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Chenjie Cao

Publications and source records attributed to Chenjie Cao.

At least 19 recordsLinked to original sources

Aligned Stable Inpainting: Mitigating Unwanted Object Insertion and Preserving Color Consistency

Generative image inpainting can produce realistic results even with large, irregular masks, but existing methods still suffer from two common problems: (1) Unwanted object insertion: hallucinate artifacts that do not match the surrounding context. (2) Color inconsistency: noticeable color shifts that lead to smeared textures. We analyze the causes of these issues and propose Aligned Stable inpainting with UnKnown Areas prior (ASUKA), a post-hoc framework for pre-trained inpainting models. To reduce unwanted object insertion, we use reconstruction-based priors to guide the generative model, suppressing hallucinated objects while preserving generative flexibility. To address color inconsistency, we design a specialized VAE decoder that formulates latent-to-image decoding as a local harmonization task. We implement ASUKA on both U-Net-based and DiT-based inpainting models with lightweight modifications. Experiments on Places2 and MISATO, our proposed benchmark, show that ASUKA effectively suppresses object hallucination and improves color consistency, outperforming existing diffusion- and rectified flow-based inpainting methods. The dataset, models, and code will be released on GitHub.

cs.CV

OmniX: Any-view and Any-time 4D Reconstruction via Feed-forward Trajectory Fields

Previous feed-forward 4D reconstruction methods either predict per-frame static point clouds, ignoring foreground motion, or estimate point cloud trajectories while being limited to small camera motions. This restricts their ability to aggregate observations over time and reconstruct complete dynamic scenes under large viewpoint changes. To address this limitation, we propose OmniX, a feed-forward 4D reconstruction framework that predicts dense 3D point trajectories for every pixel from videos with large camera motion. OmniX decouples dynamic motion modeling from static geometry prediction and represents motion using a compact set of dynamic tokens. By leveraging the sparse and low-rank structure of 3D motion, these tokens generate trajectory fields for all pixels across all images while efficiently preserving global interactions. To facilitate training, we further build an automatic UE5-based 4D data engine and introduce a large-scale dataset containing 80K scenes and 1.28M multi-view videos with full geometric annotations. OmniX achieves state-of-the-art performance on dense 3D point trajectory prediction and 3D point tracking, while also demonstrating competitive results on video depth estimation and camera pose estimation.

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HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.

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WorldStereo: Bridging Camera-Guided Video Generation and Scene Reconstruction via 3D Geometric Memories

Recent advances in foundational Video Diffusion Models (VDMs) have yielded significant progress. Yet, despite the remarkable visual quality of generated videos, reconstructing consistent 3D scenes from these outputs remains challenging, due to limited camera controllability and inconsistent generated content when viewed from distinct camera trajectories. In this paper, we propose WorldStereo, a novel framework that bridges camera-guided video generation and 3D reconstruction via two dedicated geometric memory modules. Formally, the global-geometric memory enables precise camera control while injecting coarse structural priors through incrementally updated point clouds. Moreover, the spatial-stereo memory constrains the model's attention receptive fields with 3D correspondence to focus on fine-grained details from the memory bank. These components enable WorldStereo to generate multi-view-consistent videos under precise camera control, facilitating high-quality 3D reconstruction. Furthermore, the flexible control branch-based WorldStereo shows impressive efficiency, benefiting from the distribution matching distilled VDM backbone without joint training. Extensive experiments across both camera-guided video generation and 3D reconstruction benchmarks demonstrate the effectiveness of our approach. Notably, we show that WorldStereo acts as a powerful world model, tackling diverse scene generation tasks (whether starting from perspective or panoramic images) with high-fidelity 3D results. Models will be released.

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WorldCompass: Reinforcement Learning for Long-Horizon World Models

This work presents WorldCompass, a novel Reinforcement Learning (RL) post-training framework for the long-horizon, interactive video-based world models, enabling them to explore the world more accurately and consistently based on interaction signals. To effectively "steer" the world model's exploration, we introduce three core innovations tailored to the autoregressive video generation paradigm: 1) Clip-level rollout Strategy: We generate and evaluate multiple samples at a single target clip, which significantly boosts rollout efficiency and provides fine-grained reward signals. 2) Complementary Reward Functions: We design reward functions for both interaction-following accuracy and visual quality, which provide direct supervision and effectively suppress reward-hacking behaviors. 3) Efficient RL Algorithm: We employ the negative-aware fine-tuning strategy coupled with various efficiency optimizations to efficiently and effectively enhance model capacity. Evaluations on the SoTA open-source world model, WorldPlay, demonstrate that WorldCompass significantly improves interaction accuracy and visual fidelity across various scenarios.

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Uni3C: Unifying Precisely 3D-Enhanced Camera and Human Motion Controls for Video Generation

Camera and human motion controls have been extensively studied for video generation, but existing approaches typically address them separately, suffering from limited data with high-quality annotations for both aspects. To overcome this, we present Uni3C, a unified 3D-enhanced framework for precise control of both camera and human motion in video generation. Uni3C includes two key contributions. First, we propose a plug-and-play control module trained with a frozen video generative backbone, PCDController, which utilizes unprojected point clouds from monocular depth to achieve accurate camera control. By leveraging the strong 3D priors of point clouds and the powerful capacities of video foundational models, PCDController shows impressive generalization, performing well regardless of whether the inference backbone is frozen or fine-tuned. This flexibility enables different modules of Uni3C to be trained in specific domains, i.e., either camera control or human motion control, reducing the dependency on jointly annotated data. Second, we propose a jointly aligned 3D world guidance for the inference phase that seamlessly integrates both scenic point clouds and SMPL-X characters to unify the control signals for camera and human motion, respectively. Extensive experiments confirm that PCDController enjoys strong robustness in driving camera motion for fine-tuned backbones of video generation. Uni3C substantially outperforms competitors in both camera controllability and human motion quality. Additionally, we collect tailored validation sets featuring challenging camera movements and human actions to validate the effectiveness of our method.

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RealisMotion: Decomposed Human Motion Control and Video Generation in the World Space

Generating human videos with realistic and controllable motions is a challenging task. While existing methods can generate visually compelling videos, they lack separate control over four key video elements: foreground subject, background video, human trajectory and action patterns. In this paper, we propose a decomposed human motion control and video generation framework that explicitly decouples motion from appearance, subject from background, and action from trajectory, enabling flexible mix-and-match composition of these elements. Concretely, we first build a ground-aware 3D world coordinate system and perform motion editing directly in the 3D space. Trajectory control is implemented by unprojecting edited 2D trajectories into 3D with focal-length calibration and coordinate transformation, followed by speed alignment and orientation adjustment; actions are supplied by a motion bank or generated via text-to-motion methods. Then, based on modern text-to-video diffusion transformer models, we inject the subject as tokens for full attention, concatenate the background along the channel dimension, and add motion (trajectory and action) control signals by addition. Such a design opens up the possibility for us to generate realistic videos of anyone doing anything anywhere. Extensive experiments on benchmark datasets and real-world cases demonstrate that our method achieves state-of-the-art performance on both element-wise controllability and overall video quality.

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EarthCrafter: Scalable 3D Earth Generation via Dual-Sparse Latent Diffusion

Despite the remarkable developments achieved by recent 3D generation works, scaling these methods to geographic extents, such as modeling thousands of square kilometers of Earth's surface, remains an open challenge. We address this through a dual innovation in data infrastructure and model architecture. First, we introduce Aerial-Earth3D, the largest 3D aerial dataset to date, consisting of 50k curated scenes (each measuring 600m x 600m) captured across the U.S. mainland, comprising 45M multi-view Google Earth frames. Each scene provides pose-annotated multi-view images, depth maps, normals, semantic segmentation, and camera poses, with explicit quality control to ensure terrain diversity. Building on this foundation, we propose EarthCrafter, a tailored framework for large-scale 3D Earth generation via sparse-decoupled latent diffusion. Our architecture separates structural and textural generation: 1) Dual sparse 3D-VAEs compress high-resolution geometric voxels and textural 2D Gaussian Splats (2DGS) into compact latent spaces, largely alleviating the costly computation suffering from vast geographic scales while preserving critical information. 2) We propose condition-aware flow matching models trained on mixed inputs (semantics, images, or neither) to flexibly model latent geometry and texture features independently. Extensive experiments demonstrate that EarthCrafter performs substantially better in extremely large-scale generation. The framework further supports versatile applications, from semantic-guided urban layout generation to unconditional terrain synthesis, while maintaining geographic plausibility through our rich data priors from Aerial-Earth3D. Our project page is available at https://whiteinblue.github.io/earthcrafter/

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LiON-LoRA: Rethinking LoRA Fusion to Unify Controllable Spatial and Temporal Generation for Video Diffusion

Video Diffusion Models (VDMs) have demonstrated remarkable capabilities in synthesizing realistic videos by learning from large-scale data. Although vanilla Low-Rank Adaptation (LoRA) can learn specific spatial or temporal movement to driven VDMs with constrained data, achieving precise control over both camera trajectories and object motion remains challenging due to the unstable fusion and non-linear scalability. To address these issues, we propose LiON-LoRA, a novel framework that rethinks LoRA fusion through three core principles: Linear scalability, Orthogonality, and Norm consistency. First, we analyze the orthogonality of LoRA features in shallow VDM layers, enabling decoupled low-level controllability. Second, norm consistency is enforced across layers to stabilize fusion during complex camera motion combinations. Third, a controllable token is integrated into the diffusion transformer (DiT) to linearly adjust motion amplitudes for both cameras and objects with a modified self-attention mechanism to ensure decoupled control. Additionally, we extend LiON-LoRA to temporal generation by leveraging static-camera videos, unifying spatial and temporal controllability. Experiments demonstrate that LiON-LoRA outperforms state-of-the-art methods in trajectory control accuracy and motion strength adjustment, achieving superior generalization with minimal training data. Project Page: https://fuchengsu.github.io/lionlora.github.io/

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Towards Enhanced Image Inpainting: Mitigating Unwanted Object Insertion and Preserving Color Consistency

Recent advances in image inpainting increasingly use generative models to handle large irregular masks. However, these models can create unrealistic inpainted images due to two main issues: (1) Unwanted object insertion: Even with unmasked areas as context, generative models may still generate arbitrary objects in the masked region that don't align with the rest of the image. (2) Color inconsistency: Inpainted regions often have color shifts that causes a smeared appearance, reducing image quality. Retraining the generative model could help solve these issues, but it's costly since state-of-the-art latent-based diffusion and rectified flow models require a three-stage training process: training a VAE, training a generative U-Net or transformer, and fine-tuning for inpainting. Instead, this paper proposes a post-processing approach, dubbed as ASUKA (Aligned Stable inpainting with UnKnown Areas prior), to improve inpainting models. To address unwanted object insertion, we leverage a Masked Auto-Encoder (MAE) for reconstruction-based priors. This mitigates object hallucination while maintaining the model's generation capabilities. To address color inconsistency, we propose a specialized VAE decoder that treats latent-to-image decoding as a local harmonization task, significantly reducing color shifts for color-consistent inpainting. We validate ASUKA on SD 1.5 and FLUX inpainting variants with Places2 and MISATO, our proposed diverse collection of datasets. Results show that ASUKA mitigates object hallucination and improves color consistency over standard diffusion and rectified flow models and other inpainting methods.

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MVGenMaster: Scaling Multi-View Generation from Any Image via 3D Priors Enhanced Diffusion Model

We introduce MVGenMaster, a multi-view diffusion model enhanced with 3D priors to address versatile Novel View Synthesis (NVS) tasks. MVGenMaster leverages 3D priors that are warped using metric depth and camera poses, significantly enhancing both generalization and 3D consistency in NVS. Our model features a simple yet effective pipeline that can generate up to 100 novel views conditioned on variable reference views and camera poses with a single forward process. Additionally, we have developed a comprehensive large-scale multi-view image dataset called MvD-1M, comprising up to 1.6 million scenes, equipped with well-aligned metric depth to train MVGenMaster. Moreover, we present several training and model modifications to strengthen the model with scaled-up datasets. Extensive evaluations across in- and out-of-domain benchmarks demonstrate the effectiveness of our proposed method and data formulation. Models and codes will be released at https://github.com/ewrfcas/MVGenMaster/.

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AnyRefill: A Unified, Data-Efficient Framework for Left-Prompt-Guided Vision Tasks

In this paper, we present a novel Left-Prompt-Guided (LPG) paradigm to address a diverse range of reference-based vision tasks. Inspired by the human creative process, we reformulate these tasks using a left-right stitching formulation to construct contextual input. Building upon this foundation, we propose AnyRefill, an extension of LeftRefill, that effectively adapts Text-to-Image (T2I) models to various vision tasks. AnyRefill leverages the inpainting priors of advanced T2I model based on the Diffusion Transformer (DiT) architecture, and incorporates flexible components to enhance its capabilities. By combining task-specific LoRAs with the stitching input, AnyRefill unlocks its potential across diverse tasks, including conditional generation, visual perception, and image editing, without requiring additional visual encoders. Meanwhile, AnyRefill exhibits remarkable data efficiency, requiring minimal task-specific fine-tuning while maintaining high generative performance. Through extensive ablation studies, we demonstrate that AnyRefill outperforms other image condition injection methods and achieves competitive results compared to state-of-the-art open-source methods. Notably, AnyRefill delivers results comparable to advanced commercial tools, such as IC-Light and SeedEdit, even in challenging scenarios. Comprehensive experiments and ablation studies across versatile tasks validate the strong generation of the proposed simple yet effective LPG formulation, establishing AnyRefill as a unified, highly data-efficient solution for reference-based vision tasks.

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Repositioning the Subject within Image

Current image manipulation primarily centers on static manipulation, such as replacing specific regions within an image or altering its overall style. In this paper, we introduce an innovative dynamic manipulation task, subject repositioning. This task involves relocating a user-specified subject to a desired position while preserving the image's fidelity. Our research reveals that the fundamental sub-tasks of subject repositioning, which include filling the void left by the repositioned subject, reconstructing obscured portions of the subject and blending the subject to be consistent with surrounding areas, can be effectively reformulated as a unified, prompt-guided inpainting task. Consequently, we can employ a single diffusion generative model to address these sub-tasks using various task prompts learned through our proposed task inversion technique. Additionally, we integrate pre-processing and post-processing techniques to further enhance the quality of subject repositioning. These elements together form our SEgment-gEnerate-and-bLEnd (SEELE) framework. To assess SEELE's effectiveness in subject repositioning, we assemble a real-world subject repositioning dataset called ReS. Results of SEELE on ReS demonstrate its efficacy. Code and ReS dataset are available at https://yikai-wang.github.io/seele/.

cs.CV

MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing

Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.

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Improving Neural Surface Reconstruction with Feature Priors from Multi-View Image

Recent advancements in Neural Surface Reconstruction (NSR) have significantly improved multi-view reconstruction when coupled with volume rendering. However, relying solely on photometric consistency in image space falls short of addressing complexities posed by real-world data, including occlusions and non-Lambertian surfaces. To tackle these challenges, we propose an investigation into feature-level consistent loss, aiming to harness valuable feature priors from diverse pretext visual tasks and overcome current limitations. It is crucial to note the existing gap in determining the most effective pretext visual task for enhancing NSR. In this study, we comprehensively explore multi-view feature priors from seven pretext visual tasks, comprising thirteen methods. Our main goal is to strengthen NSR training by considering a wide range of possibilities. Additionally, we examine the impact of varying feature resolutions and evaluate both pixel-wise and patch-wise consistent losses, providing insights into effective strategies for improving NSR performance. By incorporating pre-trained representations from MVSFormer and QuadTree, our approach can generate variations of MVS-NeuS and Match-NeuS, respectively. Our results, analyzed on DTU and EPFL datasets, reveal that feature priors from image matching and multi-view stereo outperform other pretext tasks. Moreover, we discover that extending patch-wise photometric consistency to the feature level surpasses the performance of pixel-wise approaches. These findings underscore the effectiveness of these techniques in enhancing NSR outcomes.

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Animate3D: Animating Any 3D Model with Multi-view Video Diffusion

Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Benefiting from accurate motion learning, we could achieve straightforward mesh animation. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.

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VCD-Texture: Variance Alignment based 3D-2D Co-Denoising for Text-Guided Texturing

Recent research on texture synthesis for 3D shapes benefits a lot from dramatically developed 2D text-to-image diffusion models, including inpainting-based and optimization-based approaches. However, these methods ignore the modal gap between the 2D diffusion model and 3D objects, which primarily render 3D objects into 2D images and texture each image separately. In this paper, we revisit the texture synthesis and propose a Variance alignment based 3D-2D Collaborative Denoising framework, dubbed VCD-Texture, to address these issues. Formally, we first unify both 2D and 3D latent feature learning in diffusion self-attention modules with re-projected 3D attention receptive fields. Subsequently, the denoised multi-view 2D latent features are aggregated into 3D space and then rasterized back to formulate more consistent 2D predictions. However, the rasterization process suffers from an intractable variance bias, which is theoretically addressed by the proposed variance alignment, achieving high-fidelity texture synthesis. Moreover, we present an inpainting refinement to further improve the details with conflicting regions. Notably, there is not a publicly available benchmark to evaluate texture synthesis, which hinders its development. Thus we construct a new evaluation set built upon three open-source 3D datasets and propose to use four metrics to thoroughly validate the texturing performance. Comprehensive experiments demonstrate that VCD-Texture achieves superior performance against other counterparts.

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SC4D: Sparse-Controlled Video-to-4D Generation and Motion Transfer

Recent advances in 2D/3D generative models enable the generation of dynamic 3D objects from a single-view video. Existing approaches utilize score distillation sampling to form the dynamic scene as dynamic NeRF or dense 3D Gaussians. However, these methods struggle to strike a balance among reference view alignment, spatio-temporal consistency, and motion fidelity under single-view conditions due to the implicit nature of NeRF or the intricate dense Gaussian motion prediction. To address these issues, this paper proposes an efficient, sparse-controlled video-to-4D framework named SC4D, that decouples motion and appearance to achieve superior video-to-4D generation. Moreover, we introduce Adaptive Gaussian (AG) initialization and Gaussian Alignment (GA) loss to mitigate shape degeneration issue, ensuring the fidelity of the learned motion and shape. Comprehensive experimental results demonstrate that our method surpasses existing methods in both quality and efficiency. In addition, facilitated by the disentangled modeling of motion and appearance of SC4D, we devise a novel application that seamlessly transfers the learned motion onto a diverse array of 4D entities according to textual descriptions.

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