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Guosheng Lin

Publications and source records attributed to Guosheng Lin.

At least 37 records · Page 2Linked to original sources

Bridging Your Imagination with Audio-Video Generation via a Unified Director

Existing AI-driven video creation systems typically treat script drafting and key-shot design as two disjoint tasks: the former relies on large language models, while the latter depends on image generation models. We argue that these two tasks should be unified within a single framework, as logical reasoning and imaginative thinking are both fundamental qualities of a film director. In this work, we propose UniMAGE, a unified director model that bridges user prompts with well-structured scripts, thereby empowering non-experts to produce long-context, multi-shot films by leveraging existing audio-video generation models. To achieve this, we employ the Mixture-of-Transformers architecture that unifies text and image generation. To further enhance narrative logic and keyframe consistency, we introduce a ``first interleaving, then disentangling'' training paradigm. Specifically, we first perform Interleaved Concept Learning, which utilizes interleaved text-image data to foster the model's deeper understanding and imaginative interpretation of scripts. We then conduct Disentangled Expert Learning, which decouples script writing from keyframe generation, enabling greater flexibility and creativity in storytelling. Extensive experiments demonstrate that UniMAGE achieves state-of-the-art performance among open-source models, generating logically coherent video scripts and visually consistent keyframe images.

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ViSA: 3D-Aware Video Shading for Real-Time Upper-Body Avatar Creation

Generating high-fidelity upper-body 3D avatars from one-shot input image remains a significant challenge. Current 3D avatar generation methods, which rely on large reconstruction models, are fast and capable of producing stable body structures, but they often suffer from artifacts such as blurry textures and stiff, unnatural motion. In contrast, generative video models show promising performance by synthesizing photorealistic and dynamic results, but they frequently struggle with unstable behavior, including body structural errors and identity drift. To address these limitations, we propose a novel approach that combines the strengths of both paradigms. Our framework employs a 3D reconstruction model to provide robust structural and appearance priors, which in turn guides a real-time autoregressive video diffusion model for rendering. This process enables the model to synthesize high-frequency, photorealistic details and fluid dynamics in real time, effectively reducing texture blur and motion stiffness while preventing the structural inconsistencies common in video generation methods. By uniting the geometric stability of 3D reconstruction with the generative capabilities of video models, our method produces high-fidelity digital avatars with realistic appearance and dynamic, temporally coherent motion. Experiments demonstrate that our approach significantly reduces artifacts and achieves substantial improvements in visual quality over leading methods, providing a robust and efficient solution for real-time applications such as gaming and virtual reality. Project page: https://lhyfst.github.io/visa

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IC-World: In-Context Generation for Shared World Modeling

Video-based world models have recently garnered increasing attention for their ability to synthesize diverse and dynamic visual environments. In this paper, we focus on shared world modeling, where a model generates multiple videos from a set of input images, each representing the same underlying world in different camera poses. We propose IC-World, a novel generation framework, enabling parallel generation for all input images via activating the inherent in-context generation capability of large video models. We further finetune IC-World via reinforcement learning, Group Relative Policy Optimization, together with two proposed novel reward models to enforce scene-level geometry consistency and object-level motion consistency among the set of generated videos. Extensive experiments demonstrate that IC-World substantially outperforms state-of-the-art methods in both geometry and motion consistency. To the best of our knowledge, this is the first work to systematically explore the shared world modeling problem with video-based world models.

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PhyCustom: Towards Realistic Physical Customization in Text-to-Image Generation

Recent diffusion-based text-to-image customization methods have achieved significant success in understanding concrete concepts to control generation processes, such as styles and shapes. However, few efforts dive into the realistic yet challenging customization of physical concepts. The core limitation of current methods arises from the absence of explicitly introducing physical knowledge during training. Even when physics-related words appear in the input text prompts, our experiments consistently demonstrate that these methods fail to accurately reflect the corresponding physical properties in the generated results. In this paper, we propose PhyCustom, a fine-tuning framework comprising two novel regularization losses to activate diffusion model to perform physical customization. Specifically, the proposed isometric loss aims at activating diffusion models to learn physical concepts while decouple loss helps to eliminate the mixture learning of independent concepts. Experiments are conducted on a diverse dataset and our benchmark results demonstrate that PhyCustom outperforms previous state-of-the-art and popular methods in terms of physical customization quantitatively and qualitatively.

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DSOcc: Leveraging Depth Awareness and Semantic Aid to Boost Camera-Based 3D Semantic Occupancy Prediction

Camera-based 3D semantic occupancy prediction offers an efficient and cost-effective solution for perceiving surrounding scenes in autonomous driving. However, existing works rely on explicit occupancy state inference, leading to numerous incorrect feature assignments, and insufficient samples restrict the learning of occupancy class inference. To address these challenges, we propose leveraging \textbf{D}epth awareness and \textbf{S}emantic aid to boost camera-based 3D semantic \textbf{Occ}upancy prediction (\textbf{DSOcc}). We jointly perform occupancy state and occupancy class inference, where soft occupancy confidence is calculated by non-learning method and multiplied with image features to make voxels aware of depth, enabling adaptive implicit occupancy state inference. Instead of enhancing feature learning, we directly utilize well-trained image semantic segmentation and fuse multiple frames with their occupancy probabilities to aid occupancy class inference, thereby enhancing robustness. Experimental results demonstrate that DSOcc achieves state-of-the-art performance on the SemanticKITTI dataset among camera-based methods and achieves competitive performance on the SSCBench-KITTI-360 and Occ3D-nuScenes datasets. Code will be released on github.

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In-Context Learning with Unpaired Clips for Instruction-based Video Editing

Despite the rapid progress of instruction-based image editing, its extension to video remains underexplored, primarily due to the prohibitive cost and complexity of constructing large-scale paired video editing datasets. To address this challenge, we introduce a low-cost pretraining strategy for instruction-based video editing that leverages in-context learning from unpaired video clips. We show that pretraining a foundation video generation model with this strategy endows it with general editing capabilities, such as adding, replacing, or deleting operations, according to input editing instructions. The pretrained model can then be efficiently refined with a small amount of high-quality paired editing data. Built upon HunyuanVideoT2V, our framework first pretrains on approximately 1M real video clips to learn basic editing concepts, and subsequently fine-tunes on fewer than 150k curated editing pairs to extend more editing tasks and improve the editing quality. Comparative experiments show that our method surpasses existing instruction-based video editing approaches in both instruction alignment and visual fidelity, achieving a 12\% improvement in editing instruction following and a 15\% improvement in editing quality.

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MotionAgent: Fine-grained Controllable Video Generation via Motion Field Agent

We propose MotionAgent, enabling fine-grained motion control for text-guided image-to-video generation. The key technique is the motion field agent that converts motion information in text prompts into explicit motion fields, providing flexible and precise motion guidance. Specifically, the agent extracts the object movement and camera motion described in the text and converts them into object trajectories and camera extrinsics, respectively. An analytical optical flow composition module integrates these motion representations in 3D space and projects them into a unified optical flow. An optical flow adapter takes the flow to control the base image-to-video diffusion model for generating fine-grained controlled videos. The significant improvement in the Video-Text Camera Motion metrics on VBench indicates that our method achieves precise control over camera motion. We construct a subset of VBench to evaluate the alignment of motion information in the text and the generated video, outperforming other advanced models on motion generation accuracy.

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Weakly and Self-Supervised Class-Agnostic Motion Prediction for Autonomous Driving

Understanding motion in dynamic environments is critical for autonomous driving, thereby motivating research on class-agnostic motion prediction. In this work, we investigate weakly and self-supervised class-agnostic motion prediction from LiDAR point clouds. Outdoor scenes typically consist of mobile foregrounds and static backgrounds, allowing motion understanding to be associated with scene parsing. Based on this observation, we propose a novel weakly supervised paradigm that replaces motion annotations with fully or partially annotated (1%, 0.1%) foreground/background masks for supervision. To this end, we develop a weakly supervised approach utilizing foreground/background cues to guide the self-supervised learning of motion prediction models. Since foreground motion generally occurs in non-ground regions, non-ground/ground masks can serve as an alternative to foreground/background masks, further reducing annotation effort. Leveraging non-ground/ground cues, we propose two additional approaches: a weakly supervised method requiring fewer (0.01%) foreground/background annotations, and a self-supervised method without annotations. Furthermore, we design a Robust Consistency-aware Chamfer Distance loss that incorporates multi-frame information and robust penalty functions to suppress outliers in self-supervised learning. Experiments show that our weakly and self-supervised models outperform existing self-supervised counterparts, and our weakly supervised models even rival some supervised ones. This demonstrates that our approaches effectively balance annotation effort and performance.

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InteractPro: A Unified Framework for Motion-Aware Image Composition

We introduce InteractPro, a comprehensive framework for dynamic motion-aware image composition. At its core is InteractPlan, an intelligent planner that leverages a Large Vision Language Model (LVLM) for scenario analysis and object placement, determining the optimal composition strategy to achieve realistic motion effects. Based on each scenario, InteractPlan selects between our two specialized modules: InteractPhys and InteractMotion. InteractPhys employs an enhanced Material Point Method (MPM)-based simulation to produce physically faithful and controllable object-scene interactions, capturing diverse and abstract events that require true physical modeling. InteractMotion, in contrast, is a training-free method based on pretrained video diffusion. Traditional composition approaches suffer from two major limitations: requiring manual planning for object placement and generating static, motionless outputs. By unifying simulation-based and diffusion-based methods under planner guidance, InteractPro overcomes these challenges, ensuring richly motion-aware compositions. Extensive quantitative and qualitative evaluations demonstrate InteractPro's effectiveness in producing controllable, and coherent compositions across varied scenarios.

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Compressed Feature Quality Assessment: Dataset and Baselines

The widespread deployment of large models in resource-constrained environments has underscored the need for efficient transmission of intermediate feature representations. In this context, feature coding, which compresses features into compact bitstreams, becomes a critical component for scenarios involving feature transmission, storage, and reuse. However, this compression process inevitably introduces semantic degradation that is difficult to quantify with traditional metrics. To address this, we formalize the research problem of Compressed Feature Quality Assessment (CFQA), aiming to evaluate the semantic fidelity of compressed features. To advance CFQA research, we propose the first benchmark dataset, comprising 300 original features and 12000 compressed features derived from three vision tasks and four feature codecs. Task-specific performance degradation is provided as true semantic distortion for evaluating CFQA metrics. We systematically assess three widely used metrics -- MSE, cosine similarity, and Centered Kernel Alignment (CKA) -- in terms of their ability to capture semantic degradation. Our findings demonstrate the representativeness of the proposed dataset while underscoring the need for more sophisticated metrics capable of measuring semantic distortion in compressed features. This work advances the field by establishing a foundational benchmark and providing a critical resource for the community to explore CFQA. To foster further research, we release the dataset and all associated source code at https://github.com/chansongoal/Compressed-Feature-Quality-Assessment.

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Integrating SAM Supervision for 3D Weakly Supervised Point Cloud Segmentation

Current methods for 3D semantic segmentation propose training models with limited annotations to address the difficulty of annotating large, irregular, and unordered 3D point cloud data. They usually focus on the 3D domain only, without leveraging the complementary nature of 2D and 3D data. Besides, some methods extend original labels or generate pseudo labels to guide the training, but they often fail to fully use these labels or address the noise within them. Meanwhile, the emergence of comprehensive and adaptable foundation models has offered effective solutions for segmenting 2D data. Leveraging this advancement, we present a novel approach that maximizes the utility of sparsely available 3D annotations by incorporating segmentation masks generated by 2D foundation models. We further propagate the 2D segmentation masks into the 3D space by establishing geometric correspondences between 3D scenes and 2D views. We extend the highly sparse annotations to encompass the areas delineated by 3D masks, thereby substantially augmenting the pool of available labels. Furthermore, we apply confidence- and uncertainty-based consistency regularization on augmentations of the 3D point cloud and select the reliable pseudo labels, which are further spread on the 3D masks to generate more labels. This innovative strategy bridges the gap between limited 3D annotations and the powerful capabilities of 2D foundation models, ultimately improving the performance of 3D weakly supervised segmentation.

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Puppeteer: Rig and Animate Your 3D Models

Modern interactive applications increasingly demand dynamic 3D content, yet the transformation of static 3D models into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative AI have revolutionized static 3D model creation, rigging and animation continue to depend heavily on expert intervention. We present Puppeteer, a comprehensive framework that addresses both automatic rigging and animation for diverse 3D objects. Our system first predicts plausible skeletal structures via an auto-regressive transformer that introduces a joint-based tokenization strategy for compact representation and a hierarchical ordering methodology with stochastic perturbation that enhances bidirectional learning capabilities. It then infers skinning weights via an attention-based architecture incorporating topology-aware joint attention that explicitly encodes inter-joint relationships based on skeletal graph distances. Finally, we complement these rigging advances with a differentiable optimization-based animation pipeline that generates stable, high-fidelity animations while being computationally more efficient than existing approaches. Extensive evaluations across multiple benchmarks demonstrate that our method significantly outperforms state-of-the-art techniques in both skeletal prediction accuracy and skinning quality. The system robustly processes diverse 3D content, ranging from professionally designed game assets to AI-generated shapes, producing temporally coherent animations that eliminate the jittering issues common in existing methods.

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Ultra3D: Efficient and High-Fidelity 3D Generation with Part Attention

Recent advances in sparse voxel representations have significantly improved the quality of 3D content generation, enabling high-resolution modeling with fine-grained geometry. However, existing frameworks suffer from severe computational inefficiencies due to the quadratic complexity of attention mechanisms in their two-stage diffusion pipelines. In this work, we propose Ultra3D, an efficient 3D generation framework that significantly accelerates sparse voxel modeling without compromising quality. Our method leverages the compact VecSet representation to efficiently generate a coarse object layout in the first stage, reducing token count and accelerating voxel coordinate prediction. To refine per-voxel latent features in the second stage, we introduce Part Attention, a geometry-aware localized attention mechanism that restricts attention computation within semantically consistent part regions. This design preserves structural continuity while avoiding unnecessary global attention, achieving up to 6.7x speed-up in latent generation. To support this mechanism, we construct a scalable part annotation pipeline that converts raw meshes into part-labeled sparse voxels. Extensive experiments demonstrate that Ultra3D supports high-resolution 3D generation at 1024 resolution and achieves state-of-the-art performance in both visual fidelity and user preference.

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SAMITE: Position Prompted SAM2 with Calibrated Memory for Visual Object Tracking

Visual Object Tracking (VOT) is widely used in applications like autonomous driving to continuously track targets in videos. Existing methods can be roughly categorized into template matching and autoregressive methods, where the former usually neglects the temporal dependencies across frames and the latter tends to get biased towards the object categories during training, showing weak generalizability to unseen classes. To address these issues, some methods propose to adapt the video foundation model SAM2 for VOT, where the tracking results of each frame would be encoded as memory for conditioning the rest of frames in an autoregressive manner. Nevertheless, existing methods fail to overcome the challenges of object occlusions and distractions, and do not have any measures to intercept the propagation of tracking errors. To tackle them, we present a SAMITE model, built upon SAM2 with additional modules, including: (1) Prototypical Memory Bank: We propose to quantify the feature-wise and position-wise correctness of each frame's tracking results, and select the best frames to condition subsequent frames. As the features of occluded and distracting objects are feature-wise and position-wise inaccurate, their scores would naturally be lower and thus can be filtered to intercept error propagation; (2) Positional Prompt Generator: To further reduce the impacts of distractors, we propose to generate positional mask prompts to provide explicit positional clues for the target, leading to more accurate tracking. Extensive experiments have been conducted on six benchmarks, showing the superiority of SAMITE. The code is available at https://github.com/Sam1224/SAMITE.

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SurfaceSplat: Connecting Surface Reconstruction and Gaussian Splatting

Surface reconstruction and novel view rendering from sparse-view images are challenging. Signed Distance Function (SDF)-based methods struggle with fine details, while 3D Gaussian Splatting (3DGS)-based approaches lack global geometry coherence. We propose a novel hybrid method that combines the strengths of both approaches: SDF captures coarse geometry to enhance 3DGS-based rendering, while newly rendered images from 3DGS refine the details of SDF for accurate surface reconstruction. As a result, our method surpasses state-of-the-art approaches in surface reconstruction and novel view synthesis on the DTU and MobileBrick datasets. Code will be released at https://github.com/aim-uofa/SurfaceSplat.

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Dynamic View Synthesis from Small Camera Motion Videos

Novel view synthesis for dynamic $3$D scenes poses a significant challenge. Many notable efforts use NeRF-based approaches to address this task and yield impressive results. However, these methods rely heavily on sufficient motion parallax in the input images or videos. When the camera motion range becomes limited or even stationary (i.e., small camera motion), existing methods encounter two primary challenges: incorrect representation of scene geometry and inaccurate estimation of camera parameters. These challenges make prior methods struggle to produce satisfactory results or even become invalid. To address the first challenge, we propose a novel Distribution-based Depth Regularization (DDR) that ensures the rendering weight distribution to align with the true distribution. Specifically, unlike previous methods that use depth loss to calculate the error of the expectation, we calculate the expectation of the error by using Gumbel-softmax to differentiably sample points from discrete rendering weight distribution. Additionally, we introduce constraints that enforce the volume density of spatial points before the object boundary along the ray to be near zero, ensuring that our model learns the correct geometry of the scene. To demystify the DDR, we further propose a visualization tool that enables observing the scene geometry representation at the rendering weight level. For the second challenge, we incorporate camera parameter learning during training to enhance the robustness of our model to camera parameters. We conduct extensive experiments to demonstrate the effectiveness of our approach in representing scenes with small camera motion input, and our results compare favorably to state-of-the-art methods.

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DreamDance: Animating Character Art via Inpainting Stable Gaussian Worlds

This paper presents DreamDance, a novel character art animation framework capable of producing stable, consistent character and scene motion conditioned on precise camera trajectories. To achieve this, we re-formulate the animation task as two inpainting-based steps: Camera-aware Scene Inpainting and Pose-aware Video Inpainting. The first step leverages a pre-trained image inpainting model to generate multi-view scene images from the reference art and optimizes a stable large-scale Gaussian field, which enables coarse background video rendering with camera trajectories. However, the rendered video is rough and only conveys scene motion. To resolve this, the second step trains a pose-aware video inpainting model that injects the dynamic character into the scene video while enhancing background quality. Specifically, this model is a DiT-based video generation model with a gating strategy that adaptively integrates the character's appearance and pose information into the base background video. Through extensive experiments, we demonstrate the effectiveness and generalizability of DreamDance, producing high-quality and consistent character animations with remarkable camera dynamics.

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ADHMR: Aligning Diffusion-based Human Mesh Recovery via Direct Preference Optimization

Human mesh recovery (HMR) from a single image is inherently ill-posed due to depth ambiguity and occlusions. Probabilistic methods have tried to solve this by generating numerous plausible 3D human mesh predictions, but they often exhibit misalignment with 2D image observations and weak robustness to in-the-wild images. To address these issues, we propose ADHMR, a framework that Aligns a Diffusion-based HMR model in a preference optimization manner. First, we train a human mesh prediction assessment model, HMR-Scorer, capable of evaluating predictions even for in-the-wild images without 3D annotations. We then use HMR-Scorer to create a preference dataset, where each input image has a pair of winner and loser mesh predictions. This dataset is used to finetune the base model using direct preference optimization. Moreover, HMR-Scorer also helps improve existing HMR models by data cleaning, even with fewer training samples. Extensive experiments show that ADHMR outperforms current state-of-the-art methods. Code is available at: https://github.com/shenwenhao01/ADHMR.

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