Yuan Liu 0025

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84ranked-venue papers
12as first author
73since 2021 · last 2026
0000-0003-2933-5667ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 59 · 8 first-author · 53 since 2021Artificial intelligence and machine learning · 46 · 7 first-author · 44 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 4 since 2021Software engineering, systems software and programming languages · 3 · 2 first-authorComputer networks · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 SPATIALGEN: Layout-Guided 3D Indoor Scene Generation
Chuan Fang, Heng Li 0009, Yixun Liang, Jia Zheng 0002, Yongsen Mao, Yuan Liu 0025, Rui Tang 0015, Zihan Zhou 0001, Ping Tan 0002
3DV6
2026 CTR3D: Cross-View Token Reduction for Dense Multi-View Generation
abstract
Recent multi-view diffusion (MVD) methods have utilized the generative capabilities of 2D image diffusion models to produce multi-view images from a single-view input. However, existing approaches often depend on dense crossview attention layers, which hinder scalability and fidelity due to their high computational costs. In this paper, we propose CTR3D, a novel method that incorporates token reduction in multi-view attention layers to efficiently generate dense, high-resolution multi-view images without restricting the camera viewpoints of the generated views. Our approach is designed into three key steps: redundancy removal, attention interaction, and token recovery. These steps leverage lightweight, projection-based techniques for multi-view token reduction and recovery, significantly improving the computational efficiency of MVD. By reducing the number of tokens in attention layers while preserving multi-view consistency, our model achieves state-of-the-art performance in novel view synthesis and 3D reconstruction while keeping efficiency for generation of dense high-resolution images and normals. Experimental results demonstrate that our method surpasses existing approaches, providing a more efficient and effective solution for multi-view generation. https://github.com/HKUST-SAIL/CTR3D
Kunming Luo, Hongyu Yan, Yuan Liu 0025, Manyuan Zhang, Wenping Wang 0001, Ping Tan 0002
3DV3
2026 GAGS: Granularity-Aware Feature Distillation for Language Gaussian Splatting
abstract
3D open-vocabulary scene understanding, which accurately perceives complex semantic properties of objects in space, has gained significant attention in recent years. In this paper, we propose GAGS, a framework that distills 2D CLIP features into 3D Gaussian splatting, enabling open-vocabulary queries for renderings on arbitrary viewpoints. The main challenge of distilling 2D features for 3D fields lies in the multiview inconsistency of extracted 2D features, which provides unstable supervision for the 3D feature field. GAGS addresses this challenge with two novel strategies. First, GAGS associates the prompt point density of SAM with the camera distances to scene objects, which significantly improves the multiview consistency of segmentation results. Second, GAGS further decodes a granularity factor to guide the distillation process and this granularity factor can be learned in a unsupervised manner to only select the multiview consistent 2D features in the distillation process. Experimental results on two datasets show that GAGS improves visual grounding accuracy by an average of 10.9% and semantic segmentation accuracy by an average of 7.0%, with an inference speed 2× faster than baseline methods.
Yuning Peng, Haiping Wang 0004, Yuan Liu 0025, Chenglu Wen, Zhen Dong 0005, Bisheng Yang
AAAI3
2026 NeuralGS: Bridging Neural Fields and 3D Gaussian Splatting for Compact 3D Representations
abstract
3D Gaussian Splatting (3DGS) achieves impressive quality and rendering speed, but with millions of 3D Gaussians and significant storage and transmission costs. In this paper, we aim to develop a simple yet effective method called NeuralGS that compresses the original 3DGS into a compact representation. Our observation is that neural fields like NeRF can represent complex 3D scenes with Multi-Layer Perceptron (MLP) neural networks using only a few megabytes. Thus, NeuralGS effectively adopts the neural field representation to encode the attributes of 3D Gaussians with MLPs, only requiring a small storage size even for a large-scale scene. To achieve this, we adopt a clustering strategy and fit the Gaussians within each cluster using different tiny MLPs, based on importance scores of Gaussians as fitting weights. We experiment on multiple datasets, achieving a 91$\times$ average model size reduction without harming the visual quality.
Zhenyu Tang 0004, Chaoran Feng 0001, Xinhua Cheng, Wangbo Yu, Junwu Zhang, Yuan Liu 0025, Xiaoxiao Long, Wenping Wang 0001, Li Yuan 0007
AAAI6
2026 Dynamic Gaussian Scene Reconstruction from Unsynchronized Videos
abstract
Multi-view video reconstruction plays a vital role in computer vision, enabling applications in film production, virtual reality, and motion analysis. While recent advances such as 3D Gaussian Splatting have demonstrated impressive capabilities in dynamic scene reconstruction, they typically rely on the assumption that input video streams are temporally synchronized. However, in real-world scenarios, this assumption often fails due to factors like camera trigger delays, frame rate discrepancies, or independent recording setups, leading to temporal misalignment across views and reduced reconstruction quality. To address this challenge, a novel temporal alignment strategy is proposed for high-quality 4DGS reconstruction from unsynchronized multi-view videos. Our method features a coarse-to-fine alignment module that estimates and compensates for each camera's time shift. The method first determines a coarse, frame-level offset and then refines it to achieve sub-frame accuracy. This strategy can be integrated as a plug-and-play module into existing 4DGS frameworks, enhancing their robustness when handling asynchronous data. Experiments show that this approach effectively processes temporally misaligned videos and significantly enhances baseline methods.
Zhixin Xu, Hengyu Zhou, Yuan Liu 0025, Wenhan Xue, Hao Pan 0001, Wenping Wang 0001, Bin Wang 0021
AAAI3
2026 Learning Diffusion Priors for Inverse Rendering Under Unknown Illumination
abstract
This paper aims to recover object materials from posed images captured under an unknown static lighting condition. Recent methods solve this task by optimizing material parameters through differentiable physically based rendering. However, due to the coupling between object geometry, materials, and environment lighting, there is inherent ambiguity during the inverse rendering process, preventing previous methods from obtaining accurate results. To overcome this ill-posed problem, our key idea is to learn the material prior with a generative model for regularizing the optimization process. We observe that the general rendering equation can be split into diffuse and specular shading terms, and thus formulate the material prior as diffusion models of albedo and specular. Thanks to this design, our model can be trained using the existing abundant 3D object data, and naturally acts as a versatile tool to resolve the ambiguity when recovering material representations from RGB images. In addition, we develop a coarse-to-fine training strategy that leverages estimated materials to guide diffusion models to satisfy multi-view consistent constraints, leading to more stable and accurate results. Extensive experiments on real-world and synthetic datasets demonstrate that our approach achieves state-of-the-art performance on material recovery.
Sida Peng, Jiarui Guo, Xi Chen 0079, Yuan Liu 0025, Dongchen Yang, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.4
2026 Wonder3D++: Cross-Domain Diffusion for High-Fidelity 3D Generation From a Single Image
abstract
In this work, we introduce Wonder3D++, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a cascaded 3D mesh extraction algorithm that drives high-quality surfaces from the multi-view 2D representations in only about 3 minute in a coarse-to-fine manner. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works.
Xiaoxiao Long, Zhiyang Dou, Cheng Lin 0001, Yuan Liu 0025, Qingsong Yan, Yuexin Ma, Haoqian Wang, Zhiqiang Wu 0001, Wei Yin 0006
IEEE Trans. Pattern Anal. Mach. Intell.5
2026 SAND: Spatially Adaptive Network Depth for Fast Sampling of Neural Implicit Surfaces
abstract
Implicit neural representations are powerful for geometric modeling, but their practical use is often limited by the high computational cost of network evaluations. We observe that implicit representations require progressively lower accuracy as query points move farther from the target surface, and that even within the same iso-surface, representation difficulty varies spatially with local geometric complexity. However, conventional neural implicit models evaluate all query points with the same network depth and computational cost, ignoring this spatial variation and thereby incurring substantial computational waste. Motivated by this observation, we propose an efficient neural implicit geometry representation framework with spatially adaptive network depth (SAND). SAND leverages a volumetric network-depth map together with a tailed multi-layer perceptron (T-MLP) to model implicit representation. The volumetric depth map records, for each spatial region, the network depth required to achieve sufficient accuracy, while the T-MLP is a modified MLP designed to learn implicit functions such as signed distance functions, where an output branch, referred to as a tail, is attached to each hidden layer. This design allows network evaluation to terminate adaptively without traversing the full network and directs computational resources to geometrically important and complex regions, improving efficiency while preserving high-fidelity representations. Extensive experimental results demonstrate that our approach can significantly improve the inference-time query speed of implicit neural representations.
Chuanxiang Yang, Junhui Hou, Yuan Liu 0025, Guangshun Wei, Taku Komura, Yuanfeng Zhou, Wenping Wang 0001
ACM Trans. Graph.3
2026 AniFeats: Animate 3D Feature Meshes for Character Video Generation
abstract
Generating high-quality character animation videos is a fascinating yet challenging task. Existing methods use geometry guidance signals like skeletons, normal maps, or depth maps in a diffusion model to generate character videos from a single reference image. Although these approaches have shown encouraging results, they solely rely on cross attention layers to extract geometry guidance which inevitably leads to temporal inconsistencies and reduced quality. In this paper, we present a novel framework AniFeats to generate high-quality character animation videos. In contrast to existing methods, our key insight is to incorporate explicit features on 3D character meshes during the video generation to achieve significantly improved temporal consistency. Specifically, AniFeats extracts detailed features from the reference image, projects them onto 3D feature meshes based on SMPL-X, and utilizes rendered feature maps from the animated 3D feature meshes as guidance throughout the generation process. This approach directly links local patterns in the input image to those in the output video, effectively strengthening temporal coherence. Extensive experiments demonstrate that AniFeats generates high-quality, temporally consistent character animations with remarkably enhanced realism.
Beijia Lu, Zekai Gu, Zhiyang Dou, Haotian Yuan 0008, Chenyang Si, Yuming Jiang 0003, Yuan Liu 0025, Wenping Wang 0001, Ziwei Liu 0002
IEEE Trans. Vis. Comput. Graph.9
2026 DecoRec: Decomposed 3D Scene Reconstruction From Single-View Images via Object-Level Diffusion
abstract
In this paper, we introduce DecoRec, a novel system designed to elevate single-view 2D images to a decomposed 3D scene mesh. Current methods for single-view scene reconstruction typically rely on object retrieval or the regression of coarse 3D voxels or surfaces, leading to inaccuracies in capturing the appearance and geometry of the input image. The lack of high-quality large-scale scene-level datasets further complicates direct 3D scene generation from single-view images. To achieve high-quality 3D scene generation from a single-view image, DecoRec takes advantage of recent diffusion-based single-view object reconstruction methods to reconstruct individual objects separately. Subsequently, a refinement pipeline is proposed to effectively merge these reconstructed objects, enhancing appearance and geometry through a differentiable rendering technique and diffusion-guided refinement. Our results demonstrate that DecoRec facilitates high-quality single-view scene reconstruction in both geometry and novel synthesis, offering significant benefits for downstream applications like room interior design.
Yuhan Ping, Yuan Liu 0025, Xiaoxiao Long, Peng Wang 0099, Junhui Hou, Jianyi Zheng, Jia Pan 0001, Xin Li 0003, Cheng Lin 0001
IEEE Trans. Vis. Comput. Graph.2
2026 SVGS: Enhancing Gaussian Splatting Using Primitives With Spatially Varying Colors
abstract
Gaussian Splatting demonstrates impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SVGS (Spatially Varying Gaussian Splatting) that utilizes spatially varying colors and opacity in a single Gaussian primitive to improve its representation ability. We have implemented bilinear interpolation, movable kernels, and tiny neural networks as spatially varying functions. SVGS employs 2D Gaussian surfels as primitives, which significantly enhances novel-view synthesis while maintaining high-quality geometric reconstruction. This approach is particularly effective in practical applications, as scenes combining complex textures with relatively simple geometry occur frequently in real-world environments. Quantitative and qualitative experimental results demonstrate that all three functions outperform the baseline, with the best movable kernels achieving superior novel view synthesis performance on multiple datasets, highlighting the strong potential of spatially varying functions.
Rui Xu 0016, Wenyue Chen, Jiepeng Wang 0001, Yuan Liu 0025, Peng Wang 0099, Cheng Lin 0001, Shi-Qing Xin, Xin Li 0003, Wenping Wang 0001, Taku Komura
IEEE Trans. Vis. Comput. Graph.4
2025 Gaussianavatar-Editor: Photorealistic Animatable Gaussian Head Avatar Editor
abstract
We introduce GaussianAvatar-Editor, an innovative framework for text-driven editing of animatable Gaussian head avatars that can be fully controlled in expression, pose, and viewpoint. Unlike static 3D Gaussian editing, editing animatable 4D Gaussian avatars presents challenges related to motion occlusion and spatial-temporal inconsistency. To address these issues, we propose the Weighted Alpha Blending Equation (WABE). This function enhances the blending weight of visible Gaussians while suppressing the influence on non-visible Gaussians, effectively handling motion occlusion during editing. Furthermore, to improve editing quality and ensure 4D consistency, we incorporate conditional adversarial learning into the editing process. This strategy helps to refine the edited results and maintain consistency throughout the animation. By integrating these methods, our GaussianAvatar-Editor
Xiangyue Liu 0001, Kunming Luo, Heng Li 0009, Yuan Liu 0025, Li Yi 0001, Ping Tan 0002
3DV5
2025 Extreme Two-View Geometry From Object Poses with Diffusion Models
Yujing Sun 0001, Caiyi Sun, Yuan Liu 0025, Yuexin Ma, Siu-Ming Yiu
CVM (2)3
2025 CADDreamer: CAD Object Generation from Single-view Images
abstract
Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.
Cheng Lin 0001, Yuan Liu 0025, Xiaoxiao Long, Ningna Wang, Xin Li 0003, Wenping Wang 0001, Xiaohu Guo
CVPR3
2025 PSHuman: Photorealistic Single-image 3D Human Reconstruction using Cross-Scale Multiview Diffusion and Explicit Remeshing
abstract
Photorealistic 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
CVPR3
2025 EasyHOI: Unleashing the Power of Large Models for Reconstructing Hand-Object Interactions in the Wild
abstract
Our work aims to reconstruct hand-object interactions from a single-view image, which is a fundamental but ill-posed task. Unlike methods that reconstruct from videos, multiview images, or predefined 3D templates, single-view reconstruction faces significant challenges due to inherent ambiguities and occlusions. These challenges are further amplified by the diverse nature of hand poses and the vast variety of object shapes and sizes. Our key insight is that current foundational models for segmentation, inpainting, and 3D reconstruction robustly generalize to in-the-wild images, which could provide strong visual and geo-metric priors for reconstructing hand-object interactions. Specifically, given a single image, we first design a novel pipeline to estimate the underlying hand pose and object shape using off-the-shelf large models. Furthermore, with the initial reconstruction, we employ a prior-guided optimization scheme, which optimizes hand pose to comply with 3D physical constraints and the 2D input image content. We perform experiments across several datasets and show that our method consistently outperforms baselines and faithfully reconstructs a diverse set of hand-object interactions. Here is the link of our project page: https://lym29.github.io/EasyHOI-page/.
Xiaoxiao Long, Zemin Yang, Yuan Liu 0025, Marc Habermann, Christian Theobalt, Yuexin Ma, Wenping Wang 0001
CVPR4
2025 Align3R: Aligned Monocular Depth Estimation for Dynamic Videos
abstract
Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Very recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporally consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.
Jiahao Lu 0001, Zhiyang Dou, Cheng Lin 0001, Zhiming Cui 0001, Zhen Dong 0005, Sai-Kit Yeung, Wenping Wang 0001, Yuan Liu 0025
CVPR10
2025 GauUpdate: New Object Insertion in 3D Gaussian Fields with Consistent Global Illumination
abstract
3D Gaussian Splatting (3DGS) is a prevailing technique to reconstruct large-scale 3D scenes from multiview images for novel view synthesis, like a room, a block, and even a city. Such large-scale scenes are not static with changes constantly happening in these scenes, like a new building being built or a new decoration being set up. To keep the reconstructed 3D Gaussian fields up-to-date, a naive way is to reconstruct the whole scene after changing, which is extremely costly and inefficient. In this paper, we propose a new method called GauUpdate that allows partially updating an old 3D Gaussian field with new objects from a new 3D Gaussian field. However, simply inserting the new objects leads to inconsistent appearances because the old and new Gaussian fields may have different lighting environments from each other. GauUpdate addresses this problem by applying inverse rendering techniques in the 3DGS to recover both the materials and environmental lights. Based on the materials and lighting, we relight the new objects in the old 3D Gaussian field for consistent global illumination. For an accurate estimation of the materials and lighting, we put additional constraints on the materials and lighting conditions, that these two fields share the same materials but different environment lights, to improve their qualities. We conduct experiments on both synthetic scenes and real-world scenes to evaluate GauUpdate, which demonstrate that GauUpdate achieves realistic object insertion in 3D Gaussian fields with consistent appearances.
Chengwei Ren, Fan Zhang 0045, Liangchao Xu, Liang Pan, Ziwei Liu 0002, Wenping Wang 0001, Yuan Liu 0025
ICCV8
2025 Vistadream: Sampling Multiview Consistent Images for Single-View Scene Reconstruction
abstract
In this paper, we propose VistaDream a novel framework to reconstruct a 3D scene from a single-view image. Recent diffusion models enable generating high-quality novel-view images from a single-view input image. Most existing methods only concentrate on building the consistency between the input image and the generated images while losing the consistency between the generated images. VistaDream addresses this problem by a two-stage pipeline. In the first stage, VistaDream begins with building a global coarse 3D scaffold by zooming out a little step with inpainted boundaries and an estimated depth map. Then, on this global scaffold, we use iterative diffusion-based RGB-D inpainting to generate novel-view images to inpaint the holes of the scaffold. In the second stage, we further enhance the consistency between the generated novel-view images by a novel training-free Multiview Consistency Sampling (MCS) that introduces multi-view consistency constraints in the reverse sampling process of diffusion models. Experimental results demonstrate that without training or fine-tuning existing diffusion models, VistaDream achieves consistent and high-quality novel view synthesis using just single-view images and outperforms baseline methods by a large margin. The code, videos, and interactive demos are available at https://vistadream-project-page.github.io/.
Haiping Wang 0004, Yuan Liu 0025, Ziwei Liu 0002, Wenping Wang 0001, Zhen Dong 0005, Bisheng Yang
ICCV2
2025 Epona: Autoregressive Diffusion World Model for Autonomous Driving
abstract
Diffusion models have demonstrated exceptional visual quality in video generation, making them promising for autonomous driving world modeling. However, existing video diffusion-based world models struggle with flexible-length, long-horizon predictions and integrating trajectory planning. This is because conventional video diffusion models rely on global joint distribution modeling of fixed-length frame sequences rather than sequentially constructing localized distributions at each timestep. In this work, we propose Epona, an autoregressive diffusion world model that enables localized spatiotemporal distribution modeling through two key innovations: 1) Decoupled spatiotemporal factorization that separates temporal dynamics modeling from fine-grained future world generation, and 2) Modular trajectory and video prediction that seamlessly integrate motion planning with visual modeling in an end-to-end framework. Our architecture enables high-resolution, long-duration generation while introducing a novel chain-of-forward training strategy to address error accumulation in autoregressive loops. Experimental results demonstrate state-of-the-art performance with 7.4\% FVD improvement and minutes longer prediction duration compared to prior works. The learned world model further serves as a real-time motion planner, outperforming strong end-to-end planners on NAVSIM benchmarks. Code will be publicly available at \href{https://github.com/Kevin-thu/Epona/}{https://github.com/Kevin-thu/Epona/}.
Kaiwen Zhang 0015, Zhenyu Tang 0004, Xiaotao Hu, Xingang Pan, Yuan Liu 0025, Li Yuan 0007, Qian Zhang 0001, Xiao-Xiao Long, Xun Cao, Wei Yin 0006
ICCV6
2025 MVTokenFlow: High-quality 4D Content Generation using Multiview Token Flow
abstract
In this paper, we present MVTokenFlow for high-quality 4D content creation from monocular videos. Recent advancements in generative models such as video diffusion models and multiview diffusion models enable us to create videos or 3D models. However, extending these generative models for dynamic 4D content creation is still a challenging task that requires the generated content to be consistent spatially and temporally. To address this challenge, MVTokenFlow utilizes the multiview diffusion model to generate multiview images on different timesteps, which attains spatial consistency across different viewpoints and allows us to reconstruct a reasonable coarse 4D field. Then, MVTokenFlow further regenerates all the multiview images using the rendered 2D flows as guidance. The 2D flows effectively associate pixels from different timesteps and improve the temporal consistency by reusing tokens in the regeneration process. Finally, the regenerated images are spatiotemporally consistent and utilized to refine the coarse 4D field to get a high-quality 4D field. Experiments demonstrate the effectiveness of our design and show significantly improved quality than baseline methods. Project page: https://soolab.github.io/MVTokenFlow.
Hanzhuo Huang, Yuan Liu 0025, Ge Zheng, Jiepeng Wang 0001, Zhiyang Dou, Sibei Yang
ICLR2
2025 CityAnchor: City-scale 3D Visual Grounding with Multi-modality LLMs
abstract
In this paper, we present a 3D visual grounding method called CityAnchor for localizing an urban object in a city-scale point cloud. Recent developments in multiview reconstruction enable us to reconstruct city-scale point clouds but how to conduct visual grounding on such a large-scale urban point cloud remains an open problem. Previous 3D visual grounding system mainly concentrates on localizing an object in an image or a small-scale point cloud, which is not accurate and efficient enough to scale up to a city-scale point cloud. We address this problem with a multi-modality LLM which consists of two stages, a coarse localization and a fine-grained matching. Given the text descriptions, the coarse localization stage locates possible regions on a projected 2D map of the point cloud while the fine-grained matching stage accurately determines the most matched object in these possible regions. We conduct experiments on the CityRefer dataset and a new synthetic dataset annotated by us, both of which demonstrate our method can produce accurate 3D visual grounding on a city-scale 3D point cloud.
Haiping Wang 0004, Yuan Liu 0025, Zhiyang Dou, Yuexin Ma, Sibei Yang, Wenping Wang 0001, Zhen Dong 0005, Bisheng Yang
ICLR4
2025 MoDGS: Dynamic Gaussian Splatting from Casually-captured Monocular Videos with Depth Priors
abstract
In this paper, we propose MoDGS, a new pipeline to render novel-view images in dynamic scenes using only casually captured monocular videos. Previous monocular dynamic NeRF or Gaussian Splatting methods strongly rely on the rapid movement of input cameras to construct multiview consistency but fail to reconstruct dynamic scenes on casually captured input videos whose cameras are static or move slowly. To address this challenging task, MoDGS adopts recent single-view depth estimation methods to guide the learning of the dynamic scene. Then, a novel 3D-aware initialization method is proposed to learn a reasonable deformation field and a new robust depth loss is proposed to guide the learning of dynamic scene geometry. Comprehensive experiments demonstrate that MoDGS is able to render high-quality novel view images of dynamic scenes from just a casually captured monocular video, which outperforms baseline methods by a significant margin. Project page: https://MoDGS.github.io
Qingming Liu, Yuan Liu 0025, Jiepeng Wang 0001, Xianqiang Lyu, Peng Wang 0099, Wenping Wang 0001, Junhui Hou
ICLR2
2025 DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image
abstract
Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The previous state-of-the-art, Decaf, employs a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the- wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. The code will be available at: https://github.com/Qingxuan-Wu/DICE.
Qingxuan Wu, Zhiyang Dou, Sirui Xu 0002, Soshi Shimada, Chen Wang 0049, Zhengming Yu, Yuan Liu 0025, Cheng Lin 0001, Zeyu Cao, Taku Komura, Vladislav Golyanik, Christian Theobalt, Wenping Wang 0001, Lingjie Liu
ICLR7
2025 SyncHuman: Synchronizing 2D and 3D Generative Models for Single-view Human Reconstruction
abstract
Photorealistic 3D full-body human reconstruction from a single image is a critical yet challenging task for applications in films and video games due to inherent ambiguities and severe self-occlusions. While recent approaches leverage SMPL estimation and SMPL-conditioned image generative models to hallucinate novel views, they suffer from inaccurate 3D priors estimated from SMPL meshes and have difficulty in handling difficult human poses and reconstructing fine details.In this paper, we propose SyncHuman, a novel framework that combines 2D multiview generative model and 3D native generative model for the first time, enabling high-quality clothed human mesh reconstruction from single-view images even under challenging human poses.Multiview generative model excels at capturing fine 2D details but struggles with structural consistency, whereas 3D native generative model generates coarse yet structurally consistent 3D shapes. By integrating the complementary strengths of these two approaches, we develop a more effective generation framework. Specifically, we first jointly fine-tune the multiview generative model and the 3D native generative model with proposed pixel-aligned 2D-3D synchronization attention to produce geometrically aligned 3D shapes and 2D multiview images. To further improve details, we introduce a feature injection mechanism that lifts fine details from 2D multiview images onto the aligned 3D shapes, enabling accurate and high-fidelity reconstruction.Extensive experiments demonstrate that SyncHuman achieves robust and photorealistic 3D human reconstruction, even for images with challenging poses. Our method outperforms baseline methods in geometric accuracy and visual fidelity, demonstrating a promising direction for future 3D generation models.
Wenyue Chen, Wangguandong Zheng, Chengfeng Zhao, Yaolong Zhu, Zhiyang Dou, Ronggang Wang, Yuan Liu 0025
NeurIPS9
2025 TrackingWorld: World-centric Monocular 3D Tracking of Almost All Pixels
abstract
Monocular 3D tracking aims to capture the long-term motion of pixels in 3D space from a single monocular video and has witnessed rapid progress in recent years. However, we argue that the existing monocular 3D tracking methods still fall short in separating the camera motion from foreground dynamic motion and cannot densely track newly emerging dynamic subjects in the videos. To address these two limitations, we propose TrackingWorld, a novel pipeline for dense 3D tracking of almost all pixels within a world-centric 3D coordinate system. First, we introduce a tracking upsampler that efficiently lifts the arbitrary sparse 2D tracks into dense 2D tracks. Then, to generalize the current tracking methods to newly emerging objects, we apply the upsampler to all frames and reduce the redundancy of 2D tracks by eliminating the tracks in overlapped regions. Finally, we present an efficient optimization-based framework to back-project dense 2D tracks into world-centric 3D trajectories by estimating the camera poses and the 3D coordinates of these 2D tracks. Extensive evaluations on both synthetic and real-world datasets demonstrate that our system achieves accurate and dense 3D tracking in a world-centric coordinate frame.
Jiahao Lu 0001, Weitao Xiong, Jiacheng Deng 0002, Zhiyang Dou, Cheng Lin 0001, Sai-Kit Yeung, Yuan Liu 0025
NeurIPS9
2025 PhysCtrl: Generative Physics for Controllable and Physics-Grounded Video Generation
abstract
Existing video generation models excel at producing photo-realistic videos from text or images, but often lack physical plausibility and 3D controllability. To overcome these limitations, we introduce PhysCtrl, a novel framework for physics-grounded image-to-video generation with physical parameters and force control. At its core is a generative physics network that learns the distribution of physical dynamics across four materials (elastic, sand, plasticine, and rigid) via a diffusion model conditioned on physics parameters and applied forces. We represent physical dynamics as 3D point trajectories and train on a large-scale synthetic dataset of 550K animations generated by physics simulators. We enhance the diffusion model with a novel spatiotemporal attention block that emulates particle interactions and incorporates physics-based constraints during training to enforce physical plausibility. Experiments show that PhysCtrl generates realistic, physics-grounded motion trajectories which, when used to drive image-to-video models, yield high-fidelity, controllable videos that outperform existing methods in both visual quality and physical plausibility. Our code, model and data will be made publicly available upon publication.
Chen Wang 0049, Chuhao Chen 0005, Yiming Huang 0011, Zhiyang Dou, Yuan Liu 0025, Jiatao Gu, Lingjie Liu
NeurIPS5
2025 🎧MOSPA: Human Motion Generation Driven by Spatial Audio
abstract
Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive "Spatial Audio-Driven Human Motion" (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human "MOtion generation driven by SPatial Audio," termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation.git
Shuyang Xu, Zhiyang Dou, Mingyi Shi, Liang Pan, Leo Ho, Jingbo Wang 0003, Yuan Liu 0025, Cheng Lin 0001, Yuexin Ma, Wenping Wang 0001, Taku Komura
NeurIPS7
2025 SPGen: Spherical Projection as Consistent and Flexible Representation for Single Image 3D Shape Generation
abstract
Existing single-view 3D generative models typically adopt multiview diffusion priors to reconstruct object surfaces, yet they remain prone to inter-view inconsistencies and are unable to faithfully represent complex internal structure or nontrivial topologies. In particular, we encode geometry information by projecting it onto a bounding sphere and unwrapping it into a compact and structural multi-layer 2D Spherical Projection (SP) representation. Operating solely in the image domain, SPGen offers three key advantages simultaneously: (1) Consistency. The injective SP mapping encodes surface geometry with a single viewpoint which naturally eliminates view inconsistency and ambiguity; (2) Flexibility. Multi-layer SP maps represent nested internal structures and support direct lifting to watertight or open 3D surfaces; (3) Efficiency. The image-domain formulation allows the direct inheritance of powerful 2D diffusion priors and enables efficient finetuning with limited computational resources. Extensive experiments demonstrate that SPGen significantly outperforms existing baselines in geometric quality and computational efficiency.
Jingdong Zhang 0003, Weikai Chen 0001, Yuan Liu 0025, Jionghao Wang, Zhengming Yu, Zhuowen Shen, Bo Yang 0070, Wenping Wang 0001, Xin Li 0003
SIGGRAPH Asia3
2025 Generalizable Single-View Object Pose Estimation by Two-Side Generating and Matching
abstract
In this paper, we present a novel generalizable object pose estimation method to determine the object pose using only one RGB image. Unlike traditional approaches that rely on instance-level object pose estimation and necessitate extensive training data, our method offers generalization to unseen objects without extensive training, operates with a single reference image of the object, and eliminates the need for 3D object models or multiple views of the object. These characteristics are achieved by utilizing a diffusion model to generate novel-view images and conducting a two-sided matching on these generated images. Quantitative experiments demonstrate the superiority of our method over existing pose estimation techniques across both synthetic and real-world datasets. Remarkably, our approach maintains strong performance even in scenarios with significant viewpoint changes, highlighting its robustness and versatility in challenging conditions. The code will be released at https://github.com/scy639/Gen2SM.
Yujing Sun 0001, Caiyi Sun, Yuan Liu 0025, Yuexin Ma, Siu-Ming Yiu
WACV3
2025 Sem-iNeRF: Camera Pose Refinement by Inverting Neural Radiance Fields with Semantic Feature Consistency
abstract
This paper presents a novel approach for camera pose refinement based on neural radiance fields (NeRF) by introducing semantic feature consistency to enhance robustness. NeRF has been successfully applied to camera pose estimation by inverting the rendering process given an observed RGB image and an initial pose estimate. However, previous methods only adopted photometric consistency for pose optimization, which is prone to be trapped in local minima. To address this problem, we introduce semantic feature consistency into the existing framework. Specifically, we utilize high-level features extracted from a convolutional neural network (CNN) pre-trained for image recognition, and maintain consistency of such features between observed and rendered images during the optimization procedure. Unlike the color values at each pixel, these features contain rich semantic information shared within local regions and can be more robust to appearance changes from different viewpoints. Since it is computationally expensive to render a full image with NeRF for feature extraction from CNN, we propose an efficient way to estimate the features of individually rendered pixels by projecting them to a nearby reference image and interpolating its feature maps. Extensive experiments show that our method greatly outperforms the baseline method on both synthetic objects and real-world large indoor scenes, increasing the accuracy of pose estimation by over 6.4%.
Xiaoxiao Long, Yuan Liu 0025, Ping Luo 0002, Wenping Wang 0001
Comput. Vis. Media3
2025 Clinical knowledge-guided hybrid classification network for automatic periodontal disease diagnosis in X-ray image
Lanzhuju Mei, Zhiming Cui 0001, Yu Fang 0008, Yuan Liu 0025, Hongchang Lai, Maurizio Tonetti, Dinggang Shen
Medical Image Anal.5
2025 Monge-Ampere Regularization for Learning Arbitrary Shapes From Point Clouds
abstract
As commonly used implicit geometry representations, the signed distance function (SDF) is limited to modeling watertight shapes, while the unsigned distance function (UDF) is capable of representing various surfaces. However, its inherent theoretical shortcoming, i.e., the non-differentiability at the zero-level set, would result in sub-optimal reconstruction quality. In this paper, we propose the scaled-squared distance function (S2DF), a novel implicit surface representation for modeling arbitrary surface types. S2DF does not distinguish between inside and outside regions while effectively addressing the non-differentiability issue of UDF at the zero-level set. We demonstrate that S2DF satisfies a second-order partial differential equation of Monge-Ampere-type, allowing us to develop a learning pipeline that leverages a novel MongeAmpere regularization to directly learn S2DF from raw unoriented point clouds without supervision from ground-truth S2DF values. Extensive experiments across multiple datasets show that our method significantly outperforms state-of-the-art supervised approaches that require ground-truth surface information as supervision for training. The code will be publicly available at https://github.com/chuanxiang-yang/S2DF.
Chuanxiang Yang, Yuanfeng Zhou, Guangshun Wei, Long Ma 0009, Junhui Hou, Yuan Liu 0025, Wenping Wang 0001
IEEE Trans. Pattern Anal. Mach. Intell.6
2025 Geometry-Aware Attenuation Learning for Sparse-View CBCT Reconstruction
abstract
Cone Beam Computed Tomography (CBCT) plays a vital role in clinical imaging. Traditional methods typically require hundreds of 2D X-ray projections to reconstruct a high-quality 3D CBCT image, leading to considerable radiation exposure. This has led to a growing interest in sparse-view CBCT reconstruction to reduce radiation doses. While recent advances, including deep learning and neural rendering algorithms, have made strides in this area, these methods either produce unsatisfactory results or suffer from time inefficiency of individual optimization. In this paper, we introduce a novel geometry-aware encoder-decoder framework to solve this problem. Our framework starts by encoding multi-view 2D features from various 2D X-ray projections with a 2D CNN encoder. Leveraging the geometry of CBCT scanning, it then back-projects the multi-view 2D features into the 3D space to formulate a comprehensive volumetric feature map, followed by a 3D CNN decoder to recover 3D CBCT image. Importantly, our approach respects the geometric relationship between 3D CBCT image and its 2D X-ray projections during feature back projection stage, and enjoys the prior knowledge learned from the data population. This ensures its adaptability in dealing with extremely sparse view inputs without individual training, such as scenarios with only 5 or 10 X-ray projections. Extensive evaluations on two simulated datasets and one real-world dataset demonstrate exceptional reconstruction quality and time efficiency of our method.
Yu Fang 0008, Changjian Li 0001, Han Wu 0007, Yuan Liu 0025, Dinggang Shen, Zhiming Cui 0001
IEEE Trans. Medical Imaging5
2025 CrossGen: Learning and Generating Cross Fields for Quad Meshing
abstract
Cross fields play a critical role in various geometry processing tasks, especially for quad mesh generation. Existing methods for cross field generation often struggle to balance computational efficiency with generation quality, using slow per-shape optimization. We introduce CrossGen , a novel framework that supports both feed-forward prediction and latent generative modeling of cross fields for quad meshing by unifying geometry and cross field representations within a joint latent space. Our method enables extremely fast computation of high-quality cross fields of general input shapes, typically within one second without per-shape optimization. Our method assumes a point-sampled surface, also called a point-cloud surface , as input, so we can accommodate various surface representations by a straightforward point sampling process. Using an auto-encoder network architecture, we encode input point-cloud surfaces into a sparse voxel grid with fine-grained latent spaces, which are decoded into both SDF-based surface geometry and cross fields (see the teaser figure). We also contribute a dataset of models with both high-quality signed distance fields (SDFs) representations and their corresponding cross fields, and use it to train our network. Once trained, the network is capable of computing a cross field of an input surface in a feed-forward manner, ensuring high geometric fidelity, noise resilience, and rapid inference. Furthermore, leveraging the same unified latent representation, we incorporate a diffusion model for computing cross fields of new shapes generated from partial input, such as sketches. To demonstrate its practical applications, we validate CrossGen on the quad mesh generation task for a large variety of surface shapes. Experimental results demonstrate that CrossGen generalizes well across diverse shapes and consistently yields high-fidelity cross fields, thus facilitating the generation of high-quality quad meshes.
Qiujie Dong, Jiepeng Wang 0001, Rui Xu 0016, Cheng Lin 0001, Yuan Liu 0025, Shi-Qing Xin, Zichun Zhong, Xin Li 0003, Changhe Tu, Taku Komura, Leif Kobbelt, Scott Schaefer, Wenping Wang 0001
ACM Trans. Graph.5
2025 KISSColor: Kinetic and Intuitive Stroke Stretching for Vector Drawing Colorization
abstract
Hand-drawn vector sketches often contain implied lines, imprecise intersections, and unintended gaps, making it challenging to identify closed regions for colorization. These challenges become more pronounced as the number of strokes increases. In this paper, we present KISSColor, a novel method for inferring users' intended closed regions. Specifically, we propose intuitive stroke stretching by extending open strokes along tangent isolines of winding-number fields, which provably form geometrically aligned closed regions. Extending all open strokes can lead to overly fragmented regions due to redundant intersections. While a Mixed Integer Programming (MIP) formulation helps reduce redundancy, it is computationally expensive. To improve efficiency, we introduce kinetic stroke stretching, which grows all strokes simultaneously and prioritizes early intersections using a kinetic data structure. This approach preserves stylistic ambiguity for lines requiring long extensions. Based on the growth results, redundant regions are suppressed to minimize fragmentation. We conduct extensive experiments demonstrating the effectiveness of KISSColor, which generates more intuitive partitions, especially for imprecise sketches (see teaser figure). Our code and data will be released upon publication.
Yiming Dong, Hongxu Xin, Zhiyang Dou, Rui Xu 0016, Yuan Liu 0025, Shuang-Min Chen, Shi-Qing Xin, Changhe Tu, Taku Komura, Wenping Wang 0001
ACM Trans. Graph.5
2025 CFC: Simulating Character-Fluid Coupling using a Two-Level World Model
abstract
Humans possess the ability to master a wide range of motor skills, enabling them to quickly and flexibly adapt to the surrounding environment. Despite recent progress in replicating such versatile human motor skills, existing research often oversimplifies or inadequately captures the complex interplay between human body movements and highly dynamic environments, such as interactions with fluids. In this paper, we present a world model for Character-Fluid Coupling (CFC) for simulating human-fluid interactions via two-way coupling. We introduce a two-level world model which consists of a Physics-Informed Neural Network (PINN)-based model for fluid dynamics and a character world model capturing body dynamics under various external forces. This two-level world model adeptly predicts the dynamics of fluid and its influence on rigid bodies via force prediction, sidestepping the computational burden of fluid simulation and providing policy gradients for efficient policy training. Once trained, our system can control characters to complete high-level tasks while adaptively responding to environmental changes. We also present that the fluid initiates emergent behaviors of the characters, enhancing motion diversity and interactivity. Extensive experiments underscore the effectiveness of CFC, demonstrating its ability to produce high-quality, realistic human-fluid interaction animations.
Zhiyang Dou, Xiaohan Ye, Lixing Fang, Yuan Liu 0025, Wenping Wang 0001, Chuang Gan 0001, Lingjie Liu, Taku Komura
ACM Trans. Graph.6
2025 GECO : Fast Generative Image-to-3D Within One SECOnd
abstract
Recent advancements in single-image 3D generation have produced two main categories of methods: reconstruction-based and generative methods. Reconstruction-based methods are efficient but lack uncertainty handling, leading to blurry artifacts in unseen regions. Generative approaches that based on score distillation (Poole et al. 2023), (Wang et al. 2024) are slow due to scene-specific optimization. Other methods, like InstantMesh (Xu et al. 2024), use a two-stage process - generating multi-view images with a diffusion model and then reconstructing 3D - which is inefficient due to multiple denoising steps of the diffusion model. To overcome these limitations, we introduce GECO, a feed-forward method for fast and high-quality single-image-to-3D generation within one second on a single GPU. Our approach resolves uncertainty and inefficiency issues through a two-stage distillation process. In the first stage, we distill a multi-step diffusion model (Shi et al. 2023) into a one-step model using score distillation for single-image-to-multi-view synthesis. To mitigate the synthesis quality degradation caused by the one-step model, we introduce a second distillation stage to learn to predict high-quality 3D from imperfect multi-view generated images by performing distillation directly on 3D representations. Experiments demonstrate that GECO offers significant speed improvements and comparable reconstruction quality compared to prior two-stage methods.
Chen Wang 0049, Jiatao Gu, Xiaoxiao Long, Yuan Liu 0025, Lingjie Liu
IEEE Trans. Vis. Comput. Graph.4
2025 Multi-View Large Reconstruction Model via Geometry-Aware Positional Encoding and Attention
abstract
Despite recent advancements in the Large Reconstruction Model (LRM) demonstrating impressive results, when extending its input from single image to multiple images, it exhibits inefficiencies, subpar geometric and texture quality, as well as slower convergence speed than expected. It is attributed to that, LRM formulates 3D reconstruction as a naive images-to-3D translation problem, ignoring the strong 3D coherence among the input images. In this article, we propose a Multi-view Large Reconstruction Model (M-LRM) designed to reconstruct high-quality 3D shapes from multi-views in a 3D-aware manner. Specifically, we introduce a multi-view consistent cross-attention scheme to enable M-LRM to accurately query information from the input images. Moreover, we employ the 3D priors of the input multi-view images to initialize the triplane tokens. Compared to previous methods, the proposed M-LRM can generate 3D shapes of high fidelity. Experimental studies demonstrate that our model achieves a significant performance gain and faster training convergence.
Xiaoxiao Long, Yixun Liang, Yuan Liu 0025, Wenhan Luo, Wenping Wang 0001, Yike Guo
IEEE Trans. Vis. Comput. Graph.5
2025 On Optimal Sampling for Learning SDF Using MLPs Equipped With Positional Encoding
abstract
Neural implicit fields, such as the neural signed distance field (SDF) of a shape, have emerged as a powerful representation for many applications, e.g., encoding a 3D shape and performing collision detection. Typically, implicit fields are encoded by Multi-layer Perceptrons (MLP) with positional encoding (PE) to capture high-frequency geometric details. However, a notable side effect of such PE-equipped MLPs is the noisy artifacts present in the learned implicit fields. While increasing the sampling rate could in general mitigate these artifacts, in this paper we aim to explain this adverse phenomenon through the lens of Fourier analysis. We devise a tool to determine the appropriate sampling rate for learning an accurate neural implicit field without undesirable side effects. Specifically, we propose a simple yet effective method to estimate the intrinsic frequency of a given network with randomized weights based on the Fourier analysis of the network's responses. It is observed that a PE-equipped MLP has an intrinsic frequency much higher than the highest frequency component in the PE layer. Sampling against this intrinsic frequency following the Nyquist-Sannon sampling theorem allows us to determine an appropriate training sampling rate. We empirically show in the setting of SDF fitting that this recommended sampling rate is sufficient to secure accurate fitting results, while further increasing the sampling rate would not further noticeably reduce the fitting error. Training PE-equipped MLPs simply with our sampling strategy leads to performances superior to the existing methods.
Guying Lin, Lei Yang 0048, Yuan Liu 0025, Congyi Zhang 0001, Junhui Hou, Xiaogang Jin 0001, Taku Komura, John Keyser, Wenping Wang 0001
IEEE Trans. Vis. Comput. Graph.3
2025 NeRFBuff: Fast Neural Rendering via Inter-Frame Feature Buffering
abstract
Neural radiance fields (NeRF) have demonstrated impressive performance in novel view synthesis, but are still slow to render complex scenes at a high resolution. We introduce a novel method to boost the NeRF rendering speed by utilizing the temporal coherence between consecutive frames. Rather than computing features of each frame entirely from scratch, we reuse the coherent information (e.g., density and color) computed from the previous frames to help render the current frame, which significantly boosts rendering speed. To effectively manage the coherent information of previous frames, we introduce a history buffer with a multiple-plane structure, which is built online and updated from old frames to new frames. We name this buffer as multiple plane buffer (MPB). With this MPB, a new frame can be efficiently rendered using the warped features from previous frames. Extensive experiments on the NeRF-Synthetic, LLFF, and Mip-NeRF-360 datasets demonstrate that our method significantly boosts rendering efficiency and achieves 4× speedup on real-world scenes compared to the baseline methods while preserving competitive rendering quality.
Yuan Liu 0025, Xiaoxiao Long, Peng Wang 0099, Cheng Lin 0001, Ping Luo 0002, Wenping Wang 0001
IEEE Trans. Vis. Comput. Graph.2
2025 WonderHuman: Hallucinating Unseen Parts in Dynamic 3D Human Reconstruction
abstract
In this paper, we present WonderHuman to reconstruct dynamic human avatars from a monocular video for high-fidelity novel view synthesis. Previous dynamic human avatar reconstruction methods typically require the input video to have full coverage of the observed human body. However, in daily practice, one typically has access to limited viewpoints, such as monocular front-view videos, making it a cumbersome task for previous methods to reconstruct the unseen parts of the human avatar. To tackle the issue, we present WonderHuman, which leverages 2D generative diffusion model priors to achieve high-quality, photorealistic reconstructions of dynamic human avatars from monocular videos, including accurate rendering of unseen body parts. Our approach introduces a Dual-Space Optimization technique, applying Score Distillation Sampling (SDS) in both canonical and observation spaces to ensure visual consistency and enhance realism in dynamic human reconstruction. Additionally, we present a View Selection strategy and Pose Feature Injection to enforce the consistency between SDS predictions and observed data, ensuring pose-dependent effects and higher fidelity in the reconstructed avatar. In the experiments, our method achieves SOTA performance in producing photorealistic renderings from the given monocular video, particularly for those challenging unseen parts.
Zilong Wang 0013, Zhiyang Dou, Yuan Liu 0025, Cheng Lin 0001, Yunhui Guo, Xin Li 0003, Wenping Wang 0001, Xiaohu Guo
IEEE Trans. Vis. Comput. Graph.3
2024 GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces
abstract
The advent of neural 3D Gaussians [21] has recently brought about a revolution in the field of neural rendering, facilitating the generation of high-quality renderings at real-time speeds. However, the explicit and discrete repre-sentation encounters challenges when applied to scenes fea-turing reflective surfaces. In this paper, we present Gaus-sian Shader, a novel method that applies a simplified shading function on 3D Gaussians to enhance the neural ren-dering in scenes with reflective surfaces while preserving the training and rendering efficiency. The main challenge in applying the shading function lies in the accurate nor-mal estimation on discrete 3D Gaussians. Specifically, we proposed a novel normal estimation framework based on the shortest axis directions of 3D Gaussians with a deli-cately designed loss to make the consistency between the normals and the geometries of Gaussian spheres. Experiments show that GaussianShader strikes a commendable balance between efficiency and visual quality. Our method surpasses Gaussian Splatting [21] in PSNR on specular object datasets, exhibiting an improvement of 1.57dB. When compared to prior works handling reflective surfaces, such as Ref-NeRF [45], our optimization time is significantly accelerated (23h vs. 0.58h). Please click on our project web-site to see more results
Yingwenqi Jiang, Jiadong Tu, Yuan Liu 0025, Xifeng Gao, Xiaoxiao Long, Wenping Wang 0001, Yuexin Ma
CVPR3
2024 Wonder3D: Single Image to 3D Using Cross-Domain Diffusion
abstract
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works di-rectly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we pro-pose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations in only 2 r-;» 3 minutes. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works.
Xiaoxiao Long, Cheng Lin 0001, Yuan Liu 0025, Zhiyang Dou, Lingjie Liu, Yuexin Ma, Song-Hai Zhang, Marc Habermann, Christian Theobalt, Wenping Wang 0001
CVPR4
2024 IntrinsicAnything: Learning Diffusion Priors for Inverse Rendering Under Unknown Illumination
Xi Chen 0079, Sida Peng, Dongchen Yang, Yuan Liu 0025, Bowen Pan, Chengfei Lv, Xiaowei Zhou 0001
ECCV (60)4
2024 MMBench: Is Your Multi-modal Model an All-Around Player?
Yuan Liu 0025, Haodong Duan, Yuanhan Zhang, Bo Li 0080, Songyang Zhang 0001, Wangbo Zhao, Yike Yuan, Jiaqi Wang 0003, Conghui He, Ziwei Liu 0002, Kai Chen 0026, Dahua Lin
ECCV (6)1
2024 Disentangled Clothed Avatar Generation from Text Descriptions
Jionghao Wang, Yuan Liu 0025, Zhiyang Dou, Zhengming Yu, Yongqing Liang 0001, Cheng Lin 0001, Rong Xie 0004, Li Song 0001, Xin Li 0003, Wenping Wang 0001
ECCV (52)2
2024 Explicitly Guided Information Interaction Network for Cross-Modal Point Cloud Completion
Chen Long, Yuan Liu 0025, Zhen Dong 0005, Bisheng Yang
ECCV (12)4
2024 Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion Models
Zhengming Yu, Zhiyang Dou, Xiaoxiao Long, Cheng Lin 0001, Zekun Li 0002, Yuan Liu 0025, Norman Müller, Taku Komura, Marc Habermann, Christian Theobalt, Xin Li 0003, Wenping Wang 0001
ECCV (39)6
2024 EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation
Wenyang Zhou, Zhiyang Dou, Zeyu Cao, Zhouyingcheng Liao, Jingbo Wang 0003, Wenjia Wang 0009, Yuan Liu 0025, Taku Komura, Wenping Wang 0001, Lingjie Liu
ECCV (2)7
2024 FreeReg: Image-to-Point Cloud Registration Leveraging Pretrained Diffusion Models and Monocular Depth Estimators
abstract
Matching cross-modality features between images and point clouds is a fundamental problem for image-to-point cloud registration. However, due to the modality difference between images and points, it is difficult to learn robust and discriminative cross-modality features by existing metric learning methods for feature matching. Instead of applying metric learning on cross-modality data, we propose to unify the modality between images and point clouds by pretrained large-scale models first, and then establish robust correspondence within the same modality. We show that the intermediate features, called diffusion features, extracted by depth-to-image diffusion models are semantically consistent between images and point clouds, which enables the building of coarse but robust cross-modality correspondences. We further extract geometric features on depth maps produced by the monocular depth estimator. By matching such geometric features, we significantly improve the accuracy of the coarse correspondences produced by diffusion features. Extensive experiments demonstrate that without any task-specific training, direct utilization of both features produces accurate image-to-point cloud registration. On three public indoor and outdoor benchmarks, the proposed method averagely achieves a 20.6 percent improvement in Inlier Ratio, a $3.0\times$ higher Inlier Number, and a 48.6 percent improvement in Registration Recall than existing state-of-the-arts. The code and additional results are available at \url{https://whu-usi3dv.github.io/FreeReg/}.
Haiping Wang 0004, Yuan Liu 0025, Bing Wang 0013, Yujing Sun 0001, Zhen Dong 0005, Wenping Wang 0001, Bisheng Yang
ICLR2
2024 SyncDreamer: Generating Multiview-consistent Images from a Single-view Image
abstract
In this paper, we present a novel diffusion model called SyncDreamer that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D. Project page: https://liuyuan-pal.github.io/SyncDreamer/.
Yuan Liu 0025, Cheng Lin 0001, Zijiao Zeng, Xiaoxiao Long, Lingjie Liu, Taku Komura, Wenping Wang 0001
ICLR1
2024 TeethDreamer: 3D Teeth Reconstruction from Five Intra-Oral Photographs
Chenfan Xu, Yuan Liu 0025, Yulong Dou, Jiepeng Wang 0001, Minjiao Wang, Dinggang Shen, Zhiming Cui 0001
MICCAI (7)3
2024 VLMEvalKit: An Open-Source ToolKit for Evaluating Large Multi-Modality Models
Haodong Duan, Junming Yang 0001, Yuxuan Qiao, Xinyu Fang, Lin Chen 0026, Yuan Liu 0025, Xiaoyi Dong, Yuhang Zang, Pan Zhang 0001, Jiaqi Wang 0003, Dahua Lin, Kai Chen 0026
ACM Multimedia6
2024 Era3D: High-Resolution Multiview Diffusion using Efficient Row-wise Attention
abstract
In this paper, we introduce **Era3D**, a novel multiview diffusion method that generates high-resolution multiview images from a single-view image. Despite significant advancements in multiview generation, existing methods still suffer from camera prior mismatch, inefficacy, and low resolution, resulting in poor-quality multiview images. Specifically, these methods assume that the input images should comply with a predefined camera type, e.g. a perspective camera with a fixed focal length, leading to distorted shapes when the assumption fails. Moreover, the full-image or dense multiview attention they employ leads to a dramatic explosion of computational complexity as image resolution increases, resulting in prohibitively expensive training costs. To bridge the gap between assumption and reality, Era3D first proposes a diffusion-based camera prediction module to estimate the focal length and elevation of the input image, which allows our method to generate images without shape distortions. Furthermore, a simple but efficient attention layer, named row-wise attention, is used to enforce epipolar priors in the multiview diffusion, facilitating efficient cross-view information fusion. Consequently, compared with state-of-the-art methods, Era3D generates high-quality multiview images with up to a 512×512 resolution while reducing computation complexity of multiview attention by 12x times. Comprehensive experiments demonstrate the superior generation power of Era3D- it can reconstruct high-quality and detailed 3D meshes from diverse single-view input images, significantly outperforming baseline multiview diffusion methods.
Yuan Liu 0025, Xiaoxiao Long, Feihu Zhang, Cheng Lin 0001, Xingqun Qi, Shanghang Zhang, Wei Xue 0002, Wenhan Luo, Ping Tan 0002, Wenping Wang 0001, Yike Guo
NeurIPS2
2024 ProLiF: Progressively-connected Light Field network for efficient view synthesis
Peng Wang 0099, Yuan Liu 0025, Guying Lin, Jiatao Gu, Lingjie Liu, Taku Komura, Wenping Wang 0001
Comput. Graph.2
2024 Coverage Axis++: Efficient Inner Point Selection for 3D Shape Skeletonization
abstract
Abstract We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state‐of‐the‐art approaches for this task often rely on the watertightness of the input [LWS*15; PWG*19; PWG*19] or suffer from substantial computational costs [DLX*22; CD23], thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high‐accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers shape coverage, uniformity, and centrality to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water‐tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. Our codes are available at https://github.com/Frank-ZY-Dou/Coverage_Axis .
Zhiyang Dou, Rui Xu 0016, Cheng Lin 0001, Yuan Liu 0025, Xiaoxiao Long, Shi-Qing Xin, Taku Komura, Xiaoming Yuan 0001, Wenping Wang 0001
Comput. Graph. Forum5
2024 A Novel Method for Registration of MLS and Stereo Reconstructed Point Clouds
abstract
Cross-source point cloud registration is a prerequisite for effectively leveraging the complementary information of multiple 3D sensors. However, existing point cloud registration methods have primarily focused on the registration of mono-source point clouds and typically fail to register cross-source data with varying noise patterns and capture characteristics. In this paper, we present a new algorithm for cross-source point cloud registration between MLS point clouds and stereo-reconstructed point clouds. Our method has two key designs. Firstly, we design a novel descriptor with in-plane rotation-equivariance by leveraging the accessible gravity prior, yielding strong descriptiveness, better robustness, and improved efficiency. Secondly, based on the noise pattern of stereo-reconstructed point clouds, a novel disparity-weighted correspondence scoring strategy is proposed to strengthen the registration accuracy. In comparison to existing registration baselines, our method achieves a 32.6% higher Registration Recall on cross-source datasets of KITTI and KITTI-360 and a 23.1% higher Registration Recall on mono-source datasets of KITTI. Notably, our method also outperforms RANSAC-based methods in terms of computational efficiency with a 10× ~ 70× speedup. The source code and datasets have been available at https://github.com/WHU-USI3DV/MSReg.
Haiping Wang 0004, Zhen Dong 0005, Yuan Liu 0025, Bisheng Yang
IEEE Trans. Geosci. Remote. Sens.4
2024 DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models
abstract
Recent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat , an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.
Yuqing Zhang 0005, Yuan Liu 0025, Zhiyu Xie 0004, Lei Yang 0048, Zhongyuan Liu, Mengzhou Yang, Qilong Kou, Cheng Lin 0001, Wenping Wang 0001, Xiaogang Jin 0001
ACM Trans. Graph.2
2023 F2-NeRF: Fast Neural Radiance Field Training with Free Camera Trajectories
abstract
This paper presents a novel grid-based NeRF called F2- NeRF (Fast-Free-NeRF) for novel view synthesis, which enables arbitrary input camera trajectories and only costs a few minutes for training. Existing fast grid-based NeRF training frameworks, like Instant-NGP, Plenoxels, DVGO, or TensoRF, are mainly designed for bounded scenes and rely on space warping to handle unbounded scenes. Existing two widely-used space-warping methods are only designed for the forward-facing trajectory or the 360° object-centric trajectory but cannot process arbitrary trajectories. In this paper, we delve deep into the mechanism of space warping to handle unbounded scenes. Based on our analysis, we further propose a novel space-warping method called perspective warping, which allows us to handle arbitrary trajectories in the grid-based NeRF framework. Extensive experiments demonstrate that F2-NeRF is able to use the same perspective warping to render high-quality images on two standard datasets and a new free trajectory dataset collected by us. Project page: totoro97.github.io/projects/f2-nerf.
Peng Wang 0099, Yuan Liu 0025, Zhaoxi Chen 0009, Lingjie Liu, Ziwei Liu 0002, Taku Komura, Christian Theobalt, Wenping Wang 0001
CVPR2
2023 NeuralUDF: Learning Unsigned Distance Fields for Multi-View Reconstruction of Surfaces with Arbitrary Topologies
abstract
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies from 2D images via volume rendering. Recent advances in neural rendering based reconstruction have achieved compelling results. However, these methods are limited to objects with closed surfaces since they adopt Signed Distance Function (SDF) as surface representation which requires the target shape to be divided into inside and outside. In this paper, we propose to represent surfaces as the Unsigned Distance Function (UDF) and develop a new volume rendering scheme to learn the neural UDF representation. Specifically, a new density function that correlates the property of UDF with the volume rendering scheme is introduced for robust optimization of the UDF fields. Experiments on the DTU and DeepFashion3D datasets show that our method not only enables high-quality reconstruction of non-closed shapes with complex typologies, but also achieves comparable performance to the SDF based methods on the reconstruction of closed surfaces. Visit our project page at https://www.xxlong.site/NeuralUDF.
Xiaoxiao Long, Cheng Lin 0001, Lingjie Liu, Yuan Liu 0025, Peng Wang 0099, Christian Theobalt, Taku Komura, Wenping Wang 0001
CVPR4
2023 Robust Multiview Point Cloud Registration with Reliable Pose Graph Initialization and History Reweighting
abstract
In this paper, we present a new method for the multi-view registration of point cloud. Previous multiview registration methods rely on exhaustive pairwise registration to construct a densely-connected pose graph and apply Iteratively Reweighted Least Square (IRLS) on the pose graph to compute the scan poses. However, constructing a densely-connected graph is time-consuming and contains lots of outlier edges, which makes the subsequent IRLS struggle to find correct poses. To address the above problems, we first propose to use a neural network to estimate the overlap between scan pairs, which enables us to construct a sparse but reliable pose graph. Then, we design a novel history reweighting function in the IRLS scheme, which has strong robustness to outlier edges on the graph. In comparison with existing multiview registration methods, our method achieves 11% higher registration recall on the 3DMatch dataset and ~ 13% lower registration errors on the ScanNet dataset while reducing ~ 70% required pairwise registrations. Comprehensive ablation studies are conducted to demonstrate the effectiveness of our designs. The source code is available at https://github.com/WHU-USI3DV/SGHR.
Haiping Wang 0004, Yuan Liu 0025, Zhen Dong 0005, Yulan Guo, Yu-Shen Liu, Wenping Wang 0001, Bisheng Yang
CVPR2
2023 Improving Pixel-based MIM by Reducing Wasted Modeling Capability
abstract
There has been significant progress in Masked Image Modeling (MIM). Existing MIM methods can be broadly categorized into two groups based on the reconstruction target: pixel-based and tokenizer-based approaches. The former offers a simpler pipeline and lower computational cost, but it is known to be biased toward high-frequency details. In this paper, we provide a set of empirical studies to confirm this limitation of pixel-based MIM and propose a new method that explicitly utilizes low-level features from shallow layers to aid pixel reconstruction. By incorporating this design into our base method, MAE, we reduce the wasted modeling capability of pixel-based MIM, improving its convergence and achieving non-trivial improvements across various downstream tasks. To the best of our knowledge, we are the first to systematically investigate multilevel feature fusion for isotropic architectures like the standard Vision Transformer (ViT). Notably, when applied to a smaller model (e.g., ViT-S), our method yields significant performance gains, such as 1.2% on fine-tuning, 2.8% on linear probing, and 2.6% on semantic segmentation. Code and models are available in MMPretrain1.
Yuan Liu 0025, Songyang Zhang 0001, Zhaohui Yu, Kai Chen 0026, Dahua Lin
ICCV1
2023 RoReg: Pairwise Point Cloud Registration With Oriented Descriptors and Local Rotations
abstract
We present RoReg, a novel point cloud registration framework that fully exploits oriented descriptors and estimated local rotations in the whole registration pipeline. Previous methods mainly focus on extracting rotation-invariant descriptors for registration but unanimously neglect the orientations of descriptors. In this paper, we show that the oriented descriptors and the estimated local rotations are very useful in the whole registration pipeline, including feature description, feature detection, feature matching, and transformation estimation. Consequently, we design a novel oriented descriptor RoReg-Desc and apply RoReg-Desc to estimate the local rotations. Such estimated local rotations enable us to develop a rotation-guided detector, a rotation coherence matcher, and a one-shot-estimation RANSAC, all of which greatly improve the registration performance. Extensive experiments demonstrate that RoReg achieves state-of-the-art performance on the widely-used 3DMatch and 3DLoMatch datasets, and also generalizes well to the outdoor ETH dataset. In particular, we also provide in-depth analysis on each component of RoReg, validating the improvements brought by oriented descriptors and the estimated local rotations. Source code and supplementary material are available at https://github.com/HpWang-whu/RoReg.
Haiping Wang 0004, Yuan Liu 0025, Qingyong Hu, Bing Wang 0013, Zhen Dong 0005, Yulan Guo, Wenping Wang 0001, Bisheng Yang
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images
abstract
We present a neural rendering-based method called NeRO for reconstructing the geometry and the BRDF of reflective objects from multiview images captured in an unknown environment. Multiview reconstruction of reflective objects is extremely challenging because specular reflections are view-dependent and thus violate the multiview consistency, which is the cornerstone for most multiview reconstruction methods. Recent neural rendering techniques can model the interaction between environment lights and the object surfaces to fit the view-dependent reflections, thus making it possible to reconstruct reflective objects from multiview images. However, accurately modeling environment lights in the neural rendering is intractable, especially when the geometry is unknown. Most existing neural rendering methods, which can model environment lights, only consider direct lights and rely on object masks to reconstruct objects with weak specular reflections. Therefore, these methods fail to reconstruct reflective objects, especially when the object mask is not available and the object is illuminated by indirect lights. We propose a two-step approach to tackle this problem. First, by applying the split-sum approximation and the integrated directional encoding to approximate the shading effects of both direct and indirect lights, we are able to accurately reconstruct the geometry of reflective objects without any object masks. Then, with the object geometry fixed, we use more accurate sampling to recover the environment lights and the BRDF of the object. Extensive experiments demonstrate that our method is capable of accurately reconstructing the geometry and the BRDF of reflective objects from only posed RGB images without knowing the environment lights and the object masks. Codes and datasets are available at https://github.com/liuyuan-pal/NeRO.
Yuan Liu 0025, Peng Wang 0099, Cheng Lin 0001, Xiaoxiao Long, Jiepeng Wang 0001, Lingjie Liu, Taku Komura, Wenping Wang 0001
ACM Trans. Graph.1
2022 Neural Rays for Occlusion-aware Image-based Rendering
abstract
We present a new neural representation, called Neural Ray (NeuRay), for the novel view synthesis task. Recent works construct radiance fields from image features of input views to render novel view images, which enables the generalization to new scenes. However, due to occlusions, a 3D point may be invisible to some input views. On such a 3D point, these generalization methods will include inconsistent image features from invisible views, which interfere with the radiance field construction. To solve this problem, we predict the visibility of 3D points to input views within our NeuRay representation. This visibility enables the radiance field construction to focus on visible image features, which significantly improves its rendering quality. Meanwhile, a novel consistency loss is proposed to refine the visibility in NeuRay when finetuning on a specific scene. Experiments demonstrate that our approach achieves state-of-the-art performance on the novel view synthesis task when generalizing to unseen scenes and outperforms perscene optimization methods after finetuning. Project page:https://liuyuan-pal.github.io/NeuRay/
Yuan Liu 0025, Sida Peng, Lingjie Liu, Qianqian Wang 0002, Peng Wang 0099, Christian Theobalt, Xiaowei Zhou 0001, Wenping Wang 0001
CVPR1
2022 Gen6D: Generalizable Model-Free 6-DoF Object Pose Estimation from RGB Images
Yuan Liu 0025, Yilin Wen 0001, Sida Peng, Cheng Lin 0001, Xiaoxiao Long, Taku Komura, Wenping Wang 0001
ECCV (32)1
2022 You Only Hypothesize Once: Point Cloud Registration with Rotation-equivariant Descriptors
abstract
In this paper, we propose a novel local descriptor-based framework, called You Only Hypothesize Once (YOHO), for the registration of two unaligned point clouds. In contrast to most existing local descriptors which rely on a fragile local reference frame to gain rotation invariance, the proposed descriptor achieves the rotation invariance by recent technologies of group equivariant feature learning, which brings more robustness to point density and noise. Meanwhile, the descriptor in YOHO also has a rotation-equivariant part, which enables us to estimate the registration from just one correspondence hypothesis. Such property reduces the searching space for feasible transformations, thus greatly improving both the accuracy and the efficiency of YOHO. Extensive experiments show that YOHO achieves superior performances with much fewer needed RANSAC iterations on four widely-used datasets, the 3DMatch/3DLoMatch datasets, the ETH dataset and the WHU-TLS dataset. More details are shown in our project page: https://hpwang-whu.github.io/YOHO/.
Haiping Wang 0004, Yuan Liu 0025, Zhen Dong 0005, Wenping Wang 0001
ACM Multimedia2
2022 PVNet: Pixel-Wise Voting Network for 6DoF Object Pose Estimation
abstract
This paper addresses the problem of instance-level 6DoF object pose estimation from a single RGB image. Many recent works have shown that a two-stage approach, which first detects keypoints and then solves a Perspective-n-Point (PnP) problem for pose estimation, achieves remarkable performance. However, most of these methods only localize a set of sparse keypoints by regressing their image coordinates or heatmaps, which are sensitive to occlusion and truncation. Instead, we introduce a Pixel-wise Voting Network (PVNet) to regress pixel-wise vectors pointing to the keypoints and use these vectors to vote for keypoint locations. This creates a flexible representation for localizing occluded or truncated keypoints. Another important feature of this representation is that it provides uncertainties of keypoint locations that can be further leveraged by the PnP solver. Experiments show that the proposed approach outperforms the state of the art on the LINEMOD, Occluded LINEMOD, YCB-Video, and Tless datasets, while being efficient for real-time pose estimation. We further create a Truncated LINEMOD dataset to validate the robustness of our approach against truncation. The code is available at https://github.com/zju3dv/pvnet.
Sida Peng, Xiaowei Zhou 0001, Yuan Liu 0025, Haotong Lin, Qixing Huang, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.3
2021 Point2Skeleton: Learning Skeletal Representations from Point Clouds
abstract
We introduce Point2Skeleton, an unsupervised method to learn skeletal representations from point clouds. Existing skeletonization methods are limited to tubular shapes and the stringent requirement of watertight input, while our method aims to produce more generalized skeletal representations for complex structures and handle point clouds. Our key idea is to use the insights of the medial axis transform (MAT) to capture the intrinsic geometric and topological natures of the original input points. We first predict a set of skeletal points by learning a geometric transformation, and then analyze the connectivity of the skeletal points to form skeletal mesh structures. Extensive evaluations and comparisons show our method has superior performance and robustness. The learned skeletal representation will benefit several unsupervised tasks for point clouds, such as surface reconstruction and segmentation.
Cheng Lin 0001, Changjian Li 0001, Yuan Liu 0025, Nenglun Chen, Yi-King Choi, Wenping Wang 0001
CVPR3
2021 Learnable Motion Coherence for Correspondence Pruning
abstract
Motion coherence is an important clue for distinguishing true correspondences from false ones. Modeling motion coherence on sparse putative correspondences is challenging due to their sparsity and uneven distributions. Existing works on motion coherence are sensitive to parameter settings and have difficulty in dealing with complex motion patterns. In this paper, we introduce a network called Laplacian Motion Coherence Network (LMCNet) to learn motion coherence property for correspondence pruning. We propose a novel formulation of fitting coherent motions with a smooth function on a graph of correspondences and show that this formulation allows a closed-form solution by graph Laplacian. This closed-form solution enables us to design a differentiable layer in a learning framework to capture global motion coherence from putative correspondences. The global motion coherence is further combined with local coherence extracted by another local layer to robustly detect inlier correspondences. Experiments demonstrate that LMCNet has superior performances to the state of the art in relative camera pose estimation and correspondences pruning of dynamic scenes1.
Yuan Liu 0025, Lingjie Liu, Cheng Lin 0001, Zhen Dong 0005, Wenping Wang 0001
CVPR1
2021 AdaFit: Rethinking Learning-based Normal Estimation on Point Clouds
abstract
This paper presents a neural network for robust normal estimation on point clouds, named AdaFit, that can deal with point clouds with noise and density variations. Existing works use a network to learn point-wise weights for weighted least squares surface fitting to estimate the normals, which has difficulty in finding accurate normals in complex regions or containing noisy points. By analyzing the step of weighted least squares surface fitting, we find that it is hard to determine the polynomial order of the fitting surface and the fitting surface is sensitive to outliers. To address these problems, we propose a simple yet effective solution that adds an additional offset prediction to improve the quality of normal estimation. Furthermore, in order to take advantage of points from different neighborhood sizes, a novel Cascaded Scale Aggregation layer is proposed to help the network predict more accurate point-wise offsets and weights. Extensive experiments demonstrate that AdaFit achieves state-of-the-art performance on both the synthetic PCPNet dataset and the real-word SceneNN dataset. The code is publicly available at https://github.com/Runsong123/AdaFit.
Runsong Zhu, Yuan Liu 0025, Zhen Dong 0005, Yuan Wang 0035, Tengping Jiang, Wenping Wang 0001, Bisheng Yang
ICCV2
2021 NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction
abstract
We present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR [Niemeyer et al., 2020] and IDR [Yariv et al., 2020], require foreground mask as supervision, easily get trapped in local minima, and therefore struggle with the reconstruction of objects with severe self-occlusion or thin structures. Meanwhile, recent neural methods for novel view synthesis, such as NeRF [Mildenhall et al., 2020] and its variants, use volume rendering to produce a neural scene representation with robustness of optimization, even for highly complex objects. However, extracting high-quality surfaces from this learned implicit representation is difficult because there are not sufficient surface constraints in the representation. In NeuS, we propose to represent a surface as the zero-level set of a signed distance function (SDF) and develop a new volume rendering method to train a neural SDF representation. We observe that the conventional volume rendering method causes inherent geometric errors (i.e. bias) for surface reconstruction, and therefore propose a new formulation that is free of bias in the first order of approximation, thus leading to more accurate surface reconstruction even without the mask supervision. Experiments on the DTU dataset and the BlendedMVS dataset show that NeuS outperforms the state-of-the-arts in high-quality surface reconstruction, especially for objects and scenes with complex structures and self-occlusion.
Peng Wang 0099, Lingjie Liu, Yuan Liu 0025, Christian Theobalt, Taku Komura, Wenping Wang 0001
NeurIPS3
2020 Simultaneous interior and boundary optimization of volumetric domain parameterizations for IGA
Hao Liu 0029, Yang Yang 0065, Yuan Liu 0025, Xiao-Ming Fu 0001
Comput. Aided Geom. Des.3
2020 Data driven hybrid edge computing-based hierarchical task guidance for efficient maritime escorting with multiple unmanned surface vehicles
Jiajia Xie, Jun Luo 0006, Yan Peng 0001, Shaorong Xie, Huayan Pu, Xiaomao Li, Zhou Su 0001, Yuan Liu 0025
Peer-to-Peer Netw. Appl.8
2020 Error-bounded compatible remeshing
abstract
We present a novel method to construct compatible surface meshes with bounded approximation errors. Given two oriented and topologically equivalent surfaces and a sparse set of corresponding landmarks, our method contains two steps: (1) generate compatible meshes with bounded approximation errors and (2) reduce mesh complexity while ensuring that approximation errors are always bounded. Central to the first step is a parameterization-based remeshing technique, which is capable of isotropically remeshing the input surfaces to be compatible and error-bounded. By iteratively performing a novel edge-based compatible remeshing and increasing the compatible target edge lengths, the second step effectively reduces mesh complexity while explicitly maintaining compatibility, regularity, and bounding approximation errors. Tests on various pairs of complex models demonstrate the efficacy and practicability of our method for constructing high-quality compatible meshes with bounded approximation errors.
Yang Yang 0065, Wen-Xiang Zhang, Yuan Liu 0025, Ligang Liu 0001, Xiao-Ming Fu 0001
ACM Trans. Graph.3
2019 PVNet: Pixel-Wise Voting Network for 6DoF Pose Estimation
abstract
This paper addresses the challenge of 6DoF pose estimation from a single RGB image under severe occlusion or truncation. Many recent works have shown that a two-stage approach, which first detects keypoints and then solves a Perspective-n-Point (PnP) problem for pose estimation, achieves remarkable performance. However, most of these methods only localize a set of sparse keypoints by regressing their image coordinates or heatmaps, which are sensitive to occlusion and truncation. Instead, we introduce a Pixel-wise Voting Network (PVNet) to regress pixel-wise vectors pointing to the keypoints and use these vectors to vote for keypoint locations. This creates a flexible representation for localizing occluded or truncated keypoints. Another important feature of this representation is that it provides uncertainties of keypoint locations that can be further leveraged by the PnP solver. Experiments show that the proposed approach outperforms the state of the art on the LINEMOD, Occlusion LINEMOD and YCB-Video datasets by a large margin, while being efficient for real-time pose estimation. We further create a Truncation LINEMOD dataset to validate the robustness of our approach against truncation. The code is available at https://zju3dv.github.io/pvnet/.
Sida Peng, Yuan Liu 0025, Qixing Huang, Xiaowei Zhou 0001, Hujun Bao
CVPR2
2019 GIFT: Learning Transformation-Invariant Dense Visual Descriptors via Group CNNs
abstract
Finding local correspondences between images with different viewpoints requires local descriptors that are robust against geometric transformations. An approach for transformation invariance is to integrate out the transformations by pooling the features extracted from transformed versions of an image. However, the feature pooling may sacrifice the distinctiveness of the resulting descriptors. In this paper, we introduce a novel visual descriptor named Group Invariant Feature Transform (GIFT), which is both discriminative and robust to geometric transformations. The key idea is that the features extracted from the transformed versions of an image can be viewed as a function defined on the group of the transformations. Instead of feature pooling, we use group convolutions to exploit underlying structures of the extracted features on the group, resulting in descriptors that are both discriminative and provably invariant to the group of transformations. Extensive experiments show that GIFT outperforms state-of-the-art methods on several benchmark datasets and practically improves the performance of relative pose estimation.
Yuan Liu 0025, Zehong Shen, Zhixuan Lin, Sida Peng, Hujun Bao, Xiaowei Zhou 0001
NeurIPS1
2018 The Multiple Unmanned Surface Vehicles Cooperative Defense Based on PM-PSO and GA-PSO in the Sophisticated Sea Environment
abstract
The unmanned surface vehicles (USVs) have become a major trend in the construction of naval equipment and its flexibility and intelligence making it widely used in real-scenes. For cooperative defense with multiple USVs to intercept intruders, it is proposed that planning the path with obstacle avoidance and protecting the target by task allocation actions. The particle swarm optimization based on probe mechanism (PM-PSO) is proposed for pathing planning with obstacle avoidance. With the consideration of the constraints of different defense schemes such as the path cost, the interception loss, the defense income and so on, it is proposed that the dispersed particle swarm optimization based on genetic algorithm (GA-PSO) for the interception task allocation. Furthermore, the fitness function is proposed to evaluate the feasibility of the interception path and the quality of the allocation scheme. Extensive simulation experiments are conducted and demonstrated the effectiveness, rationality and superiority of the proposed methods.
Yuan Liu 0025, Xing Wu 0001, Yike Guo, Shaorong Xie, Huayan Pu, Yan Peng 0001
SoMeT1
2018 Function representation based slicer for 3D printing
Yanzhi Song, Zhouwang Yang, Yuan Liu 0025, Jiansong Deng
Comput. Aided Geom. Des.3
2017 The Cooperative Defense Strategy by Multi-USVs
abstract
Based on the multi-agents system control theory and technology, this paper presents the cooperative defense process of multiple unmanned surface vehicles (USVs) operating in complicated sea environment, and explains the quantification of the battle effectiveness, cooperative strategy, task allocation and finally describes in detail the cooperative strategies on random graph. Then we point out the problems in the current cooperative defense process and the future development direction. The cooperative defense research of USVs in the sea environment has a great significance to the effective promotion of social and military efficiency.
Yuan Liu 0025, Xing Wu 0001, Yike Guo, Shaorong Xie, Huayan Pu, Yan Peng 0001
SoMeT1
2017 The Cooperative Defense System by Team of USVs in Complicated Sea Environment
abstract
Based on the multi-agents system control theory and technology, this paper presents the construction of cooperative defense system of multiple unmanned surface vehicles (USVs) operating in complicated sea environment, develops the mathematical formula describing the trajectory equation when the USV intercepts the intruder, and explains the proposed coordination control method used in the corresponding defense system. Then we point out the future development requirement of the cooperative defense system. The cooperative defense system research of USVs in the sea environment has a great significance to the effective promotion of social and military efficiency, and it is the basis of the implement about cooperative strategies.
Xing Wu 0001, Yuan Liu 0025, Yike Guo, Shaorong Xie, Huayan Pu, Yan Peng 0001
SoMeT2
2017 Implicit surface reconstruction with total variation regularization
Yuan Liu 0025, Yanzhi Song, Zhouwang Yang, Jiansong Deng
Comput. Aided Geom. Des.1
2014 Globally consistent rigid registration
Yuan Liu 0025, Zhouwang Yang, Jiansong Deng, Ligang Liu 0001
Graph. Model.1