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Chunchao Guo

Publications and source records attributed to Chunchao Guo.

At least 19 recordsLinked to original sources

Beyond Distribution Matching: Self-Supervised Representation Forcing for Few-Step Video Generation

Few-step distillation is essential for deploying modern video diffusion models. Among existing approaches, Distribution Matching Distillation (DMD) has emerged as a highly promising paradigm by achieving strong output-space fidelity without adversarial training, while remaining flexible across various student architectures. We observe, however, that DMD fundamentally relies on an output-space objective, lacking explicit regularization on the model's internal representations. As the distillation step count aggressively shrinks, this output-only supervision becomes insufficient, causing the distilled student to degrade in both fine-grained spatial structures and coherent temporal dynamics. To address this limitation, we introduce Self Flow Forcing (SF$^2$), which incorporates a predictive representation loss into the DMD framework without altering its output objective. By providing the student and an Exponential Moving Average (EMA) teacher with heterogeneous noise levels, we establish an information asymmetry. This formulation forces the student to predict the teacher's internal representations from a more corrupted input, effectively integrating self-supervised representation alignment into distribution matching. Extensive experiments demonstrate that SF$^2$ effectively mitigates temporal flickering and consistently improves both spatial fidelity and motion quality. Furthermore, the proposed mechanism is architecture-agnostic - seamlessly supporting both bidirectional and causal models - and requires no external feature extractors, introducing minimal computational overhead.

cs.CV↗

3D Generation for Embodied AI and Robotic Simulation: A Survey

Embodied AI and robotic systems increasingly depend on scalable, diverse, and physically grounded 3D content for simulation-based training and real-world deployment. While 3D generative modeling has advanced rapidly, embodied applications impose requirements far beyond visual realism: generated objects must carry kinematic structure and material properties, scenes must support interaction and task execution, and the resulting content must bridge the gap between simulation and reality. This survey reviews 3D generation for embodied AI and organizes the literature around three roles that 3D generation plays in embodied systems. In Data Generator, 3D generation produces simulation-ready objects and assets, including articulated, physically grounded, and deformable content for downstream interaction; in Simulation Environments, it constructs interactive and task-oriented worlds, spanning structure-aware, controllable, and agentic scene generation; and in Sim2Real Bridge, it supports digital twin reconstruction, data augmentation, and synthetic demonstrations for downstream robot learning and real-world transfer. We also show that the field is shifting from visual realism toward interaction readiness, and we identify the main bottlenecks, including limited physical annotations, the gap between geometric quality and physical validity, fragmented evaluation, and the persistent sim-to-real divide, that must be addressed for 3D generation to become a dependable foundation for embodied intelligence. Our project page is at https://3dgen4robot.github.io.

cs.RO↗

Easy-3Dfy: Object-Level Geometric Composition for Single-Image 3D Scene Construction

Single-image 3D scene construction is a fundamental problem in 3D vision. Recent methods such as SAM-3Dfy enable end-to-end reconstruction of 3D assets and their scene layouts, but still struggle with fine-grained scene geometry and asset quality. Meanwhile, specialized 3D object generators provide detailed object geometry, while 3D foundation models offer strong and generalizable spatial understanding. We propose Easy-3Dfy, a compositional workflow that decouples object generation from scene layout estimation, allowing specialized models to fully exploit their respective strengths. An RPF-based aligner then bridges these capabilities by establishing geometric correspondence between object-local meshes and partial scene pointmaps, recovering object layout for scene composition. Without requiring complete scene-level supervision, the proposed workflow consistently outperforms SAM-3Dfy across multiple geometric metrics on Scene-Maker and 3D-FUTURE200. Our results demonstrate that explicit geometric composition can effectively combine high-quality object generation with strong spatial understanding, while enabling the workflow to benefit independently from advances in both 3D object generation and foundation models.

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Squaring-the-Sphere: Distortion-Free and Seamless Panorama Generation via CubeAtlas

Generating 360-degree panoramas requires both local perspective fidelity and global spherical continuity. Existing representations face a trade-off: equirectangular projection (ERP) enables seamless panorama modeling but suffers from severe distortion and a domain gap to pre-trained image generators, whereas cubemaps preserve perspective geometry but often produce inconsistent faces and visible seams. We present Squaring-the-Sphere, a panoramic image generation framework built on a novel representation CubeAtlas, which unfolds all cubemap faces into a single compact canvas. By arranging orientation-aligned, rotated polar regions alongside the equatorial faces, this representation preserves the perspective geometry of cubemaps while organizing the cross-face relationships required for seamless panorama assembly. It further enables a pretrained diffusion transformer to model the complete panorama jointly in a single pass, without altering the backbone architecture or positional encoding. While CubeAtlas has a token count comparable to ERP, its structured layout makes many dense attention interactions unnecessary. We therefore introduce a layout-aware sparse attention mask that preserves the interactions required for panorama continuity while removing geometrically irrelevant token pairs. As a result, CubeAtlas achieves better quality than ERP modeling with lower attention computation. Furthermore, we introduce a training-free super-resolution technique and a fusion scheme that enhance fine details in distortion-free perspective space before achieving the final ERP panorama. Experiments on various benchmarks demonstrate that our method improves geometric fidelity, cross-view consistency, and high-resolution visual quality over previous methods.

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FlexPart: Text-Controlled Semantics-Aware 3D Part Segmentation at Flexible Granularity

A 3D asset admits multiple valid part decompositions, while semantics-aware segmentation should reflect both the desired granularity and the parts a user wants to extract. Ideally, a practical segmentation model should strive for a simple principle: what you ask for is what you get. However, realizing this goal is hindered by two core obstacles: the lack of multi-granularity training data and the absence of a holistic control mechanism. We propose FLEXPART, a unified framework for text-controlled 3D mesh segmentation. To establish flexible control, we introduce a holistic control prompt comprising semantic part names with location and shape clauses. To support this mechanism, we utilize an automated Vision-Language Model (VLM) pipeline to construct a large-scale dataset of multi-granularity partitions and their corresponding prompts. Driven by this data, FLEXPART generates a view-independent part-identity field in native 3D space, directly assigning discrete part IDs to mesh faces. To compel the model to respect semantic conditions rather than rely on geometric priors, we train the model using randomized background dropping. Furthermore, an inference-time VLM planner can automatically complete descriptive clauses from 2D renderings, allowing users to simply name the desired parts in ordinary words. FLEXPART with planner-completed prompts outperforms the strongest evaluated baseline by 15% in mIoU, even when that baseline receives ground-truth guidance. On our held-out FLEXPARTBENCH, FLEXPART leads at each granularity and improves average mIoU by 22% over the strongest baseline. With only the requested part names supplied by the user, it also improves IoU by 35% over the strongest click-driven baseline on selective segmentation.

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WorldRecon: Generative Multi-View Mesh Reconstruction for Large-Scale 3D World

Reconstructing complete, high-quality meshes of large-scale scenes from unposed multi-view images requires faithful geometric grounding while plausibly completing surfaces that are unobserved or only sparsely captured. We present WorldRecon, a generative multi-view reconstruction framework for recovering complete, large-scale 3D scene meshes from unposed RGB images. WorldRecon uses a coarse, noisy global point cloud and camera poses estimated from the input images by a reconstruction model as a global scaffold for whole-scene generation and partitions it into overlapping spatial blocks. To robustly leverage these imperfect geometric priors, we equip the native 3D generative model TRELLIS.2 with a dedicated reconstruction-based conditioning architecture that generates each block from its local point-cloud crop and block-relevant image observations, producing sparse structure, detailed geometry, and PBR materials. To maintain scene-level coherence, we introduce neighbour-aware latent inpainting and a causal world-generation procedure that propagates structural, geometric, and material context across overlapping blocks. Together, these designs scale multi-view generative reconstruction to large-scale scenes, yielding coherent, unified meshes. Extensive experiments demonstrate that WorldRecon achieves state-of-the-art reconstruction performance, reducing Chamfer distance by 14.9% and 43.1% while improving F-score by 17.3% and 12.0% over the strongest baselines on synthetic and real-world indoor scenes, respectively, thereby demonstrating faithful and complete generative reconstruction as well as strong sim-to-real generalization. Project page: https://kszpxxzmc.github.io/WorldRecon-website/.

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OmniCam: Omni-Camera Trajectory Generation via Geometry-Grounded Pose Token Learning

Camera trajectories control viewpoint changes in video generation, scene reconstruction, and robotic perception. Generating them from language requires both scene geometry and target-aware framing. We introduce OmniCam, an autoregressive model that generates camera pose sequences from a single panorama and textual trajectory descriptions. Its geometry-grounded pose token learning combines three components: a panoramic point-cloud encoder for omnidirectional geometric context; hybrid absolute-rotation and relative-translation tokenization with temporally consistent quaternion signs; and separate geometric and semantic conditioning streams with an explicit 3D target anchor. We also construct OmniCaT, containing 267,700 trajectories across four camera behaviors. On the reported OmniCaT evaluation, OmniCam reduces trajectory errors by 28--47% and collision rate by 65.8% relative to GenDoP retrained on OmniCaT. Against the best baseline for each metric, the ATE and collision reductions are 43.0% and 62.3%, respectively. Component ablations support the use of geometric and target-aware conditioning, while downstream experiments examine camera-controlled video generation and robotic active perception.

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Align-VAE: Aligning Attention and Geometry in VecSet VAEs for 3D Reconstruction

Set-based variational autoencoders (VecSet VAEs) represent 3D shapes as compact sets of latent tokens. Although each token originates from a query at a sampled surface location, whether these latents truly align with geometry remains unclear. We investigate this alignment and identify four issues: (i) attention-sink-like tokens that attract queries from across the shape; (ii) spatially periodic repetitions in decoder attention responses; (iii) mismatched normal information in encoder and decoder query features; and (iv) missing supervision of the intrinsic relation between signed distance fields and surface normals. To address these issues, we introduce Align-VAE with four corresponding modifications: (i) a shared bank of learnable decoder tokens provides a workspace for global computation; (ii) distance-biased cross-attention guides retrieval toward nearby predicted spatial anchors; (iii) normal-free encoder queries align the two stages' access to normal information while retaining normals in the encoder keys and values; and (iv) a screened Poisson-inspired regularizer supervises surface values and normal-direction derivatives. These changes align latent retrieval and field prediction with geometry without enlarging the per-shape code. On the ABO dataset, Align-VAE reduces Chamfer distance by 26.6% compared to the standard VecSet VAE.

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AESOP: Asymmetric Human-Camera Generation with Translation-Intensity Control

Human motion defines an action, while a camera trajectory determines how it is presented. Camera generation for a given human motion and joint human-camera generation are usually treated as separate tasks, although both share an asymmetric dependency: human motion can be generated independently, whereas the camera responds to the realized action. We introduce AESOP, a unified framework with an independent human pathway and a shared human-conditioned camera generator. Its asymmetric architecture serves both tasks while preserving the human output during camera generation. Although human context anchors the shot to the action and camera text describes its movement, translation intensity remains underspecified. We therefore construct trajectory pairs that differ in camera translation magnitude while sharing human motion and camera text, then use these pairs to learn an explicit intensity condition. Experiments on the PulpMotion dataset demonstrate strong camera distributional and framing quality in both tasks and effective control over camera translation intensity. Project page is available at https://ripemangobox.github.io/AESOP.

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Position Forcing: Self-Conditioning 3D Generation

Recent single-stage 3D generative models commonly adopt VecSet representations, encoding 3D shapes as unordered sets of latent tokens. However, compared with two-stage methods that provide explicit positional guidance, these models must implicitly infer token positions throughout denoising, limiting their generation quality. We observe that, despite the absence of explicit positional conditioning, VecSet tokens retain recoverable spatial correspondences. Building on this observation, we propose Position Forcing, a position-based self-conditioning framework. During denoising, Position Forcing recovers token positions from the current clean latent estimate, quantizes them at progressively finer resolutions according to the denoising stage, and feeds the resulting positional encodings back into the diffusion Transformer. This progressively refined positional feedback provides spatial guidance at a granularity appropriate to each denoising stage, guiding shape generation along a coarse-to-fine trajectory and substantially improving generation quality without a separate position generation stage. Experiments demonstrate that Position Forcing achieves strong performance among single-stage 3D generative methods and outperforms several competitive multi-stage approaches.

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MC-Sparse: Deconstructing and Closing the Dense-Sparse Attention Gap in Diffusion Transformers

Sparse attention is a primary approach to reducing the latency of diffusion transformers in long-sequence generation tasks, such as video and high-resolution 3D asset generation. However, existing methods can degrade generation quality and fidelity at high sparsity levels. Through controlled oracle comparisons, we trace this degradation to three sources: constraints imposed by token grouping, inaccurate interaction selection, and the attention contributions lost when tokens are discarded. Guided by this analysis, we propose Meta-Cached Sparse Attention (MC-Sparse), a training-free framework that selects individual key-value (KV) tokens while organizing similar queries into tile-aligned groups for efficient GPU execution. MC-Sparse caches metadata comprising query groups, KV indices selected using exact attention probabilities, and residuals between dense and sparse attention outputs, and reuses them across subsequent denoising steps. Across video and 3D generation models, MC-Sparse achieves higher fidelity to dense-attention outputs and larger denoising speedups than existing sparse-attention baselines, without visible quality degradation. Relative to dense attention, it delivers a $1.80\times$ denoising speedup on Minimax-H3-Base and a $2.32\times$ speedup on 3D asset generation, both with negligible quality loss.

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FlowHMR: Physically Plausible Motion Capture from Video

We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.

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Flow Matching Reinforcement for 3D Mesh Generation via Dynamic Homing Optimization

Flow matching is central to 3D generation, yet in practice its reinforcement learning (RL) methods are largely adapted from 2D visual generation. Representative DPO-, GRPO-, and NFT-style objectives, when applied to negative trajectories, mainly steer predicted velocities away from the corresponding directions without explicitly specifying a target velocity field toward preferred samples. In 3D generation, constrained by pretrained model capabilities, rollout diversity, and reward-distribution complexity, directly applying these RL methods yields limited gains in geometric quality. We introduce a forward-process RL method \textbf{Dynamic Homing Optimization (DHO)}, which reformulates negative-trajectory optimization as positive-sample attraction-guided dynamic homing. Specifically, Minimum-Cost Attractive Matching (MAM) assigns each negative sample a distinct positive target, and Time-Aware Dynamic Correction (TDC) then redirects its trajectory toward the target using a remaining-time-aware corrective velocity. Building on asynchronous online DHO, we develop \textbf{Flow3D-Pro}, an image-to-3D geometry generation framework. Experiments show that DHO outperforms representative DPO-, GRPO-, and NFT-style objectives in 3D generation, while Flow3D-Pro produces higher-quality 3D geometry than existing mesh generation methods.

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Does Native 3D Texture Generation Necessarily Require 3D Assets for Training?

Native 3D texture generation synthesizes colors directly in 3D space for a given geometry, conditioned on multi-view reference images. It is generally believed that training such models requires large-scale, high-quality real 3D asset data, whose acquisition remains a long-standing and challenging problem. In this work, we propose Tex-Zero, demonstrating that a high-fidelity native 3D texture generation framework can be trained without 3D assets. Our key observation is that only high-quality and fine-grained color information is essential for 3D texture training, while the required geometric information is less critical and can be manually constructed rather than obtained from real 3D assets. This finding makes it possible to transform abundant, high-quality 2D images into effective training samples for 3D texture generation. Specifically, we convert high-quality 2D images into 3D training samples by representing each image as a plane in 3D space and applying patch-wise random rotations and aggregation to construct complex geometric structures. Using these constructed image data, we train the Tex-Zero VAE, which can reconstruct real 3D assets with high quality despite never observing them during training. Building upon the Tex-Zero VAE, we train the Tex-Zero DiT also exclusively on the constructed image data, where the conditioning 2D multi-view images are transformed into planes in 3D space and also encoded by the Tex-Zero VAE, thereby reducing the representation gap and improving generation quality. Extensive experiments show that Tex-Zero generates high-fidelity 3D textures with fine-grained details solely using images as training data, offering a promising perspective on the data paradigm for scaling 3D texture generation.

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CoDrive: Cross-Vehicle World-Consistent Video Generation with Precise Trajectory Control for Cooperative Driving

Real-world driving is inherently multi-agent, yet most existing driving world models generate observations from a single ego vehicle. Independently extending them to multiple vehicles does not ensure that different agents observe a consistent shared world. We present CoDrive, a cross-vehicle, multi-view driving video generation framework that jointly generates observations of vehicles sharing the same dynamic scene with precise camera-trajectory control. CoDrive interleaves local self-attention, which models spatiotemporal dependencies among the views of each vehicle, with global self-attention, which enables information exchange and consistency modeling across vehicles. To explicitly encode their spatial relationships, all camera trajectories are represented in a shared world coordinate system and injected into the attention layers through projective relative positional encoding. We further adopt a progressive mixed-task training strategy that combines large-scale real-world single-agent data with synthetic cross-agent interaction data, allowing the model to benefit from real-world appearance distributions while learning cross-agent consistency from simulation. For systematic evaluation, we introduce CoDrive-Bench, a benchmark covering real and synthetic multi-vehicle scenarios and evaluating trajectory controllability, scene geometry consistency, and instance-level consistency. Experiments show that CoDrive improves trajectory controllability and cross-agent geometric and instance consistency while maintaining competitive visual quality.

cs.CV↗

WorldPlay2: Extending Real-Time Interactive World Models in Control and Horizon

Interactive world models require responding in real time to versatile controls and maintaining long-horizon consistency. However, modeling heterogeneous controls remains difficult, while explosive contexts and unstable distillation impede achieving both long-horizon consistency and real-time responsiveness. In this paper, we present WorldPlay2, an interactive world model that couples a factorized hybrid control interface with a co-design of compressed memory and stable distillation. 1) Our factorized hybrid control interface integrates frame-aligned action control with structured semantic control that explicitly disentangles scene appearance, character identity, and dynamic semantic events, thereby facilitating effective control learning. 2) To achieve efficient long-horizon modeling, we compress historical contexts into compact memory tokens shared by the autoregressive student and the bidirectional teacher. This design enables clip-wise, memory-conditioned score evaluation instead of jointly processing an entire long rollout, substantially reducing distillation overhead. 3) We further propose Stable Forcing, which initializes the autoregressive student via a few-step strategy and leverages full-rollout replay to preserve the quality of long-horizon rollouts, ensuring robust and stable distillation. Extensive experiments demonstrate the strong generalizability of our model and its superior performance compared to existing methods.

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AnimateCanvas: Learning Implicit Motion Planning from Composable Kinematic Cues

Professional character animation requires both natural motion and precise, versatile control. For example, creators often define the timing of a specified action, control the motion range of the character's arm swing, or specify the route the character walks through--effectively placing various kinematic cues on a motion canvas. This motivates us to propose AnimateCanvas, a model that supports cue-conditioned implicit motion planning to faithfully and coherently connect all cues, dense or sparse, full or partial, into one full-body motion sequence. Specifically, AnimateCanvas represents heterogeneous kinematic cues on a shared motion canvas, where position and rotation values are specified across body joints and time. A shared flow-matching model generates motion conditioned on this canvas, with optional language and input motion; cue imputation keeps the specified canvas values fixed in both training and sampling. To learn coherent completion across different cue sets, we train with a compositional cue sampler that varies the timing of cue application, the positions or rotations specified, and how they are combined. Together, these designs enable a single generator to integrate heterogeneous kinematic cues into coherent full-body actions, giving creators fine-grained control over selected frames, joints, and position or rotation channels. We evaluate this planning ability on temporal, root, and body-part cues--alone and combined--as well as language-guided editing, and naturally extend it to sequential generation and motion repair. AnimateCanvas achieves state-of-the-art results in temporal completion, spatial control, sequential generation, language-guided editing, and motion repair, while retaining strong text-to-motion capability.

cs.MM↗

Flow3D-OPD: Multi-Teacher On-Policy Distillation for 3D Geometry Generation with Flow-Matching Diffusion Transformer

Recent image-to-3D generation models built on flow-matching diffusion Transformers (DiT) can produce high-fidelity meshes, yet their post-training strategy remains largely unexplored. There exist several critical bottlenecks in reinforcement learning: the inherent difficulty of defining comprehensive rewards for 3D geometric quality, and the gradient interference that arises when jointly optimizing heterogeneous objectives. Inspired by the practicability of on-policy distillation (OPD) in large language models and image generation, we propose \textbf{Flow3D-OPD}, a two-stage post-training framework that introduces multi-teacher distillation into 3D geometry generation. In the first stage, we utilize the semi-policy to enhance the foundational capability of the pretrained model and then design an agentic verifier for 3D geometric quality evaluation. Based on the verifier, we could cultivate domain-specialized teacher models via direct preference optimization (DPO). In the second stage, we consolidate heterogeneous expertise into a unified student model through on-policy distillation with hard task-routing sampling and gradient accumulation, which could mitigate the gradient interference in joint optimization. Without relying on elaborate modifications, our straightforward yet effective design achieves consistent improvements across all geometric quality dimensions and surpasses all teacher models in the average metric. Extensive experiments demonstrate that our approach provides an effective paradigm for reinforcement learning in 3D generation.

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