Jialiang Wang 0001

dblp:27/8578-1 · DBLP profile ↗
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14ranked-venue papers
4as first author
10since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 13 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 9 since 2021
YearPublicationVenuePosition
2025 LinGen: Towards High-Resolution Minute-Length Text-to-Video Generation with Linear Computational Complexity
abstract
Text-to-video generation enhances content creation but is highly computationally intensive: The computational cost of Diffusion Transformers (DiTs) scales quadratically in the number of pixels. This makes minute-length video generation extremely expensive, limiting most existing models to generating videos of only 10-20 seconds length. We propose a Linear-complexity text-to-video Generation (Lin-Gen) framework whose cost scales linearly in the number of pixels. For the first time, LinGen enables high-resolution minute-length video generation on a single GPU without compromising quality. It replaces the computationally-dominant and quadratic-complexity block, self-attention, with a linear-complexity block called MATE, which consists of an MA-branch and a TE-branch. The MA-branch targets short-to-long-range correlations, combining a bidirectional Mamba2 block with our token rearrangement method, Rotary Major Scan, and our review tokens developed for long video generation. The TE-branch is a novel TEmporal Swin Attention block that focuses on temporal correlations between adjacent tokens and medium-range tokens. The MATE block addresses the adjacency preservation issue of Mamba and improves the consistency of generated videos significantly. Experimental results show that LinGen outperforms DiT (with a 75.6% win rate) in video quality with up to 15× (11.5×) FLOPs (latency) reduction. Furthermore, both automatic metrics and human evaluation demonstrate that our LinGen-4B yields comparable video quality to state-of-the-art models (with a 50.5%, 52.1%, 49.1% win rate with respect to Gen-3, LumaLabs, and Kling, respectively). This paves the way for hour-length movie generation and real-time interactive video generation. Project website: https://lineargen.github.io/.
Hongjie Wang 0002, Chih-Yao Ma, Yen-Cheng Liu, Ji Hou, Jialiang Wang 0001, Felix Juefei-Xu, Yaqiao Luo, Peizhao Zhang, Tingbo Hou, Peter Vajda, Niraj K. Jha, Xiaoliang Dai
CVPR6
2025 Learnings from Scaling Visual Tokenizers for Reconstruction and Generation
abstract
Visual tokenization via auto-encoding empowers state-of-the-art image and video generative models by compressing pixels into a latent space. However, questions remain about how auto-encoder design impacts reconstruction and downstream generative performance. This work explores scaling in auto-encoders for reconstruction and generation by replacing the convolutional backbone with an enhanced Vision Transformer for Tokenization (ViTok). We find scaling the auto-encoder bottleneck correlates with reconstruction but exhibits a nuanced relationship with generation. Separately, encoder scaling yields no gains, while decoder scaling improves reconstruction with minimal impact on generation. As a result, we determine that scaling the current paradigm of auto-encoders is not effective for improving generation performance. Coupled with Diffusion Transformers, ViTok achieves competitive image reconstruction and generation performance on 256p and 512p ImageNet-1K. In videos, ViTok achieves SOTA reconstruction and generation performance on 16-frame 128p UCF-101.
Philippe Hansen-Estruch, David Yan, Ching-Yao Chuang, Orr Zohar, Jialiang Wang 0001, Tingbo Hou, Sriram Vishwanath, Peter Vajda, Xinlei Chen
ICML5
2024 FlowVid: Taming Imperfect Optical Flows for Consistent Video-to-Video Synthesis
abstract
Diffusion models have transformed the image-to-image (I2I) synthesis and are now permeating into videos. How-ever, the advancement of video-to-video (V2V) synthesis has been hampered by the challenge of maintaining temporal consistency across video frames. This paper proposes a consistent V2V synthesis framework by jointly leveraging spatial conditions and temporal optical flow clues within the source video. Contrary to prior methods that strictly adhere to optical flow, our approach harnesses its benefits while handling the imperfection in flow estimation. We encode the optical flow via warping from the first frame and serve it as a supplementary reference in the diffusion model. This enables our model for video synthesis by editing the first frame with any prevalent I2I models and then propagating edits to successive frames. Our V2V model, Flow Vid, demon-strates remarkable properties: (1) Flexibility: Flow Vid works seamlessly with existing I2I models, facilitating various modifications, including stylization, object swaps, and local edits. (2) Efficiency: Generation of a 4-second video with 30 FPS and 512×512 resolution takes only 1.5 minutes, which is 3.1×, 7.2×, and 10.5× faster than CoDeF, Rerender, and TokenFlow, respectively. (3) High-quality: In user studies, our FlowVid is preferred 45.7% of the time, outperforming CoDeF (3.5%), Rerender (10.2%), and TokenFlow (40.4%).
Bichen Wu, Jialiang Wang 0001, Licheng Yu, Ishan Misra, Jia-Bin Huang 0001, Peizhao Zhang, Peter Vajda, Diana Marculescu
CVPR3
2024 ControlRoom3D: Room Generation Using Semantic Proxy Rooms
abstract
Manually creating 3D environments for AR/VR applications is a complex process requiring expert knowledge in 3D modeling software. Pioneering works facilitate this process by generating room meshes conditioned on textual style descriptions. Yet, many of these automatically generated 3D meshes do not adhere to typical room layouts, compromising their plausibility, e.g., by placing several beds in one bedroom. To address these challenges, we present ControlRoom3D, a novel method to generate high-quality room meshes. Central to our approach is a user-defined 3D semantic proxy room that outlines a rough room layout based on semantic bounding boxes and a textual description of the overall room style. Our key insight is that when rendered to 2D, this 3D representation provides valuable geometric and semantic information to control powerful 2D models to generate 3D consistent textures and geometry that aligns well with the proxy room. Backed up by an extensive study including quantitative metrics and qualitative user evaluations, our method generates diverse and globally plausible 3D room meshes, thus empowering users to design 3D rooms effortlessly without specialized knowledge.
Jonas Schult, Sam S. Tsai, Lukas Höllein, Bichen Wu, Jialiang Wang 0001, Chih-Yao Ma, Felix Wimbauer, Peizhao Zhang, Bastian Leibe, Peter Vajda, Ji Hou
CVPR5
2024 Cache Me if You Can: Accelerating Diffusion Models through Block Caching
abstract
Diffusion models have recently revolutionized the field of image synthesis due to their ability to generate photorealistic images. However, one of the major drawbacks of diffusion models is that the image generation process is costly. A large image-to-image network has to be applied many times to iteratively refine an image from random noise. While many recent works propose techniques to reduce the number of required steps, they generally treat the underlying denoising network as a black box. In this work, we investigate the behavior of the layers within the network and find that 1) the layers' output changes smoothly over time, 2) the layers show distinct patterns of change, and 3) the change from step to step is often very small. We hypothesize that many layer computations in the denoising network are redundant. Leveraging this, we introduce block caching, in which we reuse outputs from layer blocks of previous steps to speed up inference. Furthermore, we propose a technique to automatically determine caching schedules based on each block's changes over timesteps. In our experiments, we show through FID, human evaluation and qualitative analysis that Block Caching allows to generate images with higher visual quality at the same computational cost. We demonstrate this for different state-of-the-art models (LDM and EMU) and solvers (DDIM and DPM). Project page: fwmb.github.io/blockcaching
Felix Wimbauer, Bichen Wu, Edgar Schönfeld, Xiaoliang Dai, Ji Hou, Artsiom Sanakoyeu, Peizhao Zhang, Sam S. Tsai, Jonas Kohler, Christian Rupprecht 0001, Daniel Cremers, Peter Vajda, Jialiang Wang 0001
CVPR14
2023 Consistent Direct Time-of-Flight Video Depth Super-Resolution
abstract
Direct time-of-flight (dToF) sensors are promising for next-generation on-device 3D sensing. However, limited by manufacturing capabilities in a compact module, the dToF data has a low spatial resolution (e.g.$\sim 20\times 30$for iPhone dToF), and it requires a super-resolution step before being passed to downstream tasks. In this paper, we solve this super-resolution problem by fusing the low-resolution dToF data with the corresponding high-resolution RGB guidance. Unlike the conventional RGB-guided depth enhancement approaches, which perform the fusion in a per-frame manner, we propose the first multi-frame fusion scheme to mitigate the spatial ambiguity resulting from the low-resolution dToF imaging. In addition, dToF sensors provide unique depth histogram information for each local patch, and we incorporate this dToF-specific feature in our network design to further alleviate spatial ambiguity. To evaluate our models on complex dynamic indoor environments and to provide a large-scale dToF sensor dataset, we introduce Dy-DToF, the first synthetic RGB-dToF video dataset that features dynamic objects and a realistic dToF simulator following the physical imaging process. We believe the methods and dataset are beneficial to a broad community as dToF depth sensing is becoming mainstream on mobile devices. Our code and data are publicly available. https://github.com/facebookresearch/DVSR/
Zhanghao Sun, Jinhui Xiong, Gyeongmin Choe, Jialiang Wang 0001, Shuochen Su
CVPR5
2023 A Practical Stereo Depth System for Smart Glasses
abstract
We present the design of a productionized end-to-end stereo depth sensing system that does pre-processing, online stereo rectification, and stereo depth estimation with a fallback to monocular depth estimation when rectification is unreliable. The output of our depth sensing system is then used in a novel view generation pipeline to create 3D computational photography effects using point-of-view images captured by smart glasses. All these steps are executed on-device on the stringent compute budget of a mobile phone, and because we expect the users can use a wide range of smartphones, our design needs to be general and cannot be dependent on a particular hardware or ML accelerator such as a smartphone GPU. Although each of these steps is well studied, a description of a practical system is still lacking. For such a system, all these steps need to work in tandem with one another and fallback gracefully on failures within the system or less than ideal input data. We show how we handle unforeseen changes to calibration, e.g., due to heat, robustly support depth estimation in the wild, and still abide by the memory and latency constraints required for a smooth user experience. We show that our trained models are fast, and run in less than 1s on a six-year-old Samsung Galaxy S8 phone's CPU. Our models generalize well to unseen data and achieve good results on Middlebury and in-the-wild images captured from the smart glasses.
Jialiang Wang 0001, Daniel Scharstein, Akash Bapat, Kevin Matzen, Matthew Yu, Jonathan Lehman, Suhib Alsisan, Yanghan Wang, Sam S. Tsai, Jan-Michael Frahm, Peter Vajda, Michael F. Cohen, Matthew Uyttendaele
CVPR1
2023 NeRF-Det: Learning Geometry-Aware Volumetric Representation for Multi-View 3D Object Detection
abstract
We present NeRF-Det, a novel method for indoor 3D detection with posed RGB images as input. Unlike existing indoor 3D detection methods that struggle to model scene geometry, our method makes novel use of NeRF in an end-to-end manner to explicitly estimate 3D geometry, thereby improving 3D detection performance. Specifically, to avoid the significant extra latency associated with per-scene optimization of NeRF, we introduce sufficient geometry priors to enhance the generalizability of NeRF-MLP. Furthermore, we subtly connect the detection and NeRF branches through a shared MLP, enabling an efficient adaptation of NeRF to detection and yielding geometry-aware volumetric representations for 3D detection. Our method outperforms state-of-the-arts by 3.9 mAP and 3.1 mAP on the ScanNet and ARKITScenes benchmarks, respectively. We provide extensive analysis to shed light on how NeRF-Det works. As a result of our joint-training design, NeRF-Det is able to generalize well to unseen scenes for object detection, view synthesis, and depth estimation tasks without requiring per-scene optimization. Code is available at https://github.com/facebookresearch/NeRF-Det.
Chenfeng Xu, Bichen Wu, Ji Hou, Sam S. Tsai, Ruilong Li, Jialiang Wang 0001, Peter Vajda, Kurt Keutzer, Masayoshi Tomizuka
ICCV6
2022 Toward Practical Monocular Indoor Depth Estimation
abstract
The majority of prior monocular depth estimation meth-ods without groundtruth depth guidance focus on driving scenarios. We show that such methods generalize poorly to unseen complex indoor scenes, where objects are cluttered and arbitrarily arranged in the near field. To obtain more robustness, we propose a structure distillation approach to learn knacks from an off-the-shelf relative depth estima-tor that produces structured but metric-agnostic depth. By combining structure distillation with a branch that learns metrics from left-right consistency, we attain structured and metric depth for generic indoor scenes and make inferences in real-time. To facilitate learning and evaluation, we col-lect SimSIN, a dataset from simulation with thousands of environments, and UniSIN, a dataset that contains about 500 real scan sequences of generic indoor environments. We experiment in both sim-to-real and real-to-real settings, and show improvements, as well as in downstream applications using our depth maps. This work provides a full study, covering methods, data, and applications aspects.
Cho-Ying Wu, Jialiang Wang 0001, Michael Hall, Ulrich Neumann, Shuochen Su
CVPR2
2021 Level Set Stereo For Cooperative Grouping With Occlusion
abstract
Localizing stereo boundaries is difficult because matching cues are absent in the occluded regions that are adjacent to them. We introduce an energy and level-set optimizer that improves boundaries by encoding the essential geometry of occlusions: The spatial extent of an occlusion must equal the amplitude of the disparity jump that causes it. In a collection of figure-ground scenes from Middlebury and Falling Things stereo datasets, the model provides more accurate boundaries than previous occlusion-handling techniques.
Jialiang Wang 0001, Todd E. Zickler
ICIP1
2020 A Lighting-Invariant Point Processor for Shading
abstract
Under the conventional diffuse shading model with unknown directional lighting, the set of quadratic surface shapes that are consistent with the spatial derivatives of intensity at a single image point is a two-dimensional algebraic variety embedded in the five-dimensional space of quadratic shapes. We describe the geometry of this variety, and we introduce a concise feedforward model that computes an explicit, differentiable approximation of the variety from the intensity and its derivatives at any single image point. The result is a parallelizable processor that operates at each image point and produces a lighting-invariant descriptor of the continuous set of compatible surface shapes at the point. We describe two applications of this processor: two-shot uncalibrated photometric stereo and quadratic-surface shape from shading.
Kathryn Heal, Jialiang Wang 0001, Steven J. Gortler, Todd E. Zickler
CVPR2
2020 Interpreting Robust Optimization via Adversarial Influence Functions
abstract
Robust optimization has been widely used in nowadays data science, especially in adversarial training. However, little research has been done to quantify how robust optimization changes the optimizers and the prediction losses comparing to standard training. In this paper, inspired by the influence function in robust statistics, we introduce the Adversarial Influence Function (AIF) as a tool to investigate the solution produced by robust optimization. The proposed AIF enjoys a closed-form and can be calculated efficiently. To illustrate the usage of AIF, we apply it to study model sensitivity — a quantity defined to capture the change of prediction losses on the natural data after implementing robust optimization. We use AIF to analyze how model complexity and randomized smoothing affect the model sensitivity with respect to specific models. We further derive AIF for kernel regressions, with a particular application to neural tangent kernels, and experimentally demonstrate the effectiveness of the proposed AIF. Lastly, the theories of AIF will be extended to distributional robust optimization.
Zhun Deng, Cynthia Dwork, Jialiang Wang 0001, Linjun Zhang
ICML3
2019 Local Detection of Stereo Occlusion Boundaries
abstract
Stereo occlusion boundaries are one-dimensional structures in the visual field that separate foreground regions of a scene that are visible to both eyes (binocular regions) from background regions of a scene that are visible to only one eye (monocular regions). Stereo occlusion boundaries often coincide with object boundaries, and localizing them is useful for tasks like grasping, manipulation, and navigation. This paper describes the local signatures for stereo occlusion boundaries that exist in a stereo cost volume, and it introduces a local detector for them based on a simple feedforward network with relatively small receptive fields. The local detector produces better boundaries than many other stereo methods, even without incorporating explicit stereo matching, top-down contextual cues, or single-image boundary cues based on texture and intensity.
Jialiang Wang 0001, Todd E. Zickler
CVPR1
2017 Toward Perceptually-Consistent Stereo: A Scanline Study
abstract
Two types of information exist in a stereo pair: correlation (matching) and decorrelation (half-occlusion). Vision science has shown that both types of information are used in the visual cortex, and that people can perceive depth even when correlation cues are absent or very weak, a capability that remains absent from most computational stereo systems. As a step toward stereo algorithms that are more consistent with these perceptual phenomena, we re-examine the topic of scanline stereo as energy minimization. We represent a disparity profile as a piecewise smooth function with explicit breakpoints between its smooth pieces, and we show this allows correlation and decorrelation to be integrated into an objective that requires only two types of local information: the correlation and its spatial gradient. Experimentally, we show the global optimum of this objective matches human perception on a broad collection of wellknown perceptual stimuli, and that it also provides reasonable piecewise-smooth interpretations of depth in natural images, even without exploiting monocular boundary cues.
Jialiang Wang 0001, Daniel Glasner, Todd E. Zickler
ICCV1