codes and emotion-aware identity code, we can render a talking face with realistic emotional expressions in novel views. Extensive experiments show that our method is capable of maintaining superior visual performance and motion accuracy in both front view and novel views. Chun-Shuo Qiu, Feng-Lin Liu, Hongbo Fu 0001, Fan Zhang 0063, Yan-Pei Cao 0001, Yukun Lai, Lin Gao 0004 |
ICME | 5 |
| 2025 | ShapeGen: Towards High-Quality 3D Shape SynthesisabstractInspired by generative paradigms in image and video, 3D shape generation has made notable progress, enabling the rapid synthesis of high-fidelity 3D assets from a single image. However, current methods still face challenges, including the lack of intricate details, overly smoothed surfaces, and fragmented thin-shell structures. These limitations leave the generated 3D assets still one step short of meeting the standards favored by artists. In this paper, we present ShapeGen, which achieves high-quality image-to-3D shape generation through 3D representation and supervision improvements, resolution scaling up, and the advantages of linear transformers. These advancements allow the generated assets to be seamlessly integrated into 3D pipelines, facilitating their widespread adoption across various applications. Specifically, in contrast to existing methods: 1) We investigate how different representations and VAE supervision strategies affect the generation process, and address issues like aliasing artifacts and fragmented thin-shell structures by using an TSDF-based representation supervised with BCE loss. 2) We scale up the resolution of 3D data, image conditioning inputs, and the number of latent tokens to enhance generation fidelity. 3) We adopt mixed conditioning using raw RGB images and normal maps during training, effectively resolving ambiguities caused by inconsistencies between ControlNet-generated RGB images and the underlying geometry from untextured assets. 4) We replace the original softmax attention with linear attention to improve training and inference efficiency when handling a large number of latent tokens. 5) We introduce an inference-time scaling strategy that enhances generation quality at test time. Through extensive experiments, we validate the impact of these improvements on overall performance. Ultimately, thanks to the synergistic effects of these enhancements, ShapeGen achieves a significant leap in image-to-3D generation, establishing a new state-of-the-art performance. Yangguang Li 0001, Xianglong He, Zixin Zou, Zexiang Liu, Wanli Ouyang, Ding Liang, Yan-Pei Cao 0001 |
SIGGRAPH Asia | 7 |
| 2025 | AnimaX: Animating the Inanimate in 3D with Joint Video-Pose Diffusion ModelsabstractWe present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to fixed skeletal topologies or require costly optimization in high-dimensional deformation spaces. In contrast, AnimaX effectively transfers video-based motion knowledge to the 3D domain, supporting diverse articulated meshes with arbitrary skeletons. Our method represents 3D motion as multi-view, multi-frame 2D pose maps, and enables joint video-pose diffusion conditioned on template renderings and a textual motion prompt. We introduce shared positional encodings and modality-aware embeddings to ensure spatial-temporal alignment between video and pose sequences, effectively transferring video priors to motion generation task. The resulting multi-view pose sequences are triangulated into 3D joint positions and converted into mesh animation via inverse kinematics. Trained on a newly curated dataset of 160,000 rigged sequences, AnimaX achieves state-of-the-art results on VBench in generalization, motion fidelity, and efficiency, offering a scalable solution for category-agnostic 3D animation. Zehuan Huang, Yang-Tian Sun, Yan-Pei Cao 0001, Lu Sheng |
SIGGRAPH Asia | 5 |
| 2025 | LegoACE: Autoregressive Construction Engine for Expressive LEGO® AssembliesabstractAutomated LEGO® design is challenging due to the extensive variety of LEGO® brick types and the necessity of constructing semantically meaningful models from individually meaningless components. Current automatic LEGO® generation methods face two key challenges: i) They typically rely on explicit modeling of brick connectivity to ensure structural validity. However, this requires extensive manual annotation, which is labor-intensive as the variety of LEGO® primitives increases. This limits training data diversity, restricting the variety of LEGO® bricks that can be effectively utilized. ii) To facilitate learning within neural networks, current methods often employ either volume or text-based descriptions to represent LEGO® models. However, volumetric representations are computationally expensive and hamper large-scale generative training, while text-based approaches rely on large language models and dedicated text-to-brick mapping rules, introducing a semantic gap between language tokens and 3D brick structures. Hao Xu 0049, Yuqing Zhang 0005, Xinyang Zheng, Xiangjun Tang, Yunhan Yang, Ding Liang, Yingtian Liu, Yan-Pei Cao 0001, Xiaogang Jin 0001 |
SIGGRAPH Asia | 11 |
| 2025 | OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural CohesionabstractThe 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 Asia | 9 |
| 2025 | SeqTex: Generate Mesh Textures in Video SequenceabstractTraining native 3D texture generative models remains a fundamental yet challenging problem, largely due to the limited availability of large-scale, high-quality 3D texture datasets. This scarcity hinders generalization to real-world scenarios. To address this, most existing methods finetune foundation image generative models to exploit their learned visual priors. However, these approaches typically generate only multi-view images and rely on post-processing to produce UV texture maps—an essential representation in modern graphics pipelines. Such two-stage pipelines often suffer from error accumulation and spatial inconsistencies across the 3D surface. In this paper, we introduce SeqTex, a novel end-to-end framework that leverages the visual knowledge encoded in pretrained video foundation models to directly generate complete UV texture maps. Unlike previous methods that model the distribution of UV textures in isolation, SeqTex reformulates the task as a sequence generation problem, enabling the model to learn the joint distribution of multi-view renderings and UV textures. This design effectively transfers the consistent image-space priors from video foundation models into the UV domain. To further enhance performance, we propose several architectural innovations: a decoupled multi-view and UV branch design, geometry-informed attention to guide cross-domain feature alignment, and adaptive token resolution to preserve fine texture details while maintaining computational efficiency. Together, these components allow SeqTex to fully utilize pretrained video priors and synthesize high-fidelity UV texture maps without the need for post-processing. Extensive experiments show that SeqTex achieves state-of-the-art performance on both image-conditioned and text-conditioned 3D texture generation tasks, with superior 3D consistency, texture-geometry alignment, and real-world generalization. Our project page is https://yuanze1024.github.io/SeqTex/. Ze Yuan, Xin Yu 0004, Yang-Tian Sun, Yan-Pei Cao 0001, Ding Liang, Xiaojuan Qi 0001 |
SIGGRAPH Asia | 5 |
| 2025 | Assembler: Scalable 3D Part Assembly via Anchor Point DiffusionabstractWe present Assembler, a scalable and generalizable framework for 3D part assembly that reconstructs complete objects from input part meshes and a reference image. Unlike prior approaches that mostly rely on deterministic part pose prediction and category-specific training, Assembler is designed to handle diverse, in-the-wild objects with varying part counts, geometries, and structures. It addresses the core challenges of scaling to general 3D part assembly through innovations in task formulation, representation, and data. First, Assembler casts part assembly as a generative problem and employs diffusion models to sample plausible configurations, effectively capturing ambiguities arising from symmetry, repeated parts, and multiple valid assemblies. Second, we introduce a novel shape-centric representation based on sparse anchor point clouds, enabling scalable generation in Euclidean space and avoiding the limitations of abstract SE(3) pose prediction. Third, we construct a large-scale dataset of over 320K diverse part-object assemblies using a synthesis and filtering pipeline built on existing 3D shape repositories. Assembler achieves state-of-the-art performance on PartNet and is the first to demonstrate high-quality assembly for complex, real-world objects. Based on Assembler, we further introduce an interesting part-aware 3D modeling system that generates high-resolution, editable objects from images, demonstrating potential for interactive and compositional design. Project page: https://assembler3d.github.io/ Wang Zhao 0001, Yan-Pei Cao 0001, Yuejiang Dong, Ying Shan |
SIGGRAPH Asia | 2 |
| 2025 | OctFusion: Octree-based Diffusion Models for 3D Shape GenerationabstractAbstract Diffusion models have emerged as a popular method for 3D generation. However, it is still challenging for diffusion models to efficiently generate diverse and high‐quality 3D shapes. In this paper, we introduce OctFusion, which can generate 3D shapes with arbitrary resolutions in 2.5 seconds on a single Nvidia 4090 GPU, and the extracted meshes are guaranteed to be continuous and manifold. The key components of OctFusion are the octree‐based latent representation and the accompanying diffusion models. The representation combines the benefits of both implicit neural representations and explicit spatial octrees and is learned with an octree‐based variational autoencoder. The proposed diffusion model is a unified multi‐scale U‐Net that enables weights and computation sharing across different octree levels and avoids the complexity of widely used cascaded diffusion schemes. We verify the effectiveness of OctFusion on the ShapeNet and Objaverse datasets and achieve state‐of‐the‐art performances on shape generation tasks. We demonstrate that OctFusion is extendable and flexible by generating high‐quality color fields for textured mesh generation and high‐quality 3D shapes conditioned on text prompts, sketches, or category labels. Our code and pre‐trained models are available at https://github.com/octree‐nn/octfusion . Bojun Xiong, Si-Tong Wei, Xin-Yang Zheng, Yan-Pei Cao 0001, Zhouhui Lian, Peng-Shuai Wang |
Comput. Graph. Forum | 4 |
| 2025 | HumanRef-GS: Image-to-3D Human Generation With Reference-Guided Diffusion and 3D Gaussian SplattingabstractGenerating a 3D human model from a single reference image is a challenging task as it involves inferring textures and geometries in unseen views while maintaining consistency with the reference image. Existing methods that rely on 3D generative models are limited by the availability of 3D training data. Optimization-based approaches that distill text-to-image diffusion models into 3D models often struggle to preserve the intricate texture details of the reference image, resulting in inconsistent appearances across different views. In this paper, we propose HumanRef-GS, a novel method for single image-to-3D clothed human generation based on 3D Gaussian Splatting (3DGS). To ensure the generated 3D model is both photorealistic and consistent with the input image, HumanRef-GS employs a unique technique called reference-guided score distillation sampling (Ref-SDS). This method effectively incorporates image guidance into the generation process, enhancing the quality of the results. Additionally, we introduce region-aware attention to Ref-SDS, which ensures accurate correspondence between different body regions. To mitigate the impact of view dependence in 3DGS and enhance the view-consistency of the generated results, we substitute the anisotropic Gaussians in the vanilla representation with isotropic Gaussians. By utilizing the 3D Gaussian representation, our method significantly enhances the generation efficiency and rendering speed of 3D clothed human models. This improvement allows for faster and more efficient generation of high-quality results. Experimental results demonstrate that HumanRef-GS surpasses state-of-the-art methods in generating 3D clothed humans with fine geometry, photorealistic textures, and view-consistent appearances. We are committed to making our code and model available upon acceptance for further research and exploration. Jingbo Zhang 0002, Xiaoyu Li 0002, Hongliang Zhong, Qi Zhang 0029, Yan-Pei Cao 0001, Ying Shan, Jing Liao 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 5 |
| 2025 | One Model to Rig Them All: Diverse Skeleton Rigging with UniRigabstractThe rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig , a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL , a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/ Jia-Peng Zhang, Cheng-Feng Pu, Menghao Guo 0001, Yan-Pei Cao 0001, Shi-Min Hu 0001 |
ACM Trans. Graph. | 4 |
| 2025 | GP-Recon: Online Monocular Neural 3D Reconstruction With Geometric PriorabstractHigh-fidelity online 3D scene reconstruction from monocular videos continues to be challenging, especially for coherent and fine-grained geometry reconstruction. The previous learning-based online 3D reconstruction approaches with neural implicit representations have shown a promising ability for coherent scene reconstruction, but often fail to consistently reconstruct fine-grained geometric details during online reconstruction. This paper presents a new on-the-fly monocular 3D reconstruction approach, named GP-Recon, to perform high-fidelity online neural 3D reconstruction with fine-grained geometric details. We incorporate geometric prior (GP) into a scene's neural geometry learning to better capture its geometric details and, more importantly, propose an online volume rendering optimization to reconstruct and maintain geometric details during the online reconstruction task. The extensive comparisons with state-of-the-art approaches show that our GP-Recon consistently generates more accurate and complete reconstruction results with much better fine-grained details, both quantitatively and qualitatively. Zixin Zou, Shi-Sheng Huang, Yan-Pei Cao 0001, Tai-Jiang Mu, Ying Shan, Hongbo Fu 0001, Song-Hai Zhang |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | SparseGNV: Generating Novel Views of Indoor Scenes with Sparse RGB-D ImagesabstractWe study to generate novel views of indoor scenes given sparse input views. The challenge is to achieve both photorealism and view consistency. We present SparseGNV: a learning framework that incorporates 3D structures and image generative models to generate novel views with three modules. The first module builds a neural point cloud as underlying geometry, providing scene context and guidance for the target novel view. The second module utilizes a transformer-based network to map the scene context and the guidance into a shared latent space and autoregressively decodes the target view in the form of discrete image tokens. The third module reconstructs the tokens back to the image of the target view. SparseGNV is trained across a large-scale indoor scene dataset to learn generalizable priors. Once trained, it can efficiently generate novel views of an unseen indoor scene in a feed-forward manner. We evaluate SparseGNV on real-world indoor scenes and demonstrate that it outperforms state-of-the-art methods based on either neural radiance fields or conditional image generation. Weihao Cheng 0002, Yan-Pei Cao 0001, Ying Shan |
AAAI | 2 |
| 2024 | SC-NeuS: Consistent Neural Surface Reconstruction from Sparse and Noisy ViewsabstractThe recent neural surface reconstruction approaches using volume rendering have made much progress by achieving impressive surface reconstruction quality, but are still limited to dense and highly accurate posed views. To overcome such drawbacks, this paper pays special attention on the consistent surface reconstruction from sparse views with noisy camera poses. Unlike previous approaches, the key difference of this paper is to exploit the multi-view constraints directly from the explicit geometry of the neural surface, which can be used as effective regularization to jointly learn the neural surface and refine the camera poses. To build effective multi-view constraints, we introduce a fast differentiable on-surface intersection to generate on-surface points, and propose view-consistent losses on such differentiable points to regularize the neural surface learning. Based on this point, we propose a joint learning strategy, named SC-NeuS, to perform geometry-consistent surface reconstruction in an end-to-end manner. With extensive evaluation on public datasets, our SC-NeuS can achieve consistently better surface reconstruction results with fine-grained details than previous approaches, especially from sparse and noisy camera views. The source code is available at https://github.com/zouzx/sc-neus.git. Shi-Sheng Huang, Zixin Zou, Yan-Pei Cao 0001, Ying Shan |
AAAI | 4 |
| 2024 | Sparse3D: Distilling Multiview-Consistent Diffusion for Object Reconstruction from Sparse ViewsabstractReconstructing 3D objects from extremely sparse views is a long-standing and challenging problem. While recent techniques employ image diffusion models for generating plausible images at novel viewpoints or for distilling pre-trained diffusion priors into 3D representations using score distillation sampling (SDS), these methods often struggle to simultaneously achieve high-quality, consistent, and detailed results for both novel-view synthesis (NVS) and geometry. In this work, we present Sparse3D, a novel 3D reconstruction method tailored for sparse view inputs. Our approach distills robust priors from a multiview-consistent diffusion model to refine a neural radiance field. Specifically, we employ a controller that harnesses epipolar features from input views, guiding a pre-trained diffusion model, such as Stable Diffusion, to produce novel-view images that maintain 3D consistency with the input. By tapping into 2D priors from powerful image diffusion models, our integrated model consistently delivers high-quality results, even when faced with open-world objects. To address the blurriness introduced by conventional SDS, we introduce the category-score distillation sampling (C-SDS) to enhance detail. We conduct experiments on CO3DV2 which is a multi-view dataset of real-world objects. Both quantitative and qualitative evaluations demonstrate that our approach outperforms previous state-of-the-art works on the metrics regarding NVS and geometry reconstruction. Zixin Zou, Weihao Cheng 0002, Yan-Pei Cao 0001, Shi-Sheng Huang, Ying Shan, Song-Hai Zhang |
AAAI | 3 |
| 2024 | DreamAvatar: Text-and-Shape Guided 3D Human Avatar Generation via Diffusion ModelsabstractWe present DreamAvatar, a text-and-shape guided framework for generating high-quality 3D human avatars with controllable poses. While encouraging results have been reported by recent methods on text-guided 3D common object generation, generating high-quality human avatars remains an open challenge due to the complexity of the human body's shape, pose, and appearance. We propose DreamAvatar to tackle this challenge, which utilizes a train-able NeRF for predicting density and color for 3D points and pretrained text-to-image diffusion models for providing 2D self-supervision. Specifically, we leverage the SMPL model to provide shape and pose guidance for the generation. We introduce a dual-observation-space design that involves the joint optimization of a canonical space and a posed space that are related by a learnable deformation field. This facilitates the generation of more complete textures and geometry faithful to the target pose. We also jointly optimize the losses computed from the full body and from the zoomed-in 3D head to alleviate the common multi-face “Janus” problem and improve facial details in the generated avatars. Extensive evaluations demonstrate that DreamAvatar significantly outperforms existing meth-ods, establishing a new state-of-the-art for text-and-shape guided 3D human avatar generation. Yan-Pei Cao 0001, Kai Han 0001, Ying Shan, Kwan-Yee Kenneth Wong |
CVPR | 2 |
| 2024 | ConTex-Human: Free-View Rendering of Human from a Single Image with Texture-Consistent SynthesisabstractIn this work, we propose a method to address the chal-lenge of rendering a 3D human from a single image in a free-view manner. Some existing approaches could achieve this by using generalizable pixel-aligned implicit fields to reconstruct a textured mesh of a human or by employing a 2D diffusion model as guidance with the Score Distillation Sampling (SDS) method, to lift the 2D image into 3D space. However, a generalizable implicit field often results in an over-smooth texture field, while the SDS method tends to lead to a texture-inconsistent novel view with the input image. In this paper, we introduce a texture-consistent back view synthesis module that could transfer the reference im-age content to the back view through depth and text-guided attention injection. Moreover, to alleviate the color distortion that occurs in the side region, we propose a visibility-aware patch consistency regularization for texture mapping and refinement combined with the synthesized back view texture. With the above techniques, we can achieve high-fidelity and texture-consistent human rendering from a single image. Experiments conducted on both real and synthetic data demonstrate the effectiveness of our method and show that our approach outperforms previous baseline methods. Xiangjun Gao, Xiaoyu Li 0002, Chaopeng Zhang, Qi Zhang 0029, Yan-Pei Cao 0001, Ying Shan, Long Quan |
CVPR | 5 |
| 2024 | SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic ScenesabstractNovel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Yihua Huang 0002, Yang-Tian Sun, Ziyi Yang 0008, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001 |
CVPR | 5 |
| 2024 | EpiDiff: Enhancing Multi-View Synthesis via Localized Epipolar-Constrained DiffusionabstractGenerating multiview images from a single view facilitates the rapid generation of a 3D mesh conditioned on a single image. Recent methods [31] that introduce 3D global representation into diffusion models have shown the potential to generate consistent multiviews, but they have reduced generation speed and face challenges in maintaining generalizability and quality. To address this issue, we propose EpiDiff, a localized interactive multiview diffusion model. At the core of the proposed approach is to insert a lightweight epipolar attention block into the frozen diffusion model, leveraging epipolar constraints to enable cross-view interaction among feature maps of neighboring views. The newly initialized 3D modeling module preserves the original feature distribution of the diffusion model, exhibiting compatibility with a variety of base diffusion models. Experiments show that EpiDiff generates 16 multiview images in just 12 seconds, and it surpasses previous methods in quality evaluation metrics, including PSNR, SSIM and LPIPS. Additionally, EpiDiff can generate a more diverse distribution of views, improving the reconstruction quality from generated multiviews. Please see the project page at huanngzh.github.io/EpiDiff/. Zehuan Huang, Junting Dong, Yaohui Wang 0001, Yangguang Li 0001, Yan-Pei Cao 0001, Ding Liang, Yu Qiao 0001, Bo Dai 0002, Lu Sheng |
CVPR | 7 |
| 2024 | DynVideo-E: Harnessing Dynamic NeRF for Large-Scale Motion- and View-Change Human-Centric Video EditingabstractDespite recent progress in diffusion-based video editing, existing methods are limited to short-length videos due to the contradiction between long-range consistency and frame-wise editing. Prior attempts to address this challenge by introducing video-2D representations encounter significant difficulties with large motion- and view-change videos, especially in human-centric scenarios. To overcome this, we propose to introduce the dynamic Neural Radiance Fields (NeRF) as the innovative video representation, where the editing can be performed in the 3D spaces and propagated to the entire video via the deformation field. To provide consistent and controllable editing, we propose the image-based video-NeRF editing pipeline with a set of innovative designs, including multi-view multi-pose Score Distillation Sampling (SDS) from both the 2D personalized diffusion prior and 3D diffusion prior, reconstruction losses, text-guided local parts super-resolution, and style transfer. Extensive experiments demonstrate that our method dubbed as DynVideo-E, significantly outperforms SOTA approaches on two challenging datasets by a large margin of 50% ~ 95% for human preference. Code will be released at https://showlab.github.io/DynVideo-E/. Jia-Wei Liu, Yan-Pei Cao 0001, Jay Zhangjie Wu, Weijia Mao, Yuchao Gu, Rui Zhao 0001, Jussi Keppo, Ying Shan, Zheng Shou 0001 |
CVPR | 2 |
| 2024 | HumanRef: Single Image to 3D Human Generation via Reference-Guided DiffusionabstractGenerating a 3D human model from a single reference image is challenging because it requires inferring textures and geometries in invisible views while maintaining consistency with the reference image. Previous methods utilizing 3D generative models are limited by the availability of 3D training data. Optimization-based methods that lift text-to-image diffusion models to 3D generation often fail to preserve the texture details of the reference image, resulting in inconsistent appearances in different views. In this paper, we propose HumanRef, a 3D human generation framework from a single-view input. To ensure the generated 3D model is photorealistic and consistent with the input image, HumanRef introduces a novel method called reference-guided score distillation sampling (Ref-SDS), which effectively incorporates image guidance into the generation process. Furthermore, we introduce region-aware attention to Ref-SDS, ensuring accurate correspondence between different body regions. Experimental results demonstrate that HumanRef outper-forms state-of-the-art methods in generating 3D clothed humans with fine geometry, photorealistic textures, and view-consistent appearances. Code and model are available at https./reckcrtrhang.github.io/HumanRef.github.io/. Jingbo Zhang 0002, Xiaoyu Li 0002, Qi Zhang 0029, Yan-Pei Cao 0001, Ying Shan, Jing Liao 0001 |
CVPR | 4 |
| 2024 | Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with TransformersabstractRecent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation ofdiffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques. Please see our project page at https://zouzx.github.io/TriplaneGaussian/ Zixin Zou, Yangguang Li 0001, Ding Liang, Yan-Pei Cao 0001, Song-Hai Zhang |
CVPR | 6 |
| 2024 | DreamDiffusion: High-Quality EEG-to-Image Generation with Temporal Masked Signal Modeling and CLIP Alignment
Yunpeng Bai, Xintao Wang 0002, Yan-Pei Cao 0001, Yixiao Ge, Chun Yuan 0003, Ying Shan |
ECCV (31) | 3 |
| 2024 | UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Zexiang Liu, Yangguang Li 0001, Youtian Lin, Xin Yu 0004, Sida Peng, Yan-Pei Cao 0001, Xiaojuan Qi 0001, Xiaoshui Huang, Ding Liang, Wanli Ouyang |
ECCV (5) | 6 |
| 2024 | DMiT: Deformable Mipmapped Tri-Plane Representation for Dynamic Scenes
Jing-Wen Yang 0002, Jia-Mu Sun, Yongliang Yang 0002, Jie Yang 0038, Ying Shan, Yan-Pei Cao 0001, Lin Gao 0004 |
ECCV (55) | 6 |
| 2024 | HiFi-123: Towards High-Fidelity One Image to 3D Content Generation
Wangbo Yu, Li Yuan 0007, Yan-Pei Cao 0001, Xiangjun Gao, Xiaoyu Li 0002, Wenbo Hu 0002, Ying Shan, Yonghong Tian 0001 |
ECCV (73) | 3 |
| 2024 | Splatter a Video: Video Gaussian Representation for Versatile ProcessingabstractVideo representation is a long-standing problem that is crucial for various downstream tasks, such as tracking, depth prediction, segmentation, view synthesis, and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation—video Gaussian representation—that embeds a video into 3D Gaussians.
Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting.
Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation. Yang-Tian Sun, Yihua Huang 0002, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001 |
NeurIPS | 5 |
| 2024 | Recent advances in 3D Gaussian splattingabstractThe emergence of 3D Gaussian splatting (3DGS) has greatly accelerated rendering in novel view synthesis. Unlike neural implicit representations like neural radiance fields (NeRFs) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from fast rendering, the explicit representation of 3D Gaussian splatting also facilitates downstream tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid changes and growing number of works in this field, we present a literature review of recent 3D Gaussian splatting methods, which can be roughly classified by functionality into 3D reconstruction, 3D editing, and other downstream applications. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian splatting are also covered to aid understanding of this technique. This survey aims to help beginners to quickly get started in this field and to provide experienced researchers with a comprehensive overview, aiming to stimulate future development of the 3D Gaussian splatting representation. Tong Wu 0009, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang 0038, Yan-Pei Cao 0001, Lingqi Yan 0001, Lin Gao 0004 |
Comput. Vis. Media | 5 |
| 2024 | NeRF-Texture: Synthesizing Neural Radiance Field TexturesabstractTexture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. In addition to generating NeRF textures over a planar domain, our method can also synthesize NeRF textures over curved surfaces, which are practically useful. Experimental results and evaluations demonstrate the effectiveness of our approach. Yihua Huang 0002, Yan-Pei Cao 0001, Yukun Lai, Ying Shan, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2024 | CharacterGen: Efficient 3D Character Generation from Single Images with Multi-View Pose CanonicalizationabstractBNRist, Department of Computer Science and Technology, Tsinghua University, China In the field of digital content creation, generating high-quality 3D characters from single images is challenging, especially given the complexities of various body poses and the issues of self-occlusion and pose ambiguity. In this paper, we present CharacterGen, a framework developed to efficiently generate 3D characters. CharacterGen introduces a streamlined generation pipeline along with an image-conditioned multi-view diffusion model. This model effectively calibrates input poses to a canonical form while retaining key attributes of the input image, thereby addressing the challenges posed by diverse poses. A transformer-based, generalizable sparse-view reconstruction model is the other core component of our approach, facilitating the creation of detailed 3D models from multi-view images. We also adopt a texture-back-projection strategy to produce high-quality texture maps. Additionally, we have curated a dataset of anime characters, rendered in multiple poses and views, to train and evaluate our model. Our approach has been thoroughly evaluated through quantitative and qualitative experiments, showing its proficiency in generating 3D characters with high-quality shapes and textures, ready for downstream applications such as rigging and animation. Hao-Yang Peng, Jia-Peng Zhang, Menghao Guo 0001, Yan-Pei Cao 0001, Shi-Min Hu 0001 |
ACM Trans. Graph. | 4 |
| 2024 | TEXGen: a Generative Diffusion Model for Mesh TexturesabstractWhile 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. | 7 |
| 2024 | TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-PromptsabstractText-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIP-Editor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIP-Editor utilizes explicit and flexible 3D Gaussian splatting (GS) as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively. Jingyu Zhuang, Yan-Pei Cao 0001, Guanbin Li, Liang Lin 0004, Ying Shan |
ACM Trans. Graph. | 3 |
| 2023 | SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor ScenesabstractOnline reconstructing and rendering of large-scale indoor scenes is a long-standing challenge. SLAM-based methods can reconstruct 3D scene geometry progressively in real time but can not render photorealistic results. While NeRF-based methods produce promising novel view synthesis results, their long offline optimization time and lack of geometric constraints pose challenges to efficiently handling online input. Inspired by the complementary advantages of classical 3D reconstruction and NeRF, we thus investigate marrying explicit geometric representation with NeRF rendering to achieve efficient online reconstruction and high-quality rendering. We introduce SurfelNeRF, a variant of neural radiance field which employs a flexible and scalable neural surfel representation to store geometric attributes and extracted appearance features from input images. We further extend the conventional surfel-based fusion scheme to progressively integrate incoming input frames into the reconstructed global neural scene representation. In addition, we propose a highly-efficient differentiable rasterization scheme for rendering neural surfel radiance fields, which helps SurfelNeRF achieve 10× speedups in training and inference time, respectively. Experimental results show that our method achieves the state-of-the-art 23.82 PSNR and 29.58 PSNR on ScanNet in feedforward inference and perscene optimization settings, respectively.11Project website: https://gymat.github.io/SurfelNeRF-web Yiming Gao 0007, Yan-Pei Cao 0001, Ying Shan |
CVPR | 2 |
| 2023 | HRDFuse: Monocular 360° Depth Estimation by Collaboratively Learning Holistic-with-Regional Depth DistributionsabstractDepth estimation from a monocular 360° image is a burgeoning problem owing to its holistic sensing of a scene. Recently, some methods, e.g., OmniFusion, have applied the tangent projection (TP) to represent a 360° image and predicted depth values via patch-wise regressions, which are merged to get a depth map with equirectangular projection (ERP) format. However, these methods suffer from 1) non-trivial process of merging plenty of patches; 2) capturing less holistic-with-regional contextual information by directly regressing the depth value of each pixel. In this paper, we propose a novel framework, HRDFuse, that subtly combines the potential of convolutional neural networks (CNNs) and transformers by collaboratively learning the holistic contextual information from the ERP and the regional structural information from the TP. Firstly, we propose a spatial feature alignment (SFA) module that learns feature similarities between the TP and ERP to aggregate the TP features into a complete ERP feature map in a pixelwise manner. Secondly, we propose a collaborative depth distribution classification (CDDC) module that learns the holistic-with-regional histograms capturing the ERP and TP depth distributions. As such, the final depth values can be predicted as a linear combination of histogram bin centers. Lastly, we adaptively combine the depth predictions from ERP and TP to obtain the final depth map. Extensive experiments show that our method predicts more smooth and accurate depth results while achieving favorably better results than the SOTA methods. Hao Ai, Zidong Cao, Yan-Pei Cao 0001, Ying Shan, Lin Wang 0025 |
CVPR | 3 |
| 2023 | Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion ModelsabstractRecent CLIP-guided 3D optimization methods, such as DreamFields [19] and PureCLIPNeRF [24], have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods. Our project page is at https://bluestyle97.github.io/dream3d/. Xintao Wang 0002, Weihao Cheng 0002, Yan-Pei Cao 0001, Ying Shan, Xiaohu Qie, Shenghua Gao |
CVPR | 4 |
| 2023 | OmniZoomer: Learning to Move and Zoom in on Sphere at High-ResolutionabstractOmnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The Möbius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called OmniZoomer, to incorporate the Möbius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http: //vlislab22.github.io/OmniZoomer/. Zidong Cao, Hao Ai, Yan-Pei Cao 0001, Ying Shan, Xiaohu Qie, Lin Wang 0025 |
ICCV | 3 |
| 2023 | HOSNeRF: Dynamic Human-Object-Scene Neural Radiance Fields from a Single VideoabstractWe introduce HOSNeRF, a novel 360° free-viewpoint rendering method that reconstructs neural radiance fields for dynamic human-object-scene from a single monocular in-the-wild video. Our method enables pausing the video at any frame and rendering all scene details (dynamic humans, objects, and backgrounds) from arbitrary viewpoints. The first challenge in this task is the complex object motions in human-object interactions, which we tackle by introducing the new object bones into the conventional human skeleton hierarchy to effectively estimate large object deformations in our dynamic human-object model. The second challenge is that humans interact with different objects at different times, for which we introduce two new learnable object state embeddings that can be used as conditions for learning our human-object representation and scene representation, respectively. Extensive experiments show that HOSNeRF significantly outperforms SOTA approaches on two challenging datasets by a large margin of 40%~50% in terms of LPIPS. The code, data, and compelling examples of 360° free-viewpoint renderings from single videos: https://showlab.github.io/HOSNeRF. Jia-Wei Liu, Yan-Pei Cao 0001, Tianyuan Yang, Zhongcong Xu, Jussi Keppo, Ying Shan, Xiaohu Qie, Zheng Shou 0001 |
ICCV | 2 |
| 2023 | Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short VideoabstractSynthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speechvisual synchronization. Code: https://github.com/CVMILab/Speech2Lip. Xiuzhe Wu, Yang Wu 0001, Xiaoyang Lyu, Yan-Pei Cao 0001, Ying Shan, Wenming Yang, Zhongqian Sun, Xiaojuan Qi 0001 |
ICCV | 5 |
| 2023 | PanoGRF: Generalizable Spherical Radiance Fields for Wide-baseline PanoramasabstractAchieving an immersive experience enabling users to explore virtual environments with six degrees of freedom (6DoF) is essential for various applications such as virtual reality (VR). Wide-baseline panoramas are commonly used in these applications to reduce network bandwidth and storage requirements. However, synthesizing novel views from these panoramas remains a key challenge. Although existing neural radiance field methods can produce photorealistic views under narrow-baseline and dense image captures, they tend to overfit the training views when dealing with wide-baseline panoramas due to the difficulty in learning accurate geometry from sparse $360^{\circ}$ views. To address this problem, we propose PanoGRF, Generalizable Spherical Radiance Fields for Wide-baseline Panoramas, which construct spherical radiance fields incorporating $360^{\circ}$ scene priors. Unlike generalizable radiance fields trained on perspective images, PanoGRF avoids the information loss from panorama-to-perspective conversion and directly aggregates geometry and appearance features of 3D sample points from each panoramic view based on spherical projection. Moreover, as some regions of the panorama are only visible from one view while invisible from others under wide baseline settings, PanoGRF incorporates $360^{\circ}$ monocular depth priors into spherical depth estimation to improve the geometry features. Experimental results on multiple panoramic datasets demonstrate that PanoGRF significantly outperforms state-of-the-art generalizable view synthesis methods for wide-baseline panoramas (e.g., OmniSyn) and perspective images (e.g., IBRNet, NeuRay). Zheng Chen 0016, Yan-Pei Cao 0001, Chen Wang 0049, Ying Shan, Song-Hai Zhang |
NeurIPS | 2 |
| 2023 | CL-NeRF: Continual Learning of Neural Radiance Fields for Evolving Scene RepresentationabstractExisting methods for adapting Neural Radiance Fields (NeRFs) to scene changes require extensive data capture and model retraining, which is both time-consuming and labor-intensive. In this paper, we tackle the challenge of efficiently adapting NeRFs to real-world scene changes over time using a few new images while retaining the memory of unaltered areas, focusing on the continual learning aspect of NeRFs. To this end, we propose CL-NeRF, which consists of two key components: a lightweight expert adaptor for adapting to new changes and evolving scene representations and a conflict-aware knowledge distillation learning objective for memorizing unchanged parts. We also present a new benchmark for evaluating Continual Learning of NeRFs with comprehensive metrics. Our extensive experiments demonstrate that CL-NeRF can synthesize high-quality novel views of both changed and unchanged regions with high training efficiency, surpassing existing methods in terms of reducing forgetting and adapting to changes. Code and benchmark will be made available. Xiuzhe Wu, Peng Dai 0003, Weipeng Deng, Handi Chen, Yang Wu 0001, Yan-Pei Cao 0001, Ying Shan, Xiaojuan Qi 0001 |
NeurIPS | 6 |
| 2023 | VMesh: Hybrid Volume-Mesh Representation for Efficient View SynthesisabstractWith the emergence of neural radiance fields (NeRFs), view synthesis quality has reached an unprecedented level. Compared to traditional mesh-based assets, this volumetric representation is more powerful in expressing scene geometry but inevitably suffers from high rendering costs and can hardly be involved in further processes like editing, posing significant difficulties in combination with the existing graphics pipeline. In this paper, we present a hybrid volume-mesh representation, VMesh, which depicts an object with a textured mesh along with an auxiliary sparse volume. VMesh retains the advantages of mesh-based assets, such as efficient rendering and compact storage, while also incorporating the ability to represent subtle geometric structures provided by the volumetric counterpart. VMesh can be obtained from multi-view images of an object and renders at 2K 60FPS on common consumer devices with high fidelity, unleashing new opportunities for real-time immersive applications. Yan-Pei Cao 0001, Chen Wang 0049, Yu He 0001, Ying Shan, Song-Hai Zhang |
SIGGRAPH Asia | 2 |
| 2023 | Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head AvatarabstractRendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, and beard), resulting in unrealistic and blurry results. In this paper, we propose Neural Point-based Volumetric Avatar (NPVA), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our NPVA is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions. Cong Wang 0045, Yan-Pei Cao 0001, Linchao Bao, Ying Shan, Song-Hai Zhang |
SIGGRAPH Asia | 3 |
| 2023 | Anti-Aliased Neural Implicit Surfaces with Encoding Level of DetailabstractWe present LoD-NeuS, an efficient neural representation for high-frequency geometry detail recovery and anti-aliased novel view rendering. Drawing inspiration from voxel-based representations with the level of detail (LoD), we introduce a multi-scale tri-plane-based scene representation that is capable of capturing the LoD of the signed distance function (SDF) and the space radiance. Our representation aggregates space features from a multi-convolved featurization within a conical frustum along a ray and optimizes the LoD feature volume through differentiable rendering. Additionally, we propose an error-guided sampling strategy to guide the growth of the SDF during the optimization. Both qualitative and quantitative evaluations demonstrate that our method achieves superior surface reconstruction and photorealistic view synthesis compared to state-of-the-art approaches. Yiyu Zhuang, Qi Zhang 0029, Hao Zhu 0004, Yao Yao 0008, Xiaoyu Li 0002, Yan-Pei Cao 0001, Ying Shan, Xun Cao |
SIGGRAPH Asia | 7 |
| 2023 | D-Net: Learning for distinctive point clouds by self-attentive point searching and learnable feature fusion
Xinhai Liu, Zhizhong Han, Sanghuk Lee, Yan-Pei Cao 0001, Yu-Shen Liu |
Comput. Aided Geom. Des. | 4 |
| 2023 | PMP-Net++: Point Cloud Completion by Transformer-Enhanced Multi-Step Point Moving PathsabstractPoint cloud completion concerns to predict missing part for incomplete 3D shapes. A common strategy is to generate complete shape according to incomplete input. However, unordered nature of point clouds will degrade generation of high-quality 3D shapes, as detailed topology and structure of unordered points are hard to be captured during the generative process using an extracted latent code. We address this problem by formulating completion as point cloud deformation process. Specifically, we design a novel neural network, named PMP-Net++, to mimic behavior of an earth mover. It moves each point of incomplete input to obtain a complete point cloud, where total distance of point moving paths (PMPs) should be the shortest. Therefore, PMP-Net++ predicts unique PMP for each point according to constraint of point moving distances. The network learns a strict and unique correspondence on point-level, and thus improves quality of predicted complete shape. Moreover, since moving points heavily relies on per-point features learned by network, we further introduce a transformer-enhanced representation learning network, which significantly improves completion performance of PMP-Net++. We conduct comprehensive experiments in shape completion, and further explore application on point cloud up-sampling, which demonstrate non-trivial improvement of PMP-Net++ over state-of-the-art point cloud completion/up-sampling methods. Xin Wen 0003, Peng Xiang 0002, Zhizhong Han, Yan-Pei Cao 0001, Pengfei Wan 0001, Yu-Shen Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2023 | Snowflake Point Deconvolution for Point Cloud Completion and Generation With Skip-TransformerabstractMost existing point cloud completion methods suffer from the discrete nature of point clouds and the unstructured prediction of points in local regions, which makes it difficult to reveal fine local geometric details. To resolve this issue, we propose SnowflakeNet with snowflake point deconvolution (SPD) to generate complete point clouds. SPD models the generation of point clouds as the snowflake-like growth of points, where child points are generated progressively by splitting their parent points after each SPD. Our insight into the detailed geometry is to introduce a skip-transformer in the SPD to learn the point splitting patterns that can best fit the local regions. The skip-transformer leverages attention mechanism to summarize the splitting patterns used in the previous SPD layer to produce the splitting in the current layer. The locally compact and structured point clouds generated by SPD precisely reveal the structural characteristics of the 3D shape in local patches, which enables us to predict highly detailed geometries. Moreover, since SPD is a general operation that is not limited to completion, we explore its applications in other generative tasks, including point cloud auto-encoding, generation, single image reconstruction, and upsampling. Our experimental results outperform state-of-the-art methods under widely used benchmarks. Peng Xiang 0002, Xin Wen 0003, Yu-Shen Liu, Yan-Pei Cao 0001, Pengfei Wan 0001, Zhizhong Han |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2023 | BakedAvatar: Baking Neural Fields for Real-Time Head Avatar SynthesisabstractSynthesizing photorealistic 4D human head avatars from videos is essential for VR/AR, telepresence, and video game applications. Although existing Neural Radiance Fields (NeRF)-based methods achieve high-fidelity results, the computational expense limits their use in real-time applications. To overcome this limitation, we introduce BakedAvatar , a novel representation for real-time neural head avatar synthesis, deployable in a standard polygon rasterization pipeline. Our approach extracts deformable multi-layer meshes from learned isosurfaces of the head and computes expression-, pose-, and view-dependent appearances that can be baked into static textures for efficient rasterization. We thus propose a three-stage pipeline for neural head avatar synthesis, which includes learning continuous deformation, manifold, and radiance fields, extracting layered meshes and textures, and fine-tuning texture details with differential rasterization. Experimental results demonstrate that our representation generates synthesis results of comparable quality to other state-of-the-art methods while significantly reducing the inference time required. We further showcase various head avatar synthesis results from monocular videos, including view synthesis, face reenactment, expression editing, and pose editing, all at interactive frame rates on commodity devices. Source codes and demos are available on our project page. Hao-Bin Duan, Miao Wang 0004, Jin-Chuan Shi, Xu-Chuan Chen, Yan-Pei Cao 0001 |
ACM Trans. Graph. | 5 |
| 2022 | DoubleField: Bridging the Neural Surface and Radiance Fields for High-fidelity Human Reconstruction and RenderingabstractWe introduce DoubleField, a novel framework combining the merits of both surface field and radiance field for high-fidelity human reconstruction and rendering. Within DoubleField, the surface field and radiance field are associated together by a shared feature embedding and a surface-guided sampling strategy. Moreover, a view-to-view transformer is introduced to fuse multi-view features and learn view-dependent features directly from high-resolution inputs. With the modeling power of DoubleField and the view-to-view transformer, our method significantly improves the reconstruction quality of both geometry and appearance, while supporting direct inference, scene-specific high-resolution finetuning, and fast rendering. The efficacy of DoubleField is validated by the quantitative evaluations on several datasets and the qualitative results in a real-world sparse multi-view system, showing its superior capability for high-quality human model reconstruction and photo-realistic free-viewpoint human rendering. Data and source code will be made public for the research purpose. Ruizhi Shao, Hongwen Zhang 0001, He Zhang 0015, Mingjia Chen, Yan-Pei Cao 0001, Tao Yu 0007, Yebin Liu |
CVPR | 5 |
| 2022 | DeVRF: Fast Deformable Voxel Radiance Fields for Dynamic ScenesabstractModeling dynamic scenes is important for many applications such as virtual reality and telepresence. Despite achieving unprecedented fidelity for novel view synthesis in dynamic scenes, existing methods based on Neural Radiance Fields (NeRF) suffer from slow convergence (i.e., model training time measured in days). In this paper, we present DeVRF, a novel representation to accelerate learning dynamic radiance fields. The core of DeVRF is to model both the 3D canonical space and 4D deformation field of a dynamic, non-rigid scene with explicit and discrete voxel-based representations. However, it is quite challenging to train such a representation which has a large number of model parameters, often resulting in overfitting issues. To overcome this challenge, we devise a novel static-to-dynamic learning paradigm together with a new data capture setup that is convenient to deploy in practice. This paradigm unlocks efficient learning of deformable radiance fields via utilizing the 3D volumetric canonical space learnt from multi-view static images to ease the learning of 4D voxel deformation field with only few-view dynamic sequences. To further improve the efficiency of our DeVRF and its synthesized novel view's quality, we conduct thorough explorations and identify a set of strategies. We evaluate DeVRF on both synthetic and real-world dynamic scenes with different types of deformation. Experiments demonstrate that DeVRF achieves two orders of magnitude speedup (100× faster) with on-par high-fidelity results compared to the previous state-of-the-art approaches. The code and dataset are released in https://github.com/showlab/DeVRF. Yan-Pei Cao 0001, Weijia Mao, Wenqiao Zhang, Junhao Zhang 0001, Jussi Keppo, Ying Shan, Xiaohu Qie, Zheng Shou 0001 |
NeurIPS | 2 |
| 2021 | Cycle4Completion: Unpaired Point Cloud Completion Using Cycle Transformation With Missing Region CodingabstractIn this paper, we present a novel unpaired point cloud completion network, named Cycle4Completion, to infer the complete geometries from a partial 3D object. Previous unpaired completion methods merely focus on the learning of geometric correspondence from incomplete shapes to complete shapes, and ignore the learning in the reverse direction, which makes them suffer from low completion accuracy due to the limited 3D shape understanding ability. To address this problem, we propose two simultaneous cycle transformations between the latent spaces of complete shapes and incomplete ones. Specifically, the first cycle transforms shapes from incomplete domain to complete domain, and then projects them back to the incomplete domain. This process learns the geometric characteristic of complete shapes, and maintains the shape consistency between the complete prediction and the incomplete input. Similarly, the inverse cycle transformation starts from complete domain to incomplete domain, and goes back to complete domain to learn the characteristic of incomplete shapes. We experimentally show that our model with the learned bidirectional geometry correspondence outperforms state-of-the-art unpaired completion methods. Code will be available at https://github.com/diviswen/Cycle4Completion. Xin Wen 0003, Zhizhong Han, Yan-Pei Cao 0001, Pengfei Wan 0001, Yu-Shen Liu |
CVPR | 3 |
| 2021 | PMP-Net: Point Cloud Completion by Learning Multi-Step Point Moving PathsabstractThe task of point cloud completion aims to predict the missing part for an incomplete 3D shape. A widely used strategy is to generate a complete point cloud from the incomplete one. However, the unordered nature of point clouds will degrade the generation of high-quality 3D shapes, as the detailed topology and structure of discrete points are hard to be captured by the generative process only using a latent code. In this paper, we address the above problem by reconsidering the completion task from a new perspective, where we formulate the prediction as a point cloud deformation process. Specifically, we design a novel neural network, named PMP-Net, to mimic the behavior of an earth mover. It moves move each point of the incomplete input to complete the point cloud, where the total distance of point moving paths (PMP) should be shortest. Therefore, PMP-Net predicts a unique point moving path for each point according to the constraint of total point moving distances. As a result, the network learns a strict and unique correspondence on point-level, and thus improves the quality of the predicted complete shape. We conduct comprehensive experiments on Completion3D and PCN datasets, which demonstrate our advantages over the state-of-the-art point cloud completion methods. Code will be available at https://github.com/diviswen/PMP-Net. Xin Wen 0003, Peng Xiang 0002, Zhizhong Han, Yan-Pei Cao 0001, Pengfei Wan 0001, Yu-Shen Liu |
CVPR | 4 |
| 2021 | SnowflakeNet: Point Cloud Completion by Snowflake Point Deconvolution with Skip-TransformerabstractPoint cloud completion aims to predict a complete shape in high accuracy from its partial observation. However, previous methods usually suffered from discrete nature of point cloud and unstructured prediction of points in local regions, which makes it hard to reveal fine local geometric details on the complete shape. To resolve this issue, we propose SnowflakeNet with Snowflake Point Deconvolution (SPD) to generate the complete point clouds. The SnowflakeNet models the generation of complete point clouds as the snowflake-like growth of points in 3D space, where the child points are progressively generated by splitting their parent points after each SPD. Our insight of revealing detailed geometry is to introduce skip-transformer in SPD to learn point splitting patterns which can fit local regions the best. Skip-transformer leverages attention mechanism to summarize the splitting patterns used in the previous SPD layer to produce the splitting in the current SPD layer. The locally compact and structured point cloud generated by SPD is able to precisely capture the structure characteristic of 3D shape in local patches, which enables the network to predict highly detailed geometries, such as smooth regions, sharp edges and corners. Our experimental results outperform the state-of-the-art point cloud completion methods under widely used benchmarks. Code will be available at https://github.com/AllenXiangX/SnowflakeNet. Peng Xiang 0002, Xin Wen 0003, Yu-Shen Liu, Yan-Pei Cao 0001, Pengfei Wan 0001, Zhizhong Han |
ICCV | 4 |
| 2021 | Write-An-Animation: High-level Text-based Animation Editing with Character-Scene InteractionabstractAbstract 3D animation production for storytelling requires essential manual processes of virtual scene composition, character creation, and motion editing, etc. Although professional artists can favorably create 3D animations using software, it remains a complex and challenging task for novice users to handle and learn such tools for content creation. In this paper, we present Write‐An‐Animation, a 3D animation system that allows novice users to create, edit, preview, and render animations, all through text editing. Based on the input texts describing virtual scenes and human motions in natural languages, our system first parses the texts as semantic scene graphs, then retrieves 3D object models for virtual scene composition and motion clips for character animation. Character motion is synthesized with the combination of generative locomotions using neural state machine as well as template action motions retrieved from the dataset. Moreover, to make the virtual scene layout compatible with character motion, we propose an iterative scene layout and character motion optimization algorithm that jointly considers character‐object collision and interaction. We demonstrate the effectiveness of our system with customized texts and public film scripts. Experimental results indicate that our system can generate satisfactory animations from texts. Jia-Qi Zhang, Zhi-Meng Shen, Zehuan Huang, Yan-Pei Cao 0001, Pengfei Wan 0001, Miao Wang 0004 |
Comput. Graph. Forum | 6 |
| 2021 | HDR-Net-Fusion: Real-time 3D dynamic scene reconstruction with a hierarchical deep reinforcement networkabstractAbstract Reconstructing dynamic scenes with commodity depth cameras has many applications in computer graphics, computer vision, and robotics. However, due to the presence of noise and erroneous observations from data capturing devices and the inherently ill-posed nature of non-rigid registration with insufficient information, traditional approaches often produce low-quality geometry with holes, bumps, and misalignments. We propose a novel 3D dynamic reconstruction system, named HDR-Net-Fusion, which learns to simultaneously reconstruct and refine the geometry on the fly with a sparse embedded deformation graph of surfels, using a hierarchical deep reinforcement (HDR) network. The latter comprises two parts: a global HDR-Net which rapidly detects local regions with large geometric errors, and a local HDR-Net serving as a local patch refinement operator to promptly complete and enhance such regions. Training the global HDR-Net is formulated as a novel reinforcement learning problem to implicitly learn the region selection strategy with the goal of improving the overall reconstruction quality. The applicability and efficiency of our approach are demonstrated using a large-scale dynamic reconstruction dataset. Our method can reconstruct geometry with higher quality than traditional methods. Haoxuan Song, Yan-Pei Cao 0001, Tai-Jiang Mu |
Comput. Vis. Media | 3 |
| 2021 | High-Quality Textured 3D Shape Reconstruction with Cascaded Fully Convolutional NetworksabstractWe present a learning-based approach to reconstructing high-resolution three-dimensional (3D) shapes with detailed geometry and high-fidelity textures. Albeit extensively studied, algorithms for 3D reconstruction from multi-view depth-and-color (RGB-D) scans are still prone to measurement noise and occlusions; limited scanning or capturing angles also often lead to incomplete reconstructions. Propelled by recent advances in 3D deep learning techniques, in this paper, we introduce a novel computation- and memory-efficient cascaded 3D convolutional network architecture, which learns to reconstruct implicit surface representations as well as the corresponding color information from noisy and imperfect RGB-D maps. The proposed 3D neural network performs reconstruction in a progressive and coarse-to-fine manner, achieving unprecedented output resolution and fidelity. Meanwhile, an algorithm for end-to-end training of the proposed cascaded structure is developed. We further introduce Human10, a newly created dataset containing both detailed and textured full-body reconstructions as well as corresponding raw RGB-D scans of 10 subjects. Qualitative and quantitative experimental results on both synthetic and real-world datasets demonstrate that the presented approach outperforms existing state-of-the-art work regarding visual quality and accuracy of reconstructed models. Zheng-Ning Liu, Yan-Pei Cao 0001, Zheng-Fei Kuang, Leif Kobbelt, Shi-Min Hu 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Noise-Resilient Reconstruction of Panoramas and 3D Scenes Using Robot-Mounted Unsynchronized Commodity RGB-D CamerasabstractWe present a two-stage approach to first constructing 3D panoramas and then stitching them for noise-resilient reconstruction of large-scale indoor scenes. Our approach requires multiple unsynchronized RGB-D cameras, mounted on a robot platform, which can perform in-place rotations at different locations in a scene. Such cameras rotate on a common (but unknown) axis, which provides a novel perspective for coping with unsynchronized cameras, without requiring sufficient overlap of their Field-of-View (FoV). Based on this key observation, we propose novel algorithms to track these cameras simultaneously. Furthermore, during the integration of raw frames onto an equirectangular panorama, we derive uncertainty estimates from multiple measurements assigned to the same pixels. This enables us to appropriately model the sensing noise and consider its influence, so as to achieve better noise resilience, and improve the geometric quality of each panorama and the accuracy of global inter-panorama registration. We evaluate and demonstrate the performance of our proposed method for enhancing the geometric quality of scene reconstruction from both real-world and synthetic scans. Sheng Yang 0007, Beichen Li 0005, Yan-Pei Cao 0001, Hongbo Fu 0001, Yukun Lai, Leif Kobbelt, Shi-Min Hu 0001 |
ACM Trans. Graph. | 3 |
| 2019 | Probabilistic Projective Association and Semantic Guided Relocalization for Dense ReconstructionabstractWe present a real-time dense mapping system which uses the predicted 2D semantic labels for optimizing the geometric quality of reconstruction. With a combination of Convolutional Neural Networks (CNNs) for 2D labeling and a Simultaneous Localization and Mapping (SLAM) system for camera trajectory estimation, recent approaches have succeeded in incrementally fusing and labeling 3D scenes. However, the geometric quality of the reconstruction can be further improved by incorporating such semantic prediction results, which is not sufficiently exploited by existing methods. In this paper, we propose to use semantic information to improve two crucial modules in the reconstruction pipeline, namely tracking and loop detection, for obtaining mutual benefits in geometric reconstruction and semantic recognition. Specifically for tracking, we use a novel probabilistic projective association approach to efficiently pick out candidate correspondences, where the confidence of these correspondences is quantified concerning similarities on all available short-term invariant features. For the loop detection, we incorporate these semantic labels into the original encoding through Randomized Ferns to generate a more comprehensive representation for retrieving candidate loop frames. Evaluations on a publicly available synthetic dataset have shown the effectiveness of our approach that considers such semantic hints as a reliable feature for achieving higher geometric quality. Sheng Yang 0007, Zheng-Fei Kuang, Yan-Pei Cao 0001, Yukun Lai, Shi-Min Hu 0001 |
ICRA | 3 |
| 2018 | Learning to Reconstruct High-Quality 3D Shapes with Cascaded Fully Convolutional Networks
Yan-Pei Cao 0001, Zheng-Ning Liu, Zheng-Fei Kuang, Leif Kobbelt, Shi-Min Hu 0001 |
ECCV (9) | 1 |
| 2018 | Real-time High-accuracy Three-Dimensional Reconstruction with Consumer RGB-D CamerasabstractWe present an integrated approach for reconstructing high-fidelity three-dimensional (3D) models using consumer RGB-D cameras. RGB-D registration and reconstruction algorithms are prone to errors from scanning noise, making it hard to perform 3D reconstruction accurately. The key idea of our method is to assign a probabilistic uncertainty model to each depth measurement, which then guides the scan alignment and depth fusion. This allows us to effectively handle inherent noise and distortion in depth maps while keeping the overall scan registration procedure under the iterative closest point framework for simplicity and efficiency. We further introduce a local-to-global, submap-based, and uncertainty-aware global pose optimization scheme to improve scalability and guarantee global model consistency. Finally, we have implemented the proposed algorithm on the GPU, achieving real-time 3D scanning frame rates and updating the reconstructed model on-the-fly. Experimental results on simulated and real-world data demonstrate that the proposed method outperforms state-of-the-art systems in terms of the accuracy of both recovered camera trajectories and reconstructed models. Yan-Pei Cao 0001, Leif Kobbelt, Shi-Min Hu 0001 |
ACM Trans. Graph. | 1 |
| 2017 | Extracting Sharp Features from RGB-D ImagesabstractAbstract Sharp edges are important shape features and their extraction has been extensively studied both on point clouds and surfaces. We consider the problem of extracting sharp edges from a sparse set of colour‐and‐depth (RGB‐D) images. The noise‐ridden depth measurements are challenging for existing feature extraction methods that work solely in the geometric domain (e.g. points or meshes). By utilizing both colour and depth information, we propose a novel feature extraction method that produces much cleaner and more coherent feature lines. We make two technical contributions. First, we show that intensity edges can augment the depth map to improve normal estimation and feature localization from a single RGB‐D image. Second, we designed a novel algorithm for consolidating feature points obtained from multiple RGB‐D images. By utilizing normals and ridge/valley types associated with the feature points, our algorithm is effective in suppressing noise without smearing nearby features. Yan-Pei Cao 0001, Shi-Min Hu 0001 |
Comput. Graph. Forum | 1 |
| 2015 | Active Exploration of Large 3D Model RepositoriesabstractWith broader availability of large-scale 3D model repositories, the need for efficient and effective exploration becomes more and more urgent. Existing model retrieval techniques do not scale well with the size of the database since often a large number of very similar objects are returned for a query, and the possibilities to refine the search are quite limited. We propose an interactive approach where the user feeds an active learning procedure by labeling either entire models or parts of them as "like" or "dislike" such that the system can automatically update an active set of recommended models. To provide an intuitive user interface, candidate models are presented based on their estimated relevance for the current query. From the methodological point of view, our main contribution is to exploit not only the similarity between a query and the database models but also the similarities among the database models themselves. We achieve this by an offline pre-processing stage, where global and local shape descriptors are computed for each model and a sparse distance metric is derived that can be evaluated efficiently even for very large databases. We demonstrate the effectiveness of our method by interactively exploring a repository containing over 100 K models. Lin Gao 0004, Yan-Pei Cao 0001, Yukun Lai, Hao-Zhi Huang 0001, Leif Kobbelt, Shi-Min Hu 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2014 | Interactive Image-Guided Modeling of Extruded ShapesabstractAbstract A recent trend in interactive modeling of 3D shapes from a single image is designing minimal interfaces, and accompanying algorithms, for modeling a specific class of objects. Expanding upon the range of shapes that existing minimal interfaces can model, we present an interactive image‐guided tool for modeling shapes made up of extruded parts. An extruded part is represented by extruding a closed planar curve, called base, in the direction orthogonal to the base. To model each extruded part, the user only needs to sketch the projected base shape in the image. The main technical contribution is a novel optimization‐based approach for recovering the 3D normal of the base of an extruded object by exploring both geometric regularity of the sketched curve and image contents. We developed a convenient interface for modeling multi‐part shapes and a method for optimizing the relative placement of the parts. Our tool is validated using synthetic data and tested on real‐world images. Yan-Pei Cao 0001, Zhao Fu, Shi-Min Hu 0001 |
Comput. Graph. Forum | 1 |
| 2014 | A practical algorithm for rendering interreflections with all-frequency BRDFsabstractAlgorithms for rendering interreflection (or indirect illumination) effects often make assumptions about the frequency range of the materials' reflectance properties. For example, methods based on Virtual Point Lights (VPLs) perform well for diffuse and semi-glossy materials but not so for highly glossy or specular materials; the situation is reversed for methods based on ray tracing. In this article, we present a practical algorithm for rendering interreflection effects with all-frequency BRDFs. Our method builds upon a spherical Gaussian representation of the BRDF, based on which a novel mathematical development of the interreflection equation is made. This allows us to efficiently compute one-bounce interreflection from a triangle to a shading point, by using an analytic formula combined with a piecewise linear approximation. We show through evaluation that this method is accurate for a wide range of BRDFs. We further introduce a hierarchical integration method to handle complex scenes (i.e., many triangles) with bounded errors. Finally, we have implemented the present algorithm on the GPU, achieving rendering performance ranging from near interactive to a few seconds per frame for various scenes with different complexity. Kun Xu 0003, Yan-Pei Cao 0001, Li-Qian Ma, Zhao Dong 0001, Rui Wang 0003, Shi-Min Hu 0001 |
ACM Trans. Graph. | 2 |