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Hongdong Li

Publications and source records attributed to Hongdong Li.

At least 55 records · Page 3Linked to original sources

GS-2DGS: Geometrically Supervised 2DGS for Reflective Object Reconstruction

3D modeling of highly reflective objects remains challenging due to strong view-dependent appearances. While previous SDF-based methods can recover high-quality meshes, they are often time-consuming and tend to produce over-smoothed surfaces. In contrast, 3D Gaussian Splatting (3DGS) offers the advantage of high speed and detailed real-time rendering, but extracting surfaces from the Gaussians can be noisy due to the lack of geometric constraints. To bridge the gap between these approaches, we propose a novel reconstruction method called GS-2DGS for reflective objects based on 2D Gaussian Splatting (2DGS). Our approach combines the rapid rendering capabilities of Gaussian Splatting with additional geometric information from foundation models. Experimental results on synthetic and real datasets demonstrate that our method significantly outperforms Gaussian-based techniques in terms of reconstruction and relighting and achieves performance comparable to SDF-based methods while being an order of magnitude faster. Code is available at https://github.com/hirotong/GS2DGS

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Probability Density Geodesics in Image Diffusion Latent Space

Diffusion models indirectly estimate the probability density over a data space, which can be used to study its structure. In this work, we show that geodesics can be computed in diffusion latent space, where the norm induced by the spatially-varying inner product is inversely proportional to the probability density. In this formulation, a path that traverses a high density (that is, probable) region of image latent space is shorter than the equivalent path through a low density region. We present algorithms for solving the associated initial and boundary value problems and show how to compute the probability density along the path and the geodesic distance between two points. Using these techniques, we analyze how closely video clips approximate geodesics in a pre-trained image diffusion space. Finally, we demonstrate how these techniques can be applied to training-free image sequence interpolation and extrapolation, given a pre-trained image diffusion model.

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MB-TaylorFormer V2: Improved Multi-branch Linear Transformer Expanded by Taylor Formula for Image Restoration

Recently, Transformer networks have demonstrated outstanding performance in the field of image restoration due to the global receptive field and adaptability to input. However, the quadratic computational complexity of Softmax-attention poses a significant limitation on its extensive application in image restoration tasks, particularly for high-resolution images. To tackle this challenge, we propose a novel variant of the Transformer. This variant leverages the Taylor expansion to approximate the Softmax-attention and utilizes the concept of norm-preserving mapping to approximate the remainder of the first-order Taylor expansion, resulting in a linear computational complexity. Moreover, we introduce a multi-branch architecture featuring multi-scale patch embedding into the proposed Transformer, which has four distinct advantages: 1) various sizes of the receptive field; 2) multi-level semantic information; 3) flexible shapes of the receptive field; 4) accelerated training and inference speed. Hence, the proposed model, named the second version of Taylor formula expansion-based Transformer (for short MB-TaylorFormer V2) has the capability to concurrently process coarse-to-fine features, capture long-distance pixel interactions with limited computational cost, and improve the approximation of the Taylor expansion remainder. Experimental results across diverse image restoration benchmarks demonstrate that MB-TaylorFormer V2 achieves state-of-the-art performance in multiple image restoration tasks, such as image dehazing, deraining, desnowing, motion deblurring, and denoising, with very little computational overhead. The source code is available at https://github.com/FVL2020/MB-TaylorFormerV2.

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QID: Efficient Query-Informed ViTs in Data-Scarce Regimes for OCR-free Visual Document Understanding

In Visual Document Understanding (VDU) tasks, fine-tuning a pre-trained Vision-Language Model (VLM) with new datasets often falls short in optimizing the vision encoder to identify query-specific regions in text-rich document images. Existing methods that directly inject queries into model layers by modifying the network architecture often struggle to adapt to new datasets with limited annotations. To address this, we introduce QID, a novel, streamlined, architecture-preserving approach that integrates query embeddings into the vision encoder, leading to notable performance gains, particularly in data-scarce fine-tuning scenarios. Specifically, our approach introduces a dual-module framework: a query-aware module that generates a unique query vector to precisely guide the model's focus, as well as a query-agnostic module that captures the positional relationships among tokens, ensuring robust spatial understanding. Notably, both modules operate independently of the vision attention blocks, facilitating targeted learning of query embeddings and enhancing visual semantic identification. Experiments with OCR-free VLMs across multiple datasets demonstrate significant performance improvements using our method, especially in handling text-rich documents in data-scarce environments.

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FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images

We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.

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DoubleDiffusion: Combining Heat Diffusion with Denoising Diffusion for Texture Generation on 3D Meshes

This paper addresses the problem of generating textures for 3D mesh assets. Existing approaches often rely on image diffusion models to generate multi-view image observations, which are then transformed onto the mesh surface to produce a single texture. However, due to the gap between multi-view images and 3D space, such process is susceptible to arange of issues such as geometric inconsistencies, visibility occlusion, and baking artifacts. To overcome this problem, we propose a novel approach that directly generates texture on 3D meshes. Our approach leverages heat dissipation diffusion, which serves as an efficient operator that propagates features on the geometric surface of a mesh, while remaining insensitive to the specific layout of the wireframe. By integrating this technique into a generative diffusion pipeline, we significantly improve the efficiency of texture generation compared to existing texture generation methods. We term our approach DoubleDiffusion, as it combines heat dissipation diffusion with denoising diffusion to enable native generative learning on 3D mesh surfaces.

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4DRGS: 4D Radiative Gaussian Splatting for Efficient 3D Vessel Reconstruction from Sparse-View Dynamic DSA Images

Reconstructing 3D vessel structures from sparse-view dynamic digital subtraction angiography (DSA) images enables accurate medical assessment while reducing radiation exposure. Existing methods often produce suboptimal results or require excessive computation time. In this work, we propose 4D radiative Gaussian splatting (4DRGS) to achieve high-quality reconstruction efficiently. In detail, we represent the vessels with 4D radiative Gaussian kernels. Each kernel has time-invariant geometry parameters, including position, rotation, and scale, to model static vessel structures. The time-dependent central attenuation of each kernel is predicted from a compact neural network to capture the temporal varying response of contrast agent flow. We splat these Gaussian kernels to synthesize DSA images via X-ray rasterization and optimize the model with real captured ones. The final 3D vessel volume is voxelized from the well-trained kernels. Moreover, we introduce accumulated attenuation pruning and bounded scaling activation to improve reconstruction quality. Extensive experiments on real-world patient data demonstrate that 4DRGS achieves impressive results in 5 minutes training, which is 32x faster than the state-of-the-art method. This underscores the potential of 4DRGS for real-world clinics.

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Temporal-Consistent Video Restoration with Pre-trained Diffusion Models

Video restoration (VR) aims to recover high-quality videos from degraded ones. Although recent zero-shot VR methods using pre-trained diffusion models (DMs) show good promise, they suffer from approximation errors during reverse diffusion and insufficient temporal consistency. Moreover, dealing with 3D video data, VR is inherently computationally intensive. In this paper, we advocate viewing the reverse process in DMs as a function and present a novel Maximum a Posterior (MAP) framework that directly parameterizes video frames in the seed space of DMs, eliminating approximation errors. We also introduce strategies to promote bilevel temporal consistency: semantic consistency by leveraging clustering structures in the seed space, and pixel-level consistency by progressive warping with optical flow refinements. Extensive experiments on multiple virtual reality tasks demonstrate superior visual quality and temporal consistency achieved by our method compared to the state-of-the-art.

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Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

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MARS: Mesh AutoRegressive Model for 3D Shape Detailization

State-of-the-art methods for mesh detailization predominantly utilize Generative Adversarial Networks (GANs) to generate detailed meshes from coarse ones. These methods typically learn a specific style code for each category or similar categories without enforcing geometry supervision across different Levels of Detail (LODs). Consequently, such methods often fail to generalize across a broader range of categories and cannot ensure shape consistency throughout the detailization process. In this paper, we introduce MARS, a novel approach for 3D shape detailization. Our method capitalizes on a novel multi-LOD, multi-category mesh representation to learn shape-consistent mesh representations in latent space across different LODs. We further propose a mesh autoregressive model capable of generating such latent representations through next-LOD token prediction. This approach significantly enhances the realism of the generated shapes. Extensive experiments conducted on the challenging 3D Shape Detailization benchmark demonstrate that our proposed MARS model achieves state-of-the-art performance, surpassing existing methods in both qualitative and quantitative assessments. Notably, the model's capability to generate fine-grained details while preserving the overall shape integrity is particularly commendable.

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BAG: Body-Aligned 3D Wearable Asset Generation

While recent advancements have shown remarkable progress in general 3D shape generation models, the challenge of leveraging these approaches to automatically generate wearable 3D assets remains unexplored. To this end, we present BAG, a Body-aligned Asset Generation method to output 3D wearable asset that can be automatically dressed on given 3D human bodies. This is achived by controlling the 3D generation process using human body shape and pose information. Specifically, we first build a general single-image to consistent multiview image diffusion model, and train it on the large Objaverse dataset to achieve diversity and generalizability. Then we train a Controlnet to guide the multiview generator to produce body-aligned multiview images. The control signal utilizes the multiview 2D projections of the target human body, where pixel values represent the XYZ coordinates of the body surface in a canonical space. The body-conditioned multiview diffusion generates body-aligned multiview images, which are then fed into a native 3D diffusion model to produce the 3D shape of the asset. Finally, by recovering the similarity transformation using multiview silhouette supervision and addressing asset-body penetration with physics simulators, the 3D asset can be accurately fitted onto the target human body. Experimental results demonstrate significant advantages over existing methods in terms of image prompt-following capability, shape diversity, and shape quality. Our project page is available at https://bag-3d.github.io/.

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JADE: Joint-aware Latent Diffusion for 3D Human Generative Modeling

Generative modeling of 3D human bodies have been studied extensively in computer vision. The core is to design a compact latent representation that is both expressive and semantically interpretable, yet existing approaches struggle to achieve both requirements. In this work, we introduce JADE, a generative framework that learns the variations of human shapes with fined-grained control. Our key insight is a joint-aware latent representation that decomposes human bodies into skeleton structures, modeled by joint positions, and local surface geometries, characterized by features attached to each joint. This disentangled latent space design enables geometric and semantic interpretation, facilitating users with flexible controllability. To generate coherent and plausible human shapes under our proposed decomposition, we also present a cascaded pipeline where two diffusions are employed to model the distribution of skeleton structures and local surface geometries respectively. Extensive experiments are conducted on public datasets, where we demonstrate the effectiveness of JADE framework in multiple tasks in terms of autoencoding reconstruction accuracy, editing controllability and generation quality compared with existing methods.

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Geometry-guided Cross-view Diffusion for One-to-many Cross-view Image Synthesis

This paper presents a novel approach for cross-view synthesis aimed at generating plausible ground-level images from corresponding satellite imagery or vice versa. We refer to these tasks as satellite-to-ground (Sat2Grd) and ground-to-satellite (Grd2Sat) synthesis, respectively. Unlike previous works that typically focus on one-to-one generation, producing a single output image from a single input image, our approach acknowledges the inherent one-to-many nature of the problem. This recognition stems from the challenges posed by differences in illumination, weather conditions, and occlusions between the two views. To effectively model this uncertainty, we leverage recent advancements in diffusion models. Specifically, we exploit random Gaussian noise to represent the diverse possibilities learnt from the target view data. We introduce a Geometry-guided Cross-view Condition (GCC) strategy to establish explicit geometric correspondences between satellite and street-view features. This enables us to resolve the geometry ambiguity introduced by camera pose between image pairs, boosting the performance of cross-view image synthesis. Through extensive quantitative and qualitative analyses on three benchmark cross-view datasets, we demonstrate the superiority of our proposed geometry-guided cross-view condition over baseline methods, including recent state-of-the-art approaches in cross-view image synthesis. Our method generates images of higher quality, fidelity, and diversity than other state-of-the-art approaches.

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GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering

Recovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces. This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading, effectiveness in handling complex materials. More importantly, we propose a unified shading solution that combines the advantages of both techniques for better decomposition. In addition, we analyze the normal modeling in 3D Gaussian Splatting (3DGS) and utilize the shortest axis as normal for each particle in GUS-IR, along with a depth-related regularization, resulting in improved geometric representation and better shape reconstruction. Furthermore, we enhance the probe-based baking scheme proposed by GS-IR to achieve more accurate ambient occlusion modeling to better handle indirect illumination. Extensive experiments have demonstrated the superior performance of GUS-IR in achieving precise intrinsic decomposition and geometric representation, supporting many downstream tasks (such as relighting, retouching) in computer vision, graphics, and extended reality.

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R$^2$-Gaussian: Rectifying Radiative Gaussian Splatting for Tomographic Reconstruction

3D Gaussian splatting (3DGS) has shown promising results in image rendering and surface reconstruction. However, its potential in volumetric reconstruction tasks, such as X-ray computed tomography, remains under-explored. This paper introduces R$^2$-Gaussian, the first 3DGS-based framework for sparse-view tomographic reconstruction. By carefully deriving X-ray rasterization functions, we discover a previously unknown integration bias in the standard 3DGS formulation, which hampers accurate volume retrieval. To address this issue, we propose a novel rectification technique via refactoring the projection from 3D to 2D Gaussians. Our new method presents three key innovations: (1) introducing tailored Gaussian kernels, (2) extending rasterization to X-ray imaging, and (3) developing a CUDA-based differentiable voxelizer. Experiments on synthetic and real-world datasets demonstrate that our method outperforms state-of-the-art approaches in accuracy and efficiency. Crucially, it delivers high-quality results in 4 minutes, which is 12$\times$ faster than NeRF-based methods and on par with traditional algorithms. Code and models are available on the project page https://github.com/Ruyi-Zha/r2_gaussian.

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Weakly-supervised Camera Localization by Ground-to-satellite Image Registration

The ground-to-satellite image matching/retrieval was initially proposed for city-scale ground camera localization. This work addresses the problem of improving camera pose accuracy by ground-to-satellite image matching after a coarse location and orientation have been obtained, either from the city-scale retrieval or from consumer-level GPS and compass sensors. Existing learning-based methods for solving this task require accurate GPS labels of ground images for network training. However, obtaining such accurate GPS labels is difficult, often requiring an expensive {\color{black}Real Time Kinematics (RTK)} setup and suffering from signal occlusion, multi-path signal disruptions, \etc. To alleviate this issue, this paper proposes a weakly supervised learning strategy for ground-to-satellite image registration when only noisy pose labels for ground images are available for network training. It derives positive and negative satellite images for each ground image and leverages contrastive learning to learn feature representations for ground and satellite images useful for translation estimation. We also propose a self-supervision strategy for cross-view image relative rotation estimation, which trains the network by creating pseudo query and reference image pairs. Experimental results show that our weakly supervised learning strategy achieves the best performance on cross-area evaluation compared to recent state-of-the-art methods that are reliant on accurate pose labels for supervision.

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Prim2Room: Layout-Controllable Room Mesh Generation from Primitives

We propose Prim2Room, a novel framework for controllable room mesh generation leveraging 2D layout conditions and 3D primitive retrieval to facilitate precise 3D layout specification. Diverging from existing methods that lack control and precision, our approach allows for detailed customization of room-scale environments. To overcome the limitations of previous methods, we introduce an adaptive viewpoint selection algorithm that allows the system to generate the furniture texture and geometry from more favorable views than predefined camera trajectories. Additionally, we employ non-rigid depth registration to ensure alignment between generated objects and their corresponding primitive while allowing for shape variations to maintain diversity. Our method not only enhances the accuracy and aesthetic appeal of generated 3D scenes but also provides a user-friendly platform for detailed room design.

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Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-Plane

We present Frankenstein, a diffusion-based framework that can generate semantic-compositional 3D scenes in a single pass. Unlike existing methods that output a single, unified 3D shape, Frankenstein simultaneously generates multiple separated shapes, each corresponding to a semantically meaningful part. The 3D scene information is encoded in one single tri-plane tensor, from which multiple Singed Distance Function (SDF) fields can be decoded to represent the compositional shapes. During training, an auto-encoder compresses tri-planes into a latent space, and then the denoising diffusion process is employed to approximate the distribution of the compositional scenes. Frankenstein demonstrates promising results in generating room interiors as well as human avatars with automatically separated parts. The generated scenes facilitate many downstream applications, such as part-wise re-texturing, object rearrangement in the room or avatar cloth re-targeting. Our project page is available at: https://wolfball.github.io/frankenstein/.

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