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Liang Pan

Publications and source records attributed to Liang Pan.

At least 55 records · Page 3Linked to original sources

Diff$^2$I2P: Differentiable Image-to-Point Cloud Registration with Diffusion Prior

Learning cross-modal correspondences is essential for image-to-point cloud (I2P) registration. Existing methods achieve this mostly by utilizing metric learning to enforce feature alignment across modalities, disregarding the inherent modality gap between image and point data. Consequently, this paradigm struggles to ensure accurate cross-modal correspondences. To this end, inspired by the cross-modal generation success of recent large diffusion models, we propose Diff$^2$I2P, a fully Differentiable I2P registration framework, leveraging a novel and effective Diffusion prior for bridging the modality gap. Specifically, we propose a Control-Side Score Distillation (CSD) technique to distill knowledge from a depth-conditioned diffusion model to directly optimize the predicted transformation. However, the gradients on the transformation fail to backpropagate onto the cross-modal features due to the non-differentiability of correspondence retrieval and PnP solver. To this end, we further propose a Deformable Correspondence Tuning (DCT) module to estimate the correspondences in a differentiable way, followed by the transformation estimation using a differentiable PnP solver. With these two designs, the Diffusion model serves as a strong prior to guide the cross-modal feature learning of image and point cloud for forming robust correspondences, which significantly improves the registration. Extensive experimental results demonstrate that Diff$^2$I2P consistently outperforms SoTA I2P registration methods, achieving over 7% improvement in registration recall on the 7-Scenes benchmark.

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TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization

Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object. To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks. Website: https://liangpan99.github.io/TokenHSI/

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LiMoE: Mixture of LiDAR Representation Learners from Automotive Scenes

LiDAR data pretraining offers a promising approach to leveraging large-scale, readily available datasets for enhanced data utilization. However, existing methods predominantly focus on sparse voxel representation, overlooking the complementary attributes provided by other LiDAR representations. In this work, we propose LiMoE, a framework that integrates the Mixture of Experts (MoE) paradigm into LiDAR data representation learning to synergistically combine multiple representations, such as range images, sparse voxels, and raw points. Our approach consists of three stages: i) Image-to-LiDAR Pretraining, which transfers prior knowledge from images to point clouds across different representations; ii) Contrastive Mixture Learning (CML), which uses MoE to adaptively activate relevant attributes from each representation and distills these mixed features into a unified 3D network; iii) Semantic Mixture Supervision (SMS), which combines semantic logits from multiple representations to boost downstream segmentation performance. Extensive experiments across eleven large-scale LiDAR datasets demonstrate our effectiveness and superiority. The code has been made publicly accessible.

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3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion

The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.

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SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.

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Calib3D: Calibrating Model Preferences for Reliable 3D Scene Understanding

Safety-critical 3D scene understanding tasks necessitate not only accurate but also confident predictions from 3D perception models. This study introduces Calib3D, a pioneering effort to benchmark and scrutinize the reliability of 3D scene understanding models from an uncertainty estimation viewpoint. We comprehensively evaluate 28 state-of-the-art models across 10 diverse 3D datasets, uncovering insightful phenomena that cope with both the aleatoric and epistemic uncertainties in 3D scene understanding. We discover that despite achieving impressive levels of accuracy, existing models frequently fail to provide reliable uncertainty estimates -- a pitfall that critically undermines their applicability in safety-sensitive contexts. Through extensive analysis of key factors such as network capacity, LiDAR representations, rasterization resolutions, and 3D data augmentation techniques, we correlate these aspects directly with the model calibration efficacy. Furthermore, we introduce DeptS, a novel depth-aware scaling approach aimed at enhancing 3D model calibration. Extensive experiments across a wide range of configurations validate the superiority of our method. We hope this work could serve as a cornerstone for fostering reliable 3D scene understanding. Code and benchmark toolkit are publicly available.

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Synthesizing Physically Plausible Human Motions in 3D Scenes

We present a physics-based character control framework for synthesizing human-scene interactions. Recent advances adopt physics simulation to mitigate artifacts produced by data-driven kinematic approaches. However, existing physics-based methods mainly focus on single-object environments, resulting in limited applicability in realistic 3D scenes with multi-objects. To address such challenges, we propose a framework that enables physically simulated characters to perform long-term interaction tasks in diverse, cluttered, and unseen 3D scenes. The key idea is to decouple human-scene interactions into two fundamental processes, Interacting and Navigating, which motivates us to construct two reusable Controllers, namely InterCon and NavCon. Specifically, InterCon uses two complementary policies to enable characters to enter or leave the interacting state with a particular object (e.g., sitting on a chair or getting up). To realize navigation in cluttered environments, we introduce NavCon, where a trajectory following policy enables characters to track pre-planned collision-free paths. Benefiting from the divide and conquer strategy, we can train all policies in simple environments and directly apply them in complex multi-object scenes through coordination from a rule-based scheduler. Video and code are available at https://github.com/liangpan99/InterScene.

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Benchmarking and Improving Bird's Eye View Perception Robustness in Autonomous Driving

Recent advancements in bird's eye view (BEV) representations have shown remarkable promise for in-vehicle 3D perception. However, while these methods have achieved impressive results on standard benchmarks, their robustness in varied conditions remains insufficiently assessed. In this study, we present RoboBEV, an extensive benchmark suite designed to evaluate the resilience of BEV algorithms. This suite incorporates a diverse set of camera corruption types, each examined over three severity levels. Our benchmarks also consider the impact of complete sensor failures that occur when using multi-modal models. Through RoboBEV, we assess 33 state-of-the-art BEV-based perception models spanning tasks like detection, map segmentation, depth estimation, and occupancy prediction. Our analyses reveal a noticeable correlation between the model's performance on in-distribution datasets and its resilience to out-of-distribution challenges. Our experimental results also underline the efficacy of strategies like pre-training and depth-free BEV transformations in enhancing robustness against out-of-distribution data. Furthermore, we observe that leveraging extensive temporal information significantly improves the model's robustness. Based on our observations, we design an effective robustness enhancement strategy based on the CLIP model. The insights from this study pave the way for the development of future BEV models that seamlessly combine accuracy with real-world robustness.

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Are VLMs Ready for Autonomous Driving? An Empirical Study from the Reliability, Data, and Metric Perspectives

Recent advancements in Vision-Language Models (VLMs) have sparked interest in their use for autonomous driving, particularly in generating interpretable driving decisions through natural language. However, the assumption that VLMs inherently provide visually grounded, reliable, and interpretable explanations for driving remains largely unexamined. To address this gap, we introduce DriveBench, a benchmark dataset designed to evaluate VLM reliability across 17 settings (clean, corrupted, and text-only inputs), encompassing 19,200 frames, 20,498 question-answer pairs, three question types, four mainstream driving tasks, and a total of 12 popular VLMs. Our findings reveal that VLMs often generate plausible responses derived from general knowledge or textual cues rather than true visual grounding, especially under degraded or missing visual inputs. This behavior, concealed by dataset imbalances and insufficient evaluation metrics, poses significant risks in safety-critical scenarios like autonomous driving. We further observe that VLMs struggle with multi-modal reasoning and display heightened sensitivity to input corruptions, leading to inconsistencies in performance. To address these challenges, we propose refined evaluation metrics that prioritize robust visual grounding and multi-modal understanding. Additionally, we highlight the potential of leveraging VLMs' awareness of corruptions to enhance their reliability, offering a roadmap for developing more trustworthy and interpretable decision-making systems in real-world autonomous driving contexts. The benchmark toolkit is publicly accessible.

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OVGaussian: Generalizable 3D Gaussian Segmentation with Open Vocabularies

Open-vocabulary scene understanding using 3D Gaussian (3DGS) representations has garnered considerable attention. However, existing methods mostly lift knowledge from large 2D vision models into 3DGS on a scene-by-scene basis, restricting the capabilities of open-vocabulary querying within their training scenes so that lacking the generalizability to novel scenes. In this work, we propose \textbf{OVGaussian}, a generalizable \textbf{O}pen-\textbf{V}ocabulary 3D semantic segmentation framework based on the 3D \textbf{Gaussian} representation. We first construct a large-scale 3D scene dataset based on 3DGS, dubbed \textbf{SegGaussian}, which provides detailed semantic and instance annotations for both Gaussian points and multi-view images. To promote semantic generalization across scenes, we introduce Generalizable Semantic Rasterization (GSR), which leverages a 3D neural network to learn and predict the semantic property for each 3D Gaussian point, where the semantic property can be rendered as multi-view consistent 2D semantic maps. In the next, we propose a Cross-modal Consistency Learning (CCL) framework that utilizes open-vocabulary annotations of 2D images and 3D Gaussians within SegGaussian to train the 3D neural network capable of open-vocabulary semantic segmentation across Gaussian-based 3D scenes. Experimental results demonstrate that OVGaussian significantly outperforms baseline methods, exhibiting robust cross-scene, cross-domain, and novel-view generalization capabilities. Code and the SegGaussian dataset will be released. (https://github.com/runnanchen/OVGaussian).

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A Plug-and-Play Physical Motion Restoration Approach for In-the-Wild High-Difficulty Motions

Extracting physically plausible 3D human motion from videos is a critical task. Although existing simulation-based motion imitation methods can enhance the physical quality of daily motions estimated from monocular video capture, extending this capability to high-difficulty motions remains an open challenge. This can be attributed to some flawed motion clips in video-based motion capture results and the inherent complexity in modeling high-difficulty motions. Therefore, sensing the advantage of segmentation in localizing human body, we introduce a mask-based motion correction module (MCM) that leverages motion context and video mask to repair flawed motions, producing imitation-friendly motions; and propose a physics-based motion transfer module (PTM), which employs a pretrain and adapt approach for motion imitation, improving physical plausibility with the ability to handle in-the-wild and challenging motions. Our approach is designed as a plug-and-play module to physically refine the video motion capture results, including high-difficulty in-the-wild motions. Finally, to validate our approach, we collected a challenging in-the-wild test set to establish a benchmark, and our method has demonstrated effectiveness on both the new benchmark and existing public datasets.https://physicalmotionrestoration.github.io

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ChatDyn: Language-Driven Multi-Actor Dynamics Generation in Street Scenes

Generating realistic and interactive dynamics of traffic participants according to specific instruction is critical for street scene simulation. However, there is currently a lack of a comprehensive method that generates realistic dynamics of different types of participants including vehicles and pedestrians, with different kinds of interactions between them. In this paper, we introduce ChatDyn, the first system capable of generating interactive, controllable and realistic participant dynamics in street scenes based on language instructions. To achieve precise control through complex language, ChatDyn employs a multi-LLM-agent role-playing approach, which utilizes natural language inputs to plan the trajectories and behaviors for different traffic participants. To generate realistic fine-grained dynamics based on the planning, ChatDyn designs two novel executors: the PedExecutor, a unified multi-task executor that generates realistic pedestrian dynamics under different task plannings; and the VehExecutor, a physical transition-based policy that generates physically plausible vehicle dynamics. Extensive experiments show that ChatDyn can generate realistic driving scene dynamics with multiple vehicles and pedestrians, and significantly outperforms previous methods on subtasks. Code and model will be available at https://vfishc.github.io/chatdyn.

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MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D

Texturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and their heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing an SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to effectively texture previously unobserved areas. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency.

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AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

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GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

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Point Transformer V3 Extreme: 1st Place Solution for 2024 Waymo Open Dataset Challenge in Semantic Segmentation

In this technical report, we detail our first-place solution for the 2024 Waymo Open Dataset Challenge's semantic segmentation track. We significantly enhanced the performance of Point Transformer V3 on the Waymo benchmark by implementing cutting-edge, plug-and-play training and inference technologies. Notably, our advanced version, Point Transformer V3 Extreme, leverages multi-frame training and a no-clipping-point policy, achieving substantial gains over the original PTv3 performance. Additionally, employing a straightforward model ensemble strategy further boosted our results. This approach secured us the top position on the Waymo Open Dataset semantic segmentation leaderboard, markedly outperforming other entries.

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4D Contrastive Superflows are Dense 3D Representation Learners

In the realm of autonomous driving, accurate 3D perception is the foundation. However, developing such models relies on extensive human annotations -- a process that is both costly and labor-intensive. To address this challenge from a data representation learning perspective, we introduce SuperFlow, a novel framework designed to harness consecutive LiDAR-camera pairs for establishing spatiotemporal pretraining objectives. SuperFlow stands out by integrating two key designs: 1) a dense-to-sparse consistency regularization, which promotes insensitivity to point cloud density variations during feature learning, and 2) a flow-based contrastive learning module, carefully crafted to extract meaningful temporal cues from readily available sensor calibrations. To further boost learning efficiency, we incorporate a plug-and-play view consistency module that enhances the alignment of the knowledge distilled from camera views. Extensive comparative and ablation studies across 11 heterogeneous LiDAR datasets validate our effectiveness and superiority. Additionally, we observe several interesting emerging properties by scaling up the 2D and 3D backbones during pretraining, shedding light on the future research of 3D foundation models for LiDAR-based perception.

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Multiple-GPU accelerated high-order gas-kinetic scheme on three-dimensional unstructured meshes

Recently, successes have been achieved for the high-order gas-kinetic schemes (HGKS) on unstructured meshes for compressible flows. In this paper, to accelerate the computation, HGKS is implemented with the graphical processing unit (GPU) using the compute unified device architecture (CUDA). HGKS on unstructured meshes is a fully explicit scheme, and the acceleration framework can be developed based on the cell-level parallelism. For single-GPU computation, the connectivity of geometric information is generated for the requirement of data localization and independence. Based on such data structure, the kernels and corresponding girds of CUDA are set. With the one-to-one mapping between the indices of cells and CUDA threads, the single-GPU computation using CUDA can be implemented for HGKS. For multiple-GPU computation, the domain decomposition and data exchange need to be taken into account. The domain is decomposed into subdomains by METIS, and the MPI processes are created for the control of each process and communication among GPUs. With reconstruction of connectivity and adding ghost cells, the main configuration of CUDA for single-GPU can be inherited by each GPU. The benchmark cases for compressible flows, including accuracy test and flow passing through a sphere, are presented to assess the numerical performance of HGKS with Nvidia RTX A5000 and Tesla V100 GPUs. For single-GPU computation, compared with the parallel central processing unit (CPU) code running on the Intel Xeon Gold 5120 CPU with open multi-processing (OpenMP) directives, 5x speedup is achieved by RTX A5000 and 9x speedup is achieved by Tesla V100. For multiple-GPU computation, HGKS code scales properly with the increasing number of GPU. Numerical results confirm the excellent performance of multiple-GPU accelerated HGKS on unstructured meshes.

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