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Jun-Yan Zhu

Publications and source records attributed to Jun-Yan Zhu.

At least 19 recordsLinked to original sources

MultiCube: Compositional 3D Generation With Part-Level Semantic and Spatial Control

Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io

cs.GR

The Many Senses of Visual Similarity: A Text-Prompted Image Perceptual Metric

Human visual similarity judgments are context-dependent. For example, two images may be similar in shape but distinct in color. Existing perceptual similarity metrics, however, collapse these nuances into a single scalar value, offering no mechanism to condition on specific aspects. To bridge this gap, we introduce a large-scale dataset of human similarity judgments over image triplets, where each triplet is annotated across multiple, free-form semantic aspects of similarity. Benchmarking a broad range of frontier vision-language models (VLMs) reveals a considerable performance gap compared to human annotators' consensus. Leveraging our data, we fine-tune a VLM to produce our Text-Prompted Image Perceptual Similarity (TPIPS) metric, capturing multiple senses of visual similarity depending on the specified text prompt. We demonstrate that TPIPS aligns more closely with human perception and generalizes reliably beyond the training distribution. Finally, we show that TPIPS unlocks new capabilities in text-guided retrieval, compositional search, and the fine-grained evaluation of generative models. Our code, data, and trained models are at https://peterwang512.github.io/TPIPS

cs.CV

Text-based Tactile Graphics Generation for the Visually Impaired

Tactile graphics are a primary medium for blind and low-vision (BLV) individuals to access non-textual information. However, they are difficult to scale or personalize. While recent generative models have revolutionized visual content creation, they are optimized for screen-based visual realism and fail to satisfy the haptic perceptual and physical fabrication constraints required for touch. We present the first integrated generative system that produces fabrication-ready 2.5D tactile graphics directly from natural language prompts, jointly generating global base geometry, fine-grained tactile surface textures, and standard-compliant braille within a unified 3D-printable representation. Our approach introduces fabrication-aware techniques, including template-guided relief generation, a fast diffusion-based text-to-texture module for high-resolution tileable normal maps, and strict base flattening to ensure tactile readability and printability, while supporting both automatic generation and interactive texture control. Extensive evaluations, together with in-person user studies with BLV participants and blindfolded sighted participants using physically 3D-printed outputs, show that participants consistently prefer our results over baselines. By extending generative graphics beyond screens to touchable reliefs, our work broadens access to generative AI for the BLV community and beyond.

cs.GR

FourTune: Towards Fully 4-Bit Efficient Post-Training for Diffusion Models

Diffusion models have become a dominant paradigm for high-quality generative modeling, while post-training is essential for adapting them to diverse downstream applications. However, post-training of large diffusion models is still challenging due to the prohibitive memory footprints and slow training speed, which existing parameter-efficient fine-tuning methods only partially address. To overcome these limitations, we propose FourTune, an efficient post-training framework for diffusion models based on an end-to-end W4A4G4 paradigm. FourTune introduces a triple-branch hybrid pipeline that augments the standard LoRA architecture with a frozen numerical stabilizer to isolate quantization-sensitive outliers, enabling stable training under native 4-bit computation. In addition, FourTune employs hardware-efficient block-wise quantization and customized fused kernels to support efficient quantized backpropagation and reduce memory bandwidth overhead. Across customization, reinforcement learning, and distillation tasks, FourTune matches the quality of full-precision fine-tuning. On FLUX.1-dev (12B), FourTune reduces memory overhead by 2.25$\times$ and increases end-to-end training throughput by 2.27$\times$ compared to BF16 LoRA.

cs.LG

Tuning-free Visual Effect Transfer across Videos

We present RefVFX, a new framework that transfers complex temporal effects from a reference video onto a target video or image in a feed-forward manner. While existing methods excel at prompt-based or keyframe-conditioned editing, they struggle with dynamic temporal effects such as dynamic lighting changes or character transformations, which are difficult to describe via text or static conditions. Transferring a video effect is challenging, as the model must integrate the new temporal dynamics with the input video's existing motion and appearance. % To address this, we introduce a large-scale dataset of triplets, where each triplet consists of a reference effect video, an input image or video, and a corresponding output video depicting the transferred effect. Creating this data is non-trivial, especially the video-to-video effect triplets, which do not exist naturally. To generate these, we propose a scalable automated pipeline that creates high-quality paired videos designed to preserve the input's motion and structure while transforming it based on some fixed, repeatable effect. We then augment this data with image-to-video effects derived from LoRA adapters and code-based temporal effects generated through programmatic composition. Building on our new dataset, we train our reference-conditioned model using recent text-to-video backbones. Experimental results demonstrate that RefVFX produces visually consistent and temporally coherent edits, generalizes across unseen effect categories, and outperforms prompt-only baselines in both quantitative metrics and human preference. See our website at https://snap-research.github.io/RefVFX/

cs.CV

Omni-Attribute: Open-vocabulary Attribute Encoder for Visual Concept Personalization

Visual concept personalization aims to transfer only specific image attributes, such as identity, expression, lighting, and style, into unseen contexts. However, existing methods rely on holistic embeddings from general-purpose image encoders, which entangle multiple visual factors and make it difficult to isolate a single attribute. This often leads to information leakage and incoherent synthesis. To address this limitation, we introduce Omni-Attribute, the first open-vocabulary image attribute encoder designed to learn high-fidelity, attribute-specific representations. Our approach jointly designs the data and model: (i) we curate semantically linked image pairs annotated with positive and negative attributes to explicitly teach the encoder what to preserve or suppress; and (ii) we adopt a dual-objective training paradigm that balances generative fidelity with contrastive disentanglement. The resulting embeddings prove effective for open-vocabulary attribute retrieval, personalization, and compositional generation, achieving state-of-the-art performance across multiple benchmarks.

cs.CV

PAT3D: Physics-Augmented Text-to-3D Scene Generation

We introduce PAT3D, the first physics-augmented text-to-3D scene generation framework that integrates vision-language models with physics-based simulation to produce physically plausible, simulation-ready, and intersection-free 3D scenes. Given a text prompt, PAT3D generates 3D objects, infers their spatial relations, and organizes them into a hierarchical scene tree, which is then converted into initial conditions for simulation. A differentiable rigid-body simulator ensures realistic object interactions under gravity, driving the scene toward static equilibrium without interpenetrations. To further enhance scene quality, we introduce a simulation-in-the-loop optimization procedure that guarantees physical stability and non-intersection, while improving semantic consistency with the input prompt. Experiments demonstrate that PAT3D substantially outperforms prior approaches in physical plausibility, semantic consistency, and visual quality. Beyond high-quality generation, PAT3D uniquely enables simulation-ready 3D scenes for downstream tasks such as scene editing and robotic manipulation. Code and data are available at: https://github.com/Simulation-Intelligence/PAT3D.

cs.CV

Generating Physically Stable and Buildable Brick Structures from Text

We introduce BrickGPT, the first approach for generating physically stable interconnecting brick assembly models from text prompts. To achieve this, we construct a large-scale, physically stable dataset of brick structures, along with their associated captions, and train an autoregressive large language model to predict the next brick to add via next-token prediction. To improve the stability of the resulting designs, we employ an efficient validity check and physics-aware rollback during autoregressive inference, which prunes infeasible token predictions using physics laws and assembly constraints. Our experiments show that BrickGPT produces stable, diverse, and aesthetically pleasing brick structures that align closely with the input text prompts. We also develop a text-based brick texturing method to generate colored and textured designs. We show that our designs can be assembled manually by humans and automatically by robotic arms. We release our new dataset, StableText2Brick, containing over 47,000 brick structures of over 28,000 unique 3D objects accompanied by detailed captions, along with our code and models at the project website: https://avalovelace1.github.io/BrickGPT/.

cs.CV

Fast Data Attribution for Text-to-Image Models

Data attribution for text-to-image models aims to identify the training images that most significantly influenced a generated output. Existing attribution methods involve considerable computational resources for each query, making them impractical for real-world applications. We propose a novel approach for scalable and efficient data attribution. Our key idea is to distill a slow, unlearning-based attribution method to a feature embedding space for efficient retrieval of highly influential training images. During deployment, combined with efficient indexing and search methods, our method successfully finds highly influential images without running expensive attribution algorithms. We show extensive results on both medium-scale models trained on MSCOCO and large-scale Stable Diffusion models trained on LAION, demonstrating that our method can achieve better or competitive performance in a few seconds, faster than existing methods by 2,500x - 400,000x. Our work represents a meaningful step towards the large-scale application of data attribution methods on real-world models such as Stable Diffusion.

cs.CV

SVDQuant: Absorbing Outliers by Low-Rank Components for 4-Bit Diffusion Models

Diffusion models can effectively generate high-quality images. However, as they scale, rising memory demands and higher latency pose substantial deployment challenges. In this work, we aim to accelerate diffusion models by quantizing their weights and activations to 4 bits. At such an aggressive level, both weights and activations are highly sensitive, where existing post-training quantization methods like smoothing become insufficient. To overcome this limitation, we propose SVDQuant, a new 4-bit quantization paradigm. Different from smoothing, which redistributes outliers between weights and activations, our approach absorbs these outliers using a low-rank branch. We first consolidate the outliers by shifting them from activations to weights. Then, we use a high-precision, low-rank branch to take in the weight outliers with Singular Value Decomposition (SVD), while a low-bit quantized branch handles the residuals. This process eases the quantization on both sides. However, naively running the low-rank branch independently incurs significant overhead due to extra data movement of activations, negating the quantization speedup. To address this, we co-design an inference engine Nunchaku that fuses the kernels of the low-rank branch into those of the low-bit branch to cut off redundant memory access. It can also seamlessly support off-the-shelf low-rank adapters (LoRAs) without re-quantization. Extensive experiments on SDXL, PixArt-$Σ$, and FLUX.1 validate the effectiveness of SVDQuant in preserving image quality. We reduce the memory usage for the 12B FLUX.1 models by 3.5$\times$, achieving 3.0$\times$ speedup over the 4-bit weight-only quantization (W4A16) baseline on the 16GB laptop 4090 GPU with INT4 precision. On the latest RTX 5090 desktop with Blackwell architecture, we achieve a 3.1$\times$ speedup compared to the W4A16 model using NVFP4 precision.

cs.CV

MotionStream: Real-Time Video Generation with Interactive Motion Controls

Current motion-conditioned video generation methods suffer from prohibitive latency (minutes per video) and non-causal processing that prevents real-time interaction. We present MotionStream, enabling sub-second latency with up to 29 FPS streaming generation on a single GPU. Our approach begins by augmenting a text-to-video model with motion control, which generates high-quality videos that adhere to the global text prompt and local motion guidance, but does not perform inference on the fly. As such, we distill this bidirectional teacher into a causal student through Self Forcing with Distribution Matching Distillation, enabling real-time streaming inference. Several key challenges arise when generating videos of long, potentially infinite time-horizons -- (1) bridging the domain gap from training on finite length and extrapolating to infinite horizons, (2) sustaining high quality by preventing error accumulation, and (3) maintaining fast inference, without incurring growth in computational cost due to increasing context windows. A key to our approach is introducing carefully designed sliding-window causal attention, combined with attention sinks. By incorporating self-rollout with attention sinks and KV cache rolling during training, we properly simulate inference-time extrapolations with a fixed context window, enabling constant-speed generation of arbitrarily long videos. Our models achieve state-of-the-art results in motion following and video quality while being two orders of magnitude faster, uniquely enabling infinite-length streaming. With MotionStream, users can paint trajectories, control cameras, or transfer motion, and see results unfold in real-time, delivering a truly interactive experience.

cs.CV

Learning an Image Editing Model without Image Editing Pairs

Recent image editing models have achieved impressive results while following natural language editing instructions, but they rely on supervised fine-tuning with large datasets of input-target pairs. This is a critical bottleneck, as such naturally occurring pairs are hard to curate at scale. Current workarounds use synthetic training pairs that leverage the zero-shot capabilities of existing models. However, this can propagate and magnify the artifacts of the pretrained model into the final trained model. In this work, we present a new training paradigm that eliminates the need for paired data entirely. Our approach directly optimizes a few-step diffusion model by unrolling it during training and leveraging feedback from vision-language models (VLMs). For each input and editing instruction, the VLM evaluates if an edit follows the instruction and preserves unchanged content, providing direct gradients for end-to-end optimization. To ensure visual fidelity, we incorporate distribution matching loss (DMD), which constrains generated images to remain within the image manifold learned by pretrained models. We evaluate our method on standard benchmarks and include an extensive ablation study. Without any paired data, our method performs on par with various image editing diffusion models trained on extensive supervised paired data, under the few-step setting. Given the same VLM as the reward model, we also outperform RL-based techniques like Flow-GRPO.

cs.CV

Generating Multi-Image Synthetic Data for Text-to-Image Customization

Customization of text-to-image models enables users to insert new concepts or objects and generate them in unseen settings. Existing methods either rely on comparatively expensive test-time optimization or train encoders on single-image datasets without multi-image supervision, which can limit image quality. We propose a simple approach to address these challenges. We first leverage existing text-to-image models and 3D datasets to create a high-quality Synthetic Customization Dataset (SynCD) consisting of multiple images of the same object in different lighting, backgrounds, and poses. Using this dataset, we train an encoder-based model that incorporates fine-grained visual details from reference images via a shared attention mechanism. Finally, we propose an inference technique that normalizes text and image guidance vectors to mitigate overexposure issues in sampled images. Through extensive experiments, we show that our encoder-based model, trained on SynCD, and with the proposed inference algorithm, improves upon existing encoder-based methods on standard customization benchmarks.

cs.CV

Input-Aware Sparse Attention for Real-Time Co-Speech Video Generation

Diffusion models can synthesize realistic co-speech video from audio for various applications, such as video creation and virtual agents. However, existing diffusion-based methods are slow due to numerous denoising steps and costly attention mechanisms, preventing real-time deployment. In this work, we distill a many-step diffusion video model into a few-step student model. Unfortunately, directly applying recent diffusion distillation methods degrades video quality and falls short of real-time performance. To address these issues, our new video distillation method leverages input human pose conditioning for both attention and loss functions. We first propose using accurate correspondence between input human pose keypoints to guide attention to relevant regions, such as the speaker's face, hands, and upper body. This input-aware sparse attention reduces redundant computations and strengthens temporal correspondences of body parts, improving inference efficiency and motion coherence. To further enhance visual quality, we introduce an input-aware distillation loss that improves lip synchronization and hand motion realism. By integrating our input-aware sparse attention and distillation loss, our method achieves real-time performance with improved visual quality compared to recent audio-driven and input-driven methods. We also conduct extensive experiments showing the effectiveness of our algorithmic design choices.

cs.CV

Prompt-to-Product: Generative Assembly via Bimanual Manipulation

Creating assembly products demands significant manual effort and expert knowledge in 1) designing the assembly and 2) constructing the product. This paper introduces Prompt-to-Product, an automated pipeline that generates real-world assembly products from natural language prompts. Specifically, we leverage LEGO bricks as the assembly platform and automate the process of creating brick assembly structures. Given the user design requirements, Prompt-to-Product generates physically buildable brick designs, and then leverages a bimanual robotic system to construct the real assembly products, bringing user imaginations into the real world. We conduct a comprehensive user study, and the results demonstrate that Prompt-to-Product significantly lowers the barrier and reduces manual effort in creating assembly products from imaginative ideas.

cs.RO

Scaling Group Inference for Diverse and High-Quality Generation

Generative models typically sample outputs independently, and recent inference-time guidance and scaling algorithms focus on improving the quality of individual samples. However, in real-world applications, users are often presented with a set of multiple images (e.g., 4-8) for each prompt, where independent sampling tends to lead to redundant results, limiting user choices and hindering idea exploration. In this work, we introduce a scalable group inference method that improves both the diversity and quality of a group of samples. We formulate group inference as a quadratic integer assignment problem: candidate outputs are modeled as graph nodes, and a subset is selected to optimize sample quality (unary term) while maximizing group diversity (binary term). To substantially improve runtime efficiency, we progressively prune the candidate set using intermediate predictions, allowing our method to scale up to large candidate sets. Extensive experiments show that our method significantly improves group diversity and quality compared to independent sampling baselines and recent inference algorithms. Our framework generalizes across a wide range of tasks, including text-to-image, image-to-image, image prompting, and video generation, enabling generative models to treat multiple outputs as cohesive groups rather than independent samples.

cs.CV

Efficient Autoregressive Shape Generation via Octree-Based Adaptive Tokenization

Many 3D generative models rely on variational autoencoders (VAEs) to learn compact shape representations. However, existing methods encode all shapes into a fixed-size token, disregarding the inherent variations in scale and complexity across 3D data. This leads to inefficient latent representations that can compromise downstream generation. We address this challenge by introducing Octree-based Adaptive Tokenization, a novel framework that adjusts the dimension of latent representations according to shape complexity. Our approach constructs an adaptive octree structure guided by a quadric-error-based subdivision criterion and allocates a shape latent vector to each octree cell using a query-based transformer. Building upon this tokenization, we develop an octree-based autoregressive generative model that effectively leverages these variable-sized representations in shape generation. Extensive experiments demonstrate that our approach reduces token counts by 50% compared to fixed-size methods while maintaining comparable visual quality. When using a similar token length, our method produces significantly higher-quality shapes. When incorporated with our downstream generative model, our method creates more detailed and diverse 3D content than existing approaches.

cs.CV

Identifying Prompted Artist Names from Generated Images

A common and controversial use of text-to-image models is to generate pictures by explicitly naming artists, such as "in the style of Greg Rutkowski". We introduce a benchmark for prompted-artist recognition: predicting which artist names were invoked in the prompt from the image alone. The dataset contains 1.95M images covering 110 artists and spans four generalization settings: held-out artists, increasing prompt complexity, multiple-artist prompts, and different text-to-image models. We evaluate feature similarity baselines, contrastive style descriptors, data attribution methods, supervised classifiers, and few-shot prototypical networks. Generalization patterns vary: supervised and few-shot models excel on seen artists and complex prompts, whereas style descriptors transfer better when the artist's style is pronounced; multi-artist prompts remain the most challenging. Our benchmark reveals substantial headroom and provides a public testbed to advance the responsible moderation of text-to-image models. We release the dataset and benchmark to foster further research: https://graceduansu.github.io/IdentifyingPromptedArtists/

cs.CV