SearcharxivSearch

arXiv subjects

Bingbing Ni

Publications and source records attributed to Bingbing Ni.

At least 19 recordsLinked to original sources

RAGDiffusion++: From Macro-Retrieval to Micro-Fidelity Alignment for Garment Generation

Standard clothing asset generation---restoring forward-facing flat-lay garment images from diverse real-world contexts---holds immense commercial value yet demands both macroscopic topological accuracy and microscopic physical fidelity. Although our previous work RAGDiffusion effectively eradicated large-scale structural hallucinations via retrieval-augmented macro-constraints, achieving industrial-grade micro-texture realism remains an unsolved bottleneck. We formally identify this limitation as High-Frequency Trajectory Collapse: supervised fine-tuning (SFT) converges to the conditional mean of the training distribution, which is dominated by smooth, low-frequency textures, causing high-frequency patterns (e.g., fabric weaves, intricate logos) to become nearly un-sampleable. Naively applying Reinforcement Learning (RL) post-training further triggers Artifact Hacking, where models exploit semantic biases in generic reward models by generating deceptive checkerboard noise. Our key insight is that RL can fundamentally reshape the sampling distribution of flow models---elevating the probability of high-fidelity trajectories under accurate reward guidance---while adversarial regularization prevents exploitation of reward blind spots. Realizing this principle requires three prerequisites: (i)inherent capacity, established through a 27,725-pair high-complexity garment dataset (STGarment-Plus) and a Dual-Image-Stream FLUX architecture upgrade; (ii)perceptive reward, provided by a novel attribute-aware reward model (Garment-RM) trained on 500K images via fine-grained contrastive learning, achieving 84.67% human preference accuracy; and (iii)hacking prevention, enforced by our Adversarial-Regularized GRPO (AR-GRPO) strategy that integrates a dynamic discriminator into the RL sampling trajectory to penalize artifacts while enriching authentic high-frequency details.

cs.CV

RL-Native Distillation: Exploiting Scored Trajectories for Few-Step Image Generation

Efficient text-to-image generation requires both reinforcement-learning (RL)-based reward alignment and few-step distillation, yet these procedures are typically performed sequentially, increasing training cost and risking the loss of reward gains during compression. We instead take an RL-native perspective: diffusion RL already generates reward-scored finite-step trajectories, whose intermediate states provide a natural source of distillation supervision rather than a disposable byproduct of sampling. Based on this insight, we propose REST (Reward-Enhanced Scored-Trajectory Distillation), a single-stage RL-distillation co-training framework that attaches a decoupled student to an arbitrary RL teacher. The student learns segment-wise from the teacher's evolving rollout trajectories while leaving the original teacher optimization unchanged. To prevent uniform imitation from preserving undesirable low-reward behaviors, we further introduce Advantage-Modulated Distillation (AMD), which transforms rollout advantages into signed weights over a base distillation loss. AMD strengthens supervision from preferred trajectories and mildly repels the student from low-reward ones. The resulting framework is lightweight and plug-and-play, requires no extra image rollouts, no separate distillation dataset, and no adversarial training. Experiments on compositional generation, visual text rendering, and human-preference alignment show that REST enables few-step CFG-free inference that matches or surpasses its 40-step RL teacher, with an overall additional training cost below 25% over pure RL. REST improves DrawBench PickScore over RTDMD by 0.82 while requiring only one-fifth of the training iterations.

cs.CV

UniMoCa: Unifying Motion and Camera Controls as Visual Proxies for Faithful Human Video Generation

Controlling human motion and camera movement is essential for faithful human-oriented video generation, yet remains challenging in multi-person scenes with large body motions, occlusions, and dynamic cameras. Existing pipelines typically rely on visual motion sequences, such as skeleton maps, pose maps, or rendered body representations, for motion control, while using camera embeddings for camera control. Such heterogeneous control interfaces force video generation models to reconcile pixel-aligned visual cues with non-visual geometric embeddings, making motion-camera attribution difficult and sensitive to camera estimation errors. We propose \textbf{UniMoCa}, a representation-driven framework that unifies motion and camera controls in visual space. At the core of UniMoCa is \textbf{Motion-Camera Visual Proxy} (\textbf{MCVP}), a mutually-sharable novel representation that converts 3D human motion and camera trajectories extracted from driving videos into an identity-neutral visual proxy. MCVP renders temporally aligned human geometry under the recovered camera trajectory and augments it with explicit camera trajectory markers, replacing heterogeneous visual-parametric controls with distinguishable visual cues. As both control factors are represented in the same visual space, they become mutually compatible rather than heterogeneous, enabling consistent joint reasoning and editing during video generation. We further curate a \textbf{MCVP-Video} dataset covering complex actions, multi-person interactions, and diverse camera trajectories. Experiments based on the Wan2.2 I2V show that UniMoCa achieves substantial gains in human motion control, camera control, temporal consistency, and camera-aware robustness with minimal additional complexity. More details are shown in our Project page: https://tanliming-daniel.github.io/UniMoCa/.

cs.CV

SVGEval: A Vision-Grounded Framework for Perceptual-Quality Benchmarking and Evaluation in Text-to-SVG Generation

Multimodal large models are increasingly used to generate scalable vector graphics (SVG), but reliable evaluation remains underexplored. Existing protocols are often code-centric or borrow raster-image metrics after rendering SVGs, which fail to reflect human perception and overlook SVG-specific qualities such as geometry and spatial composition. We introduce SVGEval, a vision-grounded multimodal benchmark for human-aligned SVG quality assessment. SVGEval explicitly incorporates visual renderings to evaluate whether models can judge the rendered outcome rather than only inspect SVG code, and provides high-quality annotations obtained via multi-round human labeling with expert refinement. Systematic evaluations across representative multimodal models reveal a clear gap: models perform relatively well on semantic alignment and aesthetics, yet struggle on geometry- and layout-related judgments. Building on SVGEval, we train an explainable SVG quality scorer that outputs multi-aspect scores with textual rationales. Ablations show that explicit visual grounding and reasoning supervision are crucial, especially for spatial and geometric assessment. SVGEval offers a reliable testbed and practical scorer for evaluating and improving SVG generation in the era of multimodal models.

cs.CV

World Narrative Model for Highly Controllable Video Generation: A Paradigm Shift from Pixel Sampling to Physical World Orchestration

The fundamental obstacle to industrial grade video generation is the lack of controllability: existing models treat video as a pixel distribution sampling problem, bypassing the explicit, instance level $4D$ $(3D + T)$ physical world. Consequently, content creators cannot specify geometry, motion, camera parameters, or lighting in a deterministic, quantitative way, leading to the infamous ''gacha'' loop that makes professional content creation prohibitively inefficient and expensive. To address this, we introduce the World Narrative Model (WNM), a paradigm that decouples what to render -- the structured physical narrative -- from how to render -- the pixel generation process. WNM replaces end-to-end black-box sampling with orchestrated $4D$ pre-visualization for media generation. Collaborative agents translate sparse multimodal inputs, including text, reference videos, and sketches, into a fully editable world representation with scene geometry, object layouts, character/animal skeleton motion, trajectories, camera motion, and lighting at quantitative, physically meaningful granularity. This representation acts as a deterministic structural blueprint that drives existing video foundation models, either frozen or lightly adapted, to render final footage, turning the base model into a faithful neural shader. Built on this engine, our human-AI platform supports automatic world generation and pre-visualization aligned with professional filmmaking pipelines, while director consoles enable seamless human refinement. Experiments show that WNM greatly reduces probabilistic ``gacha'' calls and produces videos whose layout, motion, and cinematography closely follow creator intent. The framework is open and modular, allowing each component, such as world representation, control agents, and adapters, to be independently improved. Project website: https://glassroom.sjtu.edu.cn/WNM/.

cs.CV

Differentiable Stroke Planning with Dual Parameterization for Efficient and High-Fidelity Painting Creation

In stroke-based rendering, search methods often get trapped in local minima due to discrete stroke placement, while differentiable optimizers lack structural awareness and produce unstructured layouts. To bridge this gap, we propose a dual representation that couples discrete polylines with continuous B\'ezier control points via a bidirectional mapping mechanism. This enables collaborative optimization: local gradients refine global stroke structures, while content-aware stroke proposals help escape poor local optima. Our representation further supports Gaussian-splatting-inspired initialization, enabling highly parallel stroke optimization across the image. Experiments show that our approach reduces the number of strokes by 30-50%, achieves more structurally coherent layouts, and improves reconstruction quality, while cutting optimization time by 30-40% compared to existing differentiable vectorization methods.

cs.CV

CEI-3D: Collaborative Explicit-Implicit 3D Reconstruction for Realistic and Fine-Grained Object Editing

Existing 3D editing methods often produce unrealistic and unrefined results due to the deeply integrated nature of their reconstruction networks. To address the challenge, this paper introduces CEI-3D, an editing-oriented reconstruction pipeline designed to facilitate realistic and fine-grained editing. Specifically, we propose a collaborative explicit-implicit reconstruction approach, which represents the target object using an implicit SDF network and a differentially sampled, locally controllable set of handler points. The implicit network provides a smooth and continuous geometry prior, while the explicit handler points offer localized control, enabling mutual guidance between the global 3D structure and user-specified local editing regions. To independently control each attribute of the handler points, we design a physical properties disentangling module to decouple the color of the handler points into separate physical properties. We also propose a dual-diffuse-albedo network in this module to process the edited and non-edited regions through separate branches, thereby preventing undesired interference from editing operations. Building on the reconstructed collaborative explicit-implicit representation with disentangled properties, we introduce a spatial-aware editing module that enables part-wise adjustment of relevant handler points. This module employs a cross-view propagation-based 3D segmentation strategy, which helps users to edit the specified physical attributes of a target part efficiently. Extensive experiments on both real and synthetic datasets demonstrate that our approach achieves more realistic and fine-grained editing results than the state-of-the-art (SOTA) methods while requiring less editing time. Our code is available on https://github.com/shiyue001/CEI-3D.

cs.CV

ProxyImg: Towards Highly-Controllable Image Representation via Hierarchical Disentangled Proxy Embedding

Prevailing image representation methods, including explicit representations such as raster images and Gaussian primitives, as well as implicit representations such as latent images, either suffer from representation redundancy that leads to heavy manual editing effort, or lack a direct mapping from latent variables to semantic instances or parts, making fine-grained manipulation difficult. These limitations hinder efficient and controllable image and video editing. To address these issues, we propose a hierarchical proxy-based parametric image representation that disentangles semantic, geometric, and textural attributes into independent and manipulable parameter spaces. Based on a semantic-aware decomposition of the input image, our representation constructs hierarchical proxy geometries through adaptive Bezier fitting and iterative internal region subdivision and meshing. Multi-scale implicit texture parameters are embedded into the resulting geometry-aware distributed proxy nodes, enabling continuous high-fidelity reconstruction in the pixel domain and instance- or part-independent semantic editing. In addition, we introduce a locality-adaptive feature indexing mechanism to ensure spatial texture coherence, which further supports high-quality background completion without relying on generative models. Extensive experiments on image reconstruction and editing benchmarks, including ImageNet, OIR-Bench, and HumanEdit, demonstrate that our method achieves state-of-the-art rendering fidelity with significantly fewer parameters, while enabling intuitive, interactive, and physically plausible manipulation. Moreover, by integrating proxy nodes with Position-Based Dynamics, our framework supports real-time physics-driven animation using lightweight implicit rendering, achieving superior temporal consistency and visual realism compared with generative approaches.

cs.CV

3DProxyImg: Controllable 3D-Aware Animation Synthesis from Single Image via 2D-3D Aligned Proxy Embedding

3D animation is central to modern visual media, yet traditional production pipelines remain labor-intensive, expertise-demanding, and computationally expensive. Recent AIGC-based approaches partially automate asset creation and rigging, but they either inherit the heavy costs of full 3D pipelines or rely on video-synthesis paradigms that sacrifice 3D controllability and interactivity. We focus on single-image 3D animation generation and argue that progress is fundamentally constrained by a trade-off between rendering quality and 3D control. To address this limitation, we propose a lightweight 3D animation framework that decouples geometric control from appearance synthesis. The core idea is a 2D-3D aligned proxy representation that uses a coarse 3D estimate as a structural carrier, while delegating high-fidelity appearance and view synthesis to learned image-space generative priors. This proxy formulation enables 3D-aware motion control and interaction comparable to classical pipelines, without requiring accurate geometry or expensive optimization, and naturally extends to coherent background animation. Extensive experiments demonstrate that our method achieves efficient animation generation on low-power platforms and outperforms video-based 3D animation generation in identity preservation, geometric and textural consistency, and the level of precise, interactive control it offers to users.

cs.CV

PaintFlow: A Unified Framework for Interactive Oil Paintings Editing and Generation

Oil painting, as a high-level medium that blends human abstract thinking with artistic expression, poses substantial challenges for digital generation and editing due to its intricate brushstroke dynamics and stylized characteristics. Existing generation and editing techniques are often constrained by the distribution of training data and primarily focus on modifying real photographs. In this work, we introduce a unified multimodal framework for oil painting generation and editing. The proposed system allows users to incorporate reference images for precise semantic control, hand-drawn sketches for spatial structure alignment, and natural language prompts for high-level semantic guidance, while consistently maintaining a unified painting style across all outputs. Our method achieves interactive oil painting creation through three crucial technical advancements. First, we enhance the training stage with spatial alignment and semantic enhancement conditioning strategy, which map masks and sketches into spatial constraints, and encode contextual embedding from reference images and text into feature constraints, enabling object-level semantic alignment. Second, to overcome data scarcity, we propose a self-supervised style transfer pipeline based on Stroke-Based Rendering (SBR), which simulates the inpainting dynamics of oil painting restoration, converting real images into stylized oil paintings with preserved brushstroke textures to construct a large-scale paired training dataset. Finally, during inference, we integrate features using the AdaIN operator to ensure stylistic consistency. Extensive experiments demonstrate that our interactive system enables fine-grained editing while preserving the artistic qualities of oil paintings, achieving an unprecedented level of imagination realization in stylized oil paintings generation and editing.

cs.CV

Vectorized Video Representation with Easy Editing via Hierarchical Spatio-Temporally Consistent Proxy Embedding

Current video representations heavily rely on unstable and over-grained priors for motion and appearance modelling, \emph{i.e.}, pixel-level matching and tracking. A tracking error of just a few pixels would lead to the collapse of the visual object representation, not to mention occlusions and large motion frequently occurring in videos. To overcome the above mentioned vulnerability, this work proposes spatio-temporally consistent proxy nodes to represent dynamically changing objects/scenes in the video. On the one hand, the hierarchical proxy nodes have the ability to stably express the multi-scale structure of visual objects, so they are not affected by accumulated tracking error, long-term motion, occlusion, and viewpoint variation. On the other hand, the dynamic representation update mechanism of the proxy nodes adequately leverages spatio-temporal priors of the video to mitigate the impact of inaccurate trackers, thereby effectively handling drastic changes in scenes and objects. Additionally, the decoupled encoding manner of the shape and texture representations across different visual objects in the video facilitates controllable and fine-grained appearance editing capability. Extensive experiments demonstrate that the proposed representation achieves high video reconstruction accuracy with fewer parameters and supports complex video processing tasks, including video in-painting and keyframe-based temporally consistent video editing.

cs.CV

SVGThinker: Instruction-Aligned and Reasoning-Driven Text-to-SVG Generation

Scalable Vector Graphics (SVG) is a code-based representation for 2D visuals. Leveraging recent advances in large language models (LLMs), we study text-to-SVG generation and address two persistent gaps: weak generalization and poor adherence to input instructions. We present SVGThinker, a reasoning-driven framework that aligns the production of SVG code with the visualization process and supports the full set of SVG primitives. Our pipeline first renders each primitive in sequence and uses a multimodal model to annotate the image and code; we then build stepwise updates that mirror the incremental addition of primitives. On this data, we train an LLM with supervised fine-tuning that exposes its chain-of-thought as intermediate reasoning, improving robustness and reducing errors and hallucinations. Experiments against state-of-the-art baselines show that SVGThinker produces more stable, editable, and higher-quality SVGs while preserving the structural advantages of vector graphics. Unlike image-based methods, our outputs enable precise and hierarchical editing, opening new directions for design, content creation, and automated graphics generation.

cs.CV

Generating Human-AI Collaborative Design Sequence for 3D Assets via Differentiable Operation Graph

The emergence of 3D artificial intelligence-generated content (3D-AIGC) has enabled rapid synthesis of intricate geometries. However, a fundamental disconnect persists between AI-generated content and human-centric design paradigms, rooted in representational incompatibilities: conventional AI frameworks predominantly manipulate meshes or neural representations (\emph{e.g.}, NeRF, Gaussian Splatting), while designers operate within parametric modeling tools. This disconnection diminishes the practical value of AI for 3D industry, undermining the efficiency of human-AI collaboration. To resolve this disparity, we focus on generating design operation sequences, which are structured modeling histories that comprehensively capture the step-by-step construction process of 3D assets and align with designers' typical workflows in modern 3D software. We first reformulate fundamental modeling operations (\emph{e.g.}, \emph{Extrude}, \emph{Boolean}) into differentiable units, enabling joint optimization of continuous (\emph{e.g.}, \emph{Extrude} height) and discrete (\emph{e.g.}, \emph{Boolean} type) parameters via gradient-based learning. Based on these differentiable operations, a hierarchical graph with gating mechanism is constructed and optimized end-to-end by minimizing Chamfer Distance to target geometries. Multi-stage sequence length constraint and domain rule penalties enable unsupervised learning of compact design sequences without ground-truth sequence supervision. Extensive validation demonstrates that the generated operation sequences achieve high geometric fidelity, smooth mesh wiring, rational step composition and flexible editing capacity, with full compatibility within design industry.

cs.GR

HPR3D: Hierarchical Proxy Representation for High-Fidelity 3D Reconstruction and Controllable Editing

Current 3D representations like meshes, voxels, point clouds, and NeRF-based neural implicit fields exhibit significant limitations: they are often task-specific, lacking universal applicability across reconstruction, generation, editing, and driving. While meshes offer high precision, their dense vertex data complicates editing; NeRFs deliver excellent rendering but suffer from structural ambiguity, hindering animation and manipulation; all representations inherently struggle with the trade-off between data complexity and fidelity. To overcome these issues, we introduce a novel 3D Hierarchical Proxy Node representation. Its core innovation lies in representing an object's shape and texture via a sparse set of hierarchically organized (tree-structured) proxy nodes distributed on its surface and interior. Each node stores local shape and texture information (implicitly encoded by a small MLP) within its neighborhood. Querying any 3D coordinate's properties involves efficient neural interpolation and lightweight decoding from relevant nearby and parent nodes. This framework yields a highly compact representation where nodes align with local semantics, enabling direct drag-and-edit manipulation, and offers scalable quality-complexity control. Extensive experiments across 3D reconstruction and editing demonstrate our method's expressive efficiency, high-fidelity rendering quality, and superior editability.

cs.GR

GeoMM: On Geodesic Perspective for Multi-modal Learning

Geodesic distance serves as a reliable means of measuring distance in nonlinear spaces, and such nonlinear manifolds are prevalent in the current multimodal learning. In these scenarios, some samples may exhibit high similarity, yet they convey different semantics, making traditional distance metrics inadequate for distinguishing between positive and negative samples. This paper introduces geodesic distance as a novel distance metric in multi-modal learning for the first time, to mine correlations between samples, aiming to address the limitations of common distance metric. Our approach incorporates a comprehensive series of strategies to adapt geodesic distance for the current multimodal learning. Specifically, we construct a graph structure to represent the adjacency relationships among samples by thresholding distances between them and then apply the shortest-path algorithm to obtain geodesic distance within this graph. To facilitate efficient computation, we further propose a hierarchical graph structure through clustering and combined with incremental update strategies for dynamic status updates. Extensive experiments across various downstream tasks validate the effectiveness of our proposed method, demonstrating its capability to capture complex relationships between samples and improve the performance of multimodal learning models.

cs.CV

InstantSticker: Realistic Decal Blending via Disentangled Object Reconstruction

We present InstantSticker, a disentangled reconstruction pipeline based on Image-Based Lighting (IBL), which focuses on highly realistic decal blending, simulates stickers attached to the reconstructed surface, and allows for instant editing and real-time rendering. To achieve stereoscopic impression of the decal, we introduce shadow factor into IBL, which can be adaptively optimized during training. This allows the shadow brightness of surfaces to be accurately decomposed rather than baked into the diffuse color, ensuring that the edited texture exhibits authentic shading. To address the issues of warping and blurriness in previous methods, we apply As-Rigid-As-Possible (ARAP) parameterization to pre-unfold a specified area of the mesh and use the local UV mapping combined with a neural texture map to enhance the ability to express high-frequency details in that area. For instant editing, we utilize the Disney BRDF model, explicitly defining material colors with 3-channel diffuse albedo. This enables instant replacement of albedo RGB values during the editing process, avoiding the prolonged optimization required in previous approaches. In our experiment, we introduce the Ratio Variance Warping (RVW) metric to evaluate the local geometric warping of the decal area. Extensive experimental results demonstrate that our method surpasses previous decal blending methods in terms of editing quality, editing speed and rendering speed, achieving the state-of-the-art.

cs.CV

AMR-Transformer: Enabling Efficient Long-range Interaction for Complex Neural Fluid Simulation

Accurately and efficiently simulating complex fluid dynamics is a challenging task that has traditionally relied on computationally intensive methods. Neural network-based approaches, such as convolutional and graph neural networks, have partially alleviated this burden by enabling efficient local feature extraction. However, they struggle to capture long-range dependencies due to limited receptive fields, and Transformer-based models, while providing global context, incur prohibitive computational costs. To tackle these challenges, we propose AMR-Transformer, an efficient and accurate neural CFD-solving pipeline that integrates a novel adaptive mesh refinement scheme with a Navier-Stokes constraint-aware fast pruning module. This design encourages long-range interactions between simulation cells and facilitates the modeling of global fluid wave patterns, such as turbulence and shockwaves. Experiments show that our approach achieves significant gains in efficiency while preserving critical details, making it suitable for high-resolution physical simulations with long-range dependencies. On CFDBench, PDEBench and a new shockwave dataset, our pipeline demonstrates up to an order-of-magnitude improvement in accuracy over baseline models. Additionally, compared to ViT, our approach achieves a reduction in FLOPs of up to 60 times.

cs.LG

DualNeRF: Text-Driven 3D Scene Editing via Dual-Field Representation

Recently, denoising diffusion models have achieved promising results in 2D image generation and editing. Instruct-NeRF2NeRF (IN2N) introduces the success of diffusion into 3D scene editing through an "Iterative dataset update" (IDU) strategy. Though achieving fascinating results, IN2N suffers from problems of blurry backgrounds and trapping in local optima. The first problem is caused by IN2N's lack of efficient guidance for background maintenance, while the second stems from the interaction between image editing and NeRF training during IDU. In this work, we introduce DualNeRF to deal with these problems. We propose a dual-field representation to preserve features of the original scene and utilize them as additional guidance to the model for background maintenance during IDU. Moreover, a simulated annealing strategy is embedded into IDU to endow our model with the power of addressing local optima issues. A CLIP-based consistency indicator is used to further improve the editing quality by filtering out low-quality edits. Extensive experiments demonstrate that our method outperforms previous methods both qualitatively and quantitatively.

cs.CV