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Jiemin Fang

Publications and source records attributed to Jiemin Fang.

At least 19 recordsLinked to original sources

SCULPT: Subtractive Composition for 3D Part Generation

Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.

cs.CV

ProxyUp: Training-Free Proxy-Conditioned Video Generation for Controllable Dynamics

Precise control over complex dynamics remains challenging for modern video generative models, as text prompts alone often cannot specify physically plausible, fine-grained motion and interactions. We introduce $\textit{proxy-conditioned video generation}$, where a coarse proxy video from physics-based simulation or real-world recording serves as a dynamics carrier to control foreground object motion. Given a proxy video and a text prompt, the goal is to synthesize a new video that preserves the proxy dynamics while generating novel content and plausible interactions aligned with the prompt. Since paired proxy-target videos are difficult to obtain, we propose $\textbf{ProxyUp}$, a training-free framework built on pretrained video generative models. ProxyUp first inverts the proxy video into an intermediate latent representation and applies $\textbf{region-wise latent noising}$, preserving motion-critical proxy latents while injecting noise into regions intended for text-driven regeneration. To mitigate the distribution mismatch and weak foreground-background coupling introduced by this heuristic latent composition, we further propose $\textbf{Stochastic Flow Relaxation (SFR)}$, which progressively relaxes the composed latent toward the model's learned distribution before ODE sampling. Experiments on both simulation and real-world proxies show that ProxyUp outperforms strong video editing and motion transfer baselines in dynamic fidelity and text alignment.

cs.CV

WeakTr: Exploring Plain Vision Transformer for Weakly-supervised Semantic Segmentation

Transformer has been very successful in various computer vision tasks and understanding the working mechanism of transformer is important. As touchstones, weakly-supervised semantic segmentation (WSSS) and class activation map (CAM) are useful tasks for analyzing vision transformers (ViT). Based on the plain ViT pre-trained with ImageNet classification, we find that multi-layer, multi-head self-attention maps can provide rich and diverse information for weakly-supervised semantic segmentation and CAM generation, e.g., different attention heads of ViT focus on different image areas and object categories. Thus we propose a novel method to end-to-end estimate the importance of attention heads, where the self-attention maps are adaptively fused for high-quality CAM results that tend to have more complete objects. Besides, we propose a ViT-based gradient clipping decoder for online retraining with the CAM results efficiently and effectively. Furthermore, the gradient clipping decoder can make good use of the knowledge in large-scale pre-trained ViT and has a scalable ability. The proposed plain Transformer-based Weakly-supervised learning method (WeakTr) obtains the superior WSSS performance on standard benchmarks, i.e., 78.5% mIoU on the val set of PASCAL VOC 2012 and 51.1% mIoU on the val set of COCO 2014. Source code and checkpoints are available at https://github.com/hustvl/WeakTr.

cs.CV

Text-Image Conditioned 3D Generation

High-quality 3D assets are essential for VR/AR, industrial design, and entertainment, motivating growing interest in generative models that create 3D content from user prompts. Most existing 3D generators, however, rely on a single conditioning modality: image-conditioned models achieve high visual fidelity by exploiting pixel-aligned cues but suffer from viewpoint bias when the input view is limited or ambiguous, while text-conditioned models provide broad semantic guidance yet lack low-level visual detail. This limits how users can express intent and raises a natural question: can these two modalities be combined for more flexible and faithful 3D generation? Our diagnostic study shows that even simple late fusion of text- and image-conditioned predictions outperforms single-modality models, revealing strong cross-modal complementarity. We therefore formalize Text-Image Conditioned 3D Generation, which requires joint reasoning over a visual exemplar and a textual specification. To address this task, we introduce TIGON, a minimalist dual-branch baseline with separate image- and text-conditioned backbones and lightweight cross-modal fusion. Extensive experiments show that text-image conditioning consistently improves over single-modality methods, highlighting complementary vision-language guidance as a promising direction for future 3D generation research. Project page: https://jumpat.github.io/tigon-page

cs.CV

Dereflection Any Image with Diffusion Priors and Diversified Data

Reflection removal of a single image remains a highly challenging task due to the complex entanglement between target scenes and unwanted reflections. Despite significant progress, existing methods are hindered by the scarcity of high-quality, diverse data and insufficient restoration priors, resulting in limited generalization across various real-world scenarios. In this paper, we propose Dereflection Any Image, a comprehensive solution with an efficient data preparation pipeline and a generalizable model for robust reflection removal. First, we introduce a dataset named Diverse Reflection Removal (DRR) created by randomly rotating reflective mediums in target scenes, enabling variation of reflection angles and intensities, and setting a new benchmark in scale, quality, and diversity. Second, we propose a diffusion-based framework with one-step diffusion for deterministic outputs and fast inference. To ensure stable learning, we design a three-stage progressive training strategy, including reflection-invariant finetuning to encourage consistent outputs across varying reflection patterns that characterize our dataset. Extensive experiments show that our method achieves SOTA performance on both common benchmarks and challenging in-the-wild images, showing superior generalization across diverse real-world scenes.

cs.CV

WorldGrow: Generating Infinite 3D World

We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

cs.CV

UniLat3D: Geometry-Appearance Unified Latents for Single-Stage 3D Generation

High-fidelity 3D asset generation is crucial for various industries. While recent 3D pretrained models show strong capability in producing realistic content, most are built upon diffusion models and follow a two-stage pipeline that first generates geometry and then synthesizes appearance. Such a decoupled design tends to produce geometry-texture misalignment and non-negligible cost. In this paper, we propose UniLat3D, a unified framework that encodes geometry and appearance in a single latent space, enabling direct single-stage generation. Our key contribution is a geometry-appearance Unified VAE, which compresses high-resolution sparse features into a compact latent representation -- UniLat. UniLat integrates structural and visual information into a dense low-resolution latent, which can be efficiently decoded into diverse 3D formats, e.g., 3D Gaussians and meshes. Based on this unified representation, we train a single flow-matching model to map Gaussian noise directly into UniLat, eliminating redundant stages. Trained solely on public datasets, UniLat3D produces high-quality 3D assets in seconds from a single image, achieving superior appearance fidelity and geometric quality. More demos \& code are available at https://unilat3d.github.io/

cs.CV

Few-step Flow for 3D Generation via Marginal-Data Transport Distillation

Flow-based 3D generation models typically require dozens of sampling steps during inference. Though few-step distillation methods, particularly Consistency Models (CMs), have achieved substantial advancements in accelerating 2D diffusion models, they remain under-explored for more complex 3D generation tasks. In this study, we propose a novel framework, MDT-dist, for few-step 3D flow distillation. Our approach is built upon a primary objective: distilling the pretrained model to learn the Marginal-Data Transport. Directly learning this objective needs to integrate the velocity fields, while this integral is intractable to be implemented. Therefore, we propose two optimizable objectives, Velocity Matching (VM) and Velocity Distillation (VD), to equivalently convert the optimization target from the transport level to the velocity and the distribution level respectively. Velocity Matching (VM) learns to stably match the velocity fields between the student and the teacher, but inevitably provides biased gradient estimates. Velocity Distillation (VD) further enhances the optimization process by leveraging the learned velocity fields to perform probability density distillation. When evaluated on the pioneer 3D generation framework TRELLIS, our method reduces sampling steps of each flow transformer from 25 to 1 or 2, achieving 0.68s (1 step x 2) and 0.94s (2 steps x 2) latency with 9.0x and 6.5x speedup on A800, while preserving high visual and geometric fidelity. Extensive experiments demonstrate that our method significantly outperforms existing CM distillation methods, and enables TRELLIS to achieve superior performance in few-step 3D generation.

cs.CV

Snap-Snap: Taking Two Images to Reconstruct 3D Human Gaussians in Milliseconds

Reconstructing 3D human bodies from sparse views has been an appealing topic, which is crucial to broader the related applications. In this paper, we propose a quite challenging but valuable task to reconstruct the human body from only two images, i.e., the front and back view, which can largely lower the barrier for users to create their own 3D digital humans. The main challenges lie in the difficulty of building 3D consistency and recovering missing information from the highly sparse input. We redesign a geometry reconstruction model based on foundation reconstruction models to predict consistent point clouds even input images have scarce overlaps with extensive human data training. Furthermore, an enhancement algorithm is applied to supplement the missing color information, and then the complete human point clouds with colors can be obtained, which are directly transformed into 3D Gaussians for better rendering quality. Experiments show that our method can reconstruct the entire human in 190 ms on a single NVIDIA RTX 4090, with two images at a resolution of 1024x1024, demonstrating state-of-the-art performance on the THuman2.0 and cross-domain datasets. Additionally, our method can complete human reconstruction even with images captured by low-cost mobile devices, reducing the requirements for data collection. Demos and code are available at https://hustvl.github.io/Snap-Snap/.

cs.GR

Tackling View-Dependent Semantics in 3D Language Gaussian Splatting

Recent advancements in 3D Gaussian Splatting (3D-GS) enable high-quality 3D scene reconstruction from RGB images. Many studies extend this paradigm for language-driven open-vocabulary scene understanding. However, most of them simply project 2D semantic features onto 3D Gaussians and overlook a fundamental gap between 2D and 3D understanding: a 3D object may exhibit various semantics from different viewpoints--a phenomenon we term view-dependent semantics. To address this challenge, we propose LaGa (Language Gaussians), which establishes cross-view semantic connections by decomposing the 3D scene into objects. Then, it constructs view-aggregated semantic representations by clustering semantic descriptors and reweighting them based on multi-view semantics. Extensive experiments demonstrate that LaGa effectively captures key information from view-dependent semantics, enabling a more comprehensive understanding of 3D scenes. Notably, under the same settings, LaGa achieves a significant improvement of +18.7% mIoU over the previous SOTA on the LERF-OVS dataset. Our code is available at: https://github.com/SJTU-DeepVisionLab/LaGa.

cs.CV

Segment Any 3D Gaussians

This paper presents SAGA (Segment Any 3D GAussians), a highly efficient 3D promptable segmentation method based on 3D Gaussian Splatting (3D-GS). Given 2D visual prompts as input, SAGA can segment the corresponding 3D target represented by 3D Gaussians within 4 ms. This is achieved by attaching an scale-gated affinity feature to each 3D Gaussian to endow it a new property towards multi-granularity segmentation. Specifically, a scale-aware contrastive training strategy is proposed for the scale-gated affinity feature learning. It 1) distills the segmentation capability of the Segment Anything Model (SAM) from 2D masks into the affinity features and 2) employs a soft scale gate mechanism to deal with multi-granularity ambiguity in 3D segmentation through adjusting the magnitude of each feature channel according to a specified 3D physical scale. Evaluations demonstrate that SAGA achieves real-time multi-granularity segmentation with quality comparable to state-of-the-art methods. As one of the first methods addressing promptable segmentation in 3D-GS, the simplicity and effectiveness of SAGA pave the way for future advancements in this field. Our code will be released.

cs.CV

LiftImage3D: Lifting Any Single Image to 3D Gaussians with Video Generation Priors

Single-image 3D reconstruction remains a fundamental challenge in computer vision due to inherent geometric ambiguities and limited viewpoint information. Recent advances in Latent Video Diffusion Models (LVDMs) offer promising 3D priors learned from large-scale video data. However, leveraging these priors effectively faces three key challenges: (1) degradation in quality across large camera motions, (2) difficulties in achieving precise camera control, and (3) geometric distortions inherent to the diffusion process that damage 3D consistency. We address these challenges by proposing LiftImage3D, a framework that effectively releases LVDMs' generative priors while ensuring 3D consistency. Specifically, we design an articulated trajectory strategy to generate video frames, which decomposes video sequences with large camera motions into ones with controllable small motions. Then we use robust neural matching models, i.e. MASt3R, to calibrate the camera poses of generated frames and produce corresponding point clouds. Finally, we propose a distortion-aware 3D Gaussian splatting representation, which can learn independent distortions between frames and output undistorted canonical Gaussians. Extensive experiments demonstrate that LiftImage3D achieves state-of-the-art performance on two challenging datasets, i.e. LLFF, DL3DV, and Tanks and Temples, and generalizes well to diverse in-the-wild images, from cartoon illustrations to complex real-world scenes.

cs.CV

GaussianObject: High-Quality 3D Object Reconstruction from Four Views with Gaussian Splatting

Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination, which explicitly inject structure priors into the initial optimization process to help build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. We further design a COLMAP-free variant, where pre-given accurate camera poses are not required, which achieves competitive quality and facilitates wider applications. GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, OpenIllumination, and our-collected unposed images, achieving superior performance from only four views and significantly outperforming previous SOTA methods. Our demo is available at https://gaussianobject.github.io/, and the code has been released at https://github.com/GaussianObject/GaussianObject.

cs.CV

Cascade-Zero123: One Image to Highly Consistent 3D with Self-Prompted Nearby Views

Synthesizing multi-view 3D from one single image is a significant but challenging task. Zero-1-to-3 methods have achieved great success by lifting a 2D latent diffusion model to the 3D scope. The target view image is generated with a single-view source image and the camera pose as condition information. However, due to the high sparsity of the single input image, Zero-1-to-3 tends to produce geometry and appearance inconsistency across views, especially for complex objects. To tackle this issue, we propose to supply more condition information for the generation model but in a self-prompt way. A cascade framework is constructed with two Zero-1-to-3 models, named Cascade-Zero123, which progressively extract 3D information from the source image. Specifically, several nearby views are first generated by the first model and then fed into the second-stage model along with the source image as generation conditions. With amplified self-prompted condition images, our Cascade-Zero123 generates more consistent novel-view images than Zero-1-to-3. Experiment results demonstrate remarkable promotion, especially for various complex and challenging scenes, involving insects, humans, transparent objects, and stacked multiple objects etc. More demos and code are available at https://cascadezero123.github.io.

cs.CV

GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions

Recently, impressive results have been achieved in 3D scene editing with text instructions based on a 2D diffusion model. However, current diffusion models primarily generate images by predicting noise in the latent space, and the editing is usually applied to the whole image, which makes it challenging to perform delicate, especially localized, editing for 3D scenes. Inspired by recent 3D Gaussian splatting, we propose a systematic framework, named GaussianEditor, to edit 3D scenes delicately via 3D Gaussians with text instructions. Benefiting from the explicit property of 3D Gaussians, we design a series of techniques to achieve delicate editing. Specifically, we first extract the region of interest (RoI) corresponding to the text instruction, aligning it to 3D Gaussians. The Gaussian RoI is further used to control the editing process. Our framework can achieve more delicate and precise editing of 3D scenes than previous methods while enjoying much faster training speed, i.e. within 20 minutes on a single V100 GPU, more than twice as fast as Instruct-NeRF2NeRF (45 minutes -- 2 hours).

cs.CV

4D Gaussian Splatting for Real-Time Dynamic Scene Rendering

Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to guarantee. To achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency, we propose 4D Gaussian Splatting (4D-GS) as a holistic representation for dynamic scenes rather than applying 3D-GS for each individual frame. In 4D-GS, a novel explicit representation containing both 3D Gaussians and 4D neural voxels is proposed. A decomposed neural voxel encoding algorithm inspired by HexPlane is proposed to efficiently build Gaussian features from 4D neural voxels and then a lightweight MLP is applied to predict Gaussian deformations at novel timestamps. Our 4D-GS method achieves real-time rendering under high resolutions, 82 FPS at an 800$\times$800 resolution on an RTX 3090 GPU while maintaining comparable or better quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.

cs.CV

Segment Any 4D Gaussians

Modeling, understanding, and reconstructing the real world are crucial in XR/VR. Recently, 3D Gaussian Splatting (3D-GS) methods have shown remarkable success in modeling and understanding 3D scenes. Similarly, various 4D representations have demonstrated the ability to capture the dynamics of the 4D world. However, there is a dearth of research focusing on segmentation within 4D representations. In this paper, we propose Segment Any 4D Gaussians (SA4D), one of the first frameworks to segment anything in the 4D digital world based on 4D Gaussians. In SA4D, an efficient temporal identity feature field is introduced to handle Gaussian drifting, with the potential to learn precise identity features from noisy and sparse input. Additionally, a 4D segmentation refinement process is proposed to remove artifacts. Our SA4D achieves precise, high-quality segmentation within seconds in 4D Gaussians and shows the ability to remove, recolor, compose, and render high-quality anything masks. More demos are available at: https://jsxzs.github.io/sa4d/.

cs.CV

GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality

Recently, 3D Gaussian splatting (3D-GS) has achieved great success in reconstructing and rendering real-world scenes. To transfer the high rendering quality to generation tasks, a series of research works attempt to generate 3D-Gaussian assets from text. However, the generated assets have not achieved the same quality as those in reconstruction tasks. We observe that Gaussians tend to grow without control as the generation process may cause indeterminacy. Aiming at highly enhancing the generation quality, we propose a novel framework named GaussianDreamerPro. The main idea is to bind Gaussians to reasonable geometry, which evolves over the whole generation process. Along different stages of our framework, both the geometry and appearance can be enriched progressively. The final output asset is constructed with 3D Gaussians bound to mesh, which shows significantly enhanced details and quality compared with previous methods. Notably, the generated asset can also be seamlessly integrated into downstream manipulation pipelines, e.g. animation, composition, and simulation etc., greatly promoting its potential in wide applications. Demos are available at https://taoranyi.com/gaussiandreamerpro/.

cs.CV