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Fangyu Lin

Publications and source records attributed to Fangyu Lin.

7 recordsLinked to original sources

LUMEN: Geometry-Guided Diffusion Model for Spatially-Varying HDR Illumination Estimation

Estimating scene illumination from images is challenging as lighting is inherently spatially varying, depending on geometry, occlusion, and light sources. Existing methods incorporate geometric cues by deriving local environment maps or probe-based representations, but largely rely on regression or parametric models, resulting in over-smoothed lighting and limited realism. We revisit spatially-varying illumination estimation from a generative perspective and introduce LUMEN, a geometry-conditioned diffusion framework for synthesizing high-dynamic-range (HDR) environment maps at arbitrary spatial locations from single or multi-view images. Specifically, we reconstruct a coarse 3D scene from input images and render partial environment maps at arbitrary locations to encode visibility and spatial structure. These signals are fused with multi-view image features and fed into a diffusion transformer to generate full HDR environment maps. To train the model, we build a synthetic dataset of 700 indoor scenes with dense spatial supervision, including multi-view RGB images, depth, and HDR illumination at multiple sampled locations. This dataset enables the model to learn spatially consistent lighting distributions across diverse scenes. Extensive experiments demonstrate that LUMEN significantly improves visual fidelity and spatial coherence compared to prior approaches.

cs.CV↗

RIGen: Beyond Action Following with Reciprocal Interaction in Generative Gameplay

Generative gameplay requires more than immediate responses to player actions.Actions should have persistent consequences, while the generated world should act according to its own state and rules, shaping the player's situation and subsequent choices. Video generation captures local dynamics, but limited history, partially observed game state, and the need for contextual behavior decisions make such interactions difficult to sustain through audiovisual prediction alone. We introduce \rig (Reciprocally Interactive Generation), a framework for reciprocal interaction in generative gameplay. \rig combines persistent state and configurable rules, contextual interaction reasoning, and action-conditioned audiovisual generation. Together, these components make interaction consequences and actor behavior jointly determine generated content while maintaining consistency between game state and visible outcomes. We construct a Xonotic gameplay dataset to train an audiovisual generator for learning dynamics and interactions. Further post-training enables \rigarena, an interactive generative first-person shooter (FPS) prototype. Experiments demonstrate more reliable combat outcomes and reciprocal interaction between the player and the generated world. Project page: https://murphylmf.github.io/RIGen/.

cs.CV↗

Enhancing Autoregressive Video Generation via Representation Adversarial Distillation

Few-step autoregressive video generation enables efficient streaming synthesis, but errors introduced in early temporal blocks are reused as context and can propagate through subsequent rollouts, leading to detail degradation, structural drift, and unstable motion. Existing distribution matching distillation (DMD) primarily aligns student and teacher distributions in diffusion latent space, but provides no direct supervision over the perceptual quality of decoded videos. We introduce Radian, a representation-space adversarial distillation framework that complements on-policy DMD with real-data adversarial supervision in the feature space defined by a frozen visual foundation model (VFM). During training, Radian sparsely decodes frames from autoregressive student rollouts, extracts multi-level visual representations, and applies lightweight discriminator heads to distinguish generated outputs from real video frames. The DMD objective anchors the student to the pretrained teacher, while the representation-space adversarial objective supplies complementary perceptual and semantic gradients that promote high-quality modes. These additional components are discarded after training, leaving the generator architecture and inference-time denoising budget unchanged. Experiments on Wan2.1-1.3B cover four-step chunk-wise, one-step frame-wise, and minute-long autoregressive generation. Our method achieves a VBench Total of 0.8444 and a VideoAlign Total of 0.8033 under four-step generation, and improves VBench-Long from 0.7805 to 0.8041 over Rolling Forcing while using fewer denoising steps. Controlled comparisons across image, video, and diffusion representations further indicate that the choice of representation spaces induces distinct adversarial signals, and external VFM gradients complement DMD more effectively than adversarial supervision derived from diffusion-internal features.

cs.CV↗

Salt++: Context-Aligned Post-Training for Few-Step Streaming Multimodal Generation

Few-step streaming audio--video generation requires both causal modeling and step distillation, yet standard training recipes face two context-related challenges. Teacher forcing pairs clean history with a noisy target, but supervises predictive contextual representations only indirectly through velocity prediction. Meanwhile, directly reusing bidirectional score models in causal Distribution Matching Distillation (DMD) creates a mismatch between generation and scoring contexts. We address these challenges with Salt++, a two-stage post-training framework comprising Causal Self-Flow (CSF) and context-aligned autoregressive DMD. CSF exploits contextual information asymmetry by varying the history while keeping the noisy target fixed: a noise-mixed-history student aligns its intermediate representations with those of a clean-history exponential-moving-average teacher. This self-supervised signal encourages the student to extract semantic information and improves cross-modal alignment. Context-aligned AR DMD shares the causal mask and prefix across generator sampling, fake-score training, and real-score evaluation to match generated and reference distributions under a block-conditional KL objective. With calibrated teacher guidance, it performs clean-prefix few-step distillation and then adapts to generated histories without switching objectives or requiring separate consistency distillation. At 480p, Salt++ improves visual and motion quality by 57% and 45% over OmniForcing on JavisBench under the same 4-step causal setting. A separate scale-wise post-training stage extends Salt++ to 4-step $1664\times960$ generation, outperforming bidirectional LTX-2 on six of seven reported metrics. Project page: https://xingtongge.github.io/Saltpp

cs.CV↗

Omni-LiveAvatar: Minute-Level Real-Time Streaming Joint Audio-Video Avatar Generation

Joint audio-video generative models serve as foundation for immersive and interactive digital-human generation. Nevertheless, most existing models rely on bidirectional attention and multi-step denoising and can generate only short clips, making them unsuitable for real-time interaction over extended durations. We present Omni-LiveAvatar, the first framework for minute-level, real-time streaming joint audio-video avatar generation. Specifically, we propose (1) a progressive autoregressive distillation pipeline that transfers a large bidirectional joint audio-video diffusion model into a few-step autoregressive generator without auxiliary stabilization mechanisms; (2) a synchronized audio-video long-short-term memory that preserves global consistency under a bounded memory budget; and (3) a hierarchical rolling prompt planning strategy that enables coherent semantic evolution and seamless prompt transitions. Extensive experiments show that Omni-LiveAvatar generates high-quality, synchronized minute-level avatars in real time. In terms of speed, it achieves a 33$\times$ generation speedup over its teacher, LTX-2, on a single NVIDIA H200 GPU; in terms of generation quality, it outperforms accelerated baselines across visual quality, audio quality, cross-modal synchronization, and human fidelity. Our code is available at https://github.com/Aoko955/Omni-LiveAvatar.

cs.MM↗

Real-Time Human Frontal View Synthesis from a Single Image

Photorealistic human novel view synthesis from a single image is crucial for democratizing immersive 3D telepresence, eliminating the need for complex multi-camera setups. However, current rendering-centric methods prioritize visual fidelity over explicit geometric understanding and struggle with intricate regions like faces and hands, leading to temporal instability. Meanwhile, human-centric frameworks suffer from memory bottlenecks since they typically rely on an auxiliary model to provide informative structural priors for geometric modeling, which limits real-time performance. To address these challenges, we propose PrismMirror, a geometry-guided framework for instant frontal view synthesis from a single image. By avoiding external geometric modeling and focusing on frontal view synthesis, our model optimizes visual integrity for telepresence. Specifically, PrismMirror introduces a novel cascade learning strategy that enables coarse-to-fine geometric feature learning. It first directly learns coarse geometric features, such as SMPL-X meshes and point clouds, and then refines textures through rendering supervision. To achieve real-time efficiency, we distill this unified framework into a lightweight linear attention model. Notably, PrismMirror is the first monocular human frontal view synthesis model that achieves real-time inference at 24 FPS, significantly outperforming previous methods in both visual authenticity and structural accuracy.

cs.CV↗

Mon3tr: Monocular 3D Telepresence with Pre-built Gaussian Avatars as Amortization

Immersive telepresence aims to transform human interaction in AR/VR applications by enabling lifelike full-body holographic representations for enhanced remote collaboration. However, existing systems rely on hardware-intensive multi-camera setups and demand high bandwidth for volumetric streaming, limiting their real-time performance on mobile devices. To overcome these challenges, we propose Mon3tr, a novel Monocular 3D telepresence framework that integrates 3D Gaussian splatting (3DGS) based parametric human modeling into telepresence for the first time. Mon3tr adopts an amortized computation strategy, dividing the process into a one-time offline multi-view reconstruction phase to build a user-specific avatar and a monocular online inference phase during live telepresence sessions. A single monocular RGB camera is used to capture body motions and facial expressions in real time to drive the 3DGS-based parametric human model, significantly reducing system complexity and cost. The extracted motion and appearance features are transmitted at < 0.2 Mbps over WebRTC's data channel, allowing robust adaptation to network fluctuations. On the receiver side, e.g., Meta Quest 3, we develop a lightweight 3DGS attribute deformation network to dynamically generate corrective 3DGS attribute adjustments on the pre-built avatar, synthesizing photorealistic motion and appearance at ~ 60 FPS. Extensive experiments demonstrate the state-of-the-art performance of our method, achieving a PSNR of > 28 dB for novel poses, an end-to-end latency of ~ 80 ms, and > 1000x bandwidth reduction compared to point-cloud streaming, while supporting real-time operation from monocular inputs across diverse scenarios. Our demos can be found at https://mon3tr3d.github.io.

cs.CV↗