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Liang Pan

Publications and source records attributed to Liang Pan.

At least 73 records · Page 4Linked to original sources

DreamGaussian4D: Generative 4D Gaussian Splatting

4D content generation has achieved remarkable progress recently. However, existing methods suffer from long optimization times, a lack of motion controllability, and a low quality of details. In this paper, we introduce DreamGaussian4D (DG4D), an efficient 4D generation framework that builds on Gaussian Splatting (GS). Our key insight is that combining explicit modeling of spatial transformations with static GS makes an efficient and powerful representation for 4D generation. Moreover, video generation methods have the potential to offer valuable spatial-temporal priors, enhancing the high-quality 4D generation. Specifically, we propose an integral framework with two major modules: 1) Image-to-4D GS - we initially generate static GS with DreamGaussianHD, followed by HexPlane-based dynamic generation with Gaussian deformation; and 2) Video-to-Video Texture Refinement - we refine the generated UV-space texture maps and meanwhile enhance their temporal consistency by utilizing a pre-trained image-to-video diffusion model. Notably, DG4D reduces the optimization time from several hours to just a few minutes, allows the generated 3D motion to be visually controlled, and produces animated meshes that can be realistically rendered in 3D engines.

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The RoboDrive Challenge: Drive Anytime Anywhere in Any Condition

In the realm of autonomous driving, robust perception under out-of-distribution conditions is paramount for the safe deployment of vehicles. Challenges such as adverse weather, sensor malfunctions, and environmental unpredictability can severely impact the performance of autonomous systems. The 2024 RoboDrive Challenge was crafted to propel the development of driving perception technologies that can withstand and adapt to these real-world variabilities. Focusing on four pivotal tasks -- BEV detection, map segmentation, semantic occupancy prediction, and multi-view depth estimation -- the competition laid down a gauntlet to innovate and enhance system resilience against typical and atypical disturbances. This year's challenge consisted of five distinct tracks and attracted 140 registered teams from 93 institutes across 11 countries, resulting in nearly one thousand submissions evaluated through our servers. The competition culminated in 15 top-performing solutions, which introduced a range of innovative approaches including advanced data augmentation, multi-sensor fusion, self-supervised learning for error correction, and new algorithmic strategies to enhance sensor robustness. These contributions significantly advanced the state of the art, particularly in handling sensor inconsistencies and environmental variability. Participants, through collaborative efforts, pushed the boundaries of current technologies, showcasing their potential in real-world scenarios. Extensive evaluations and analyses provided insights into the effectiveness of these solutions, highlighting key trends and successful strategies for improving the resilience of driving perception systems. This challenge has set a new benchmark in the field, providing a rich repository of techniques expected to guide future research in this field.

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DiffTF++: 3D-aware Diffusion Transformer for Large-Vocabulary 3D Generation

Generating diverse and high-quality 3D assets automatically poses a fundamental yet challenging task in 3D computer vision. Despite extensive efforts in 3D generation, existing optimization-based approaches struggle to produce large-scale 3D assets efficiently. Meanwhile, feed-forward methods often focus on generating only a single category or a few categories, limiting their generalizability. Therefore, we introduce a diffusion-based feed-forward framework to address these challenges with a single model. To handle the large diversity and complexity in geometry and texture across categories efficiently, we 1) adopt improved triplane to guarantee efficiency; 2) introduce the 3D-aware transformer to aggregate the generalized 3D knowledge with specialized 3D features; and 3) devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge. Building upon our 3D-aware Diffusion model with TransFormer, DiffTF, we propose a stronger version for 3D generation, i.e., DiffTF++. It boils down to two parts: multi-view reconstruction loss and triplane refinement. Specifically, we utilize multi-view reconstruction loss to fine-tune the diffusion model and triplane decoder, thereby avoiding the negative influence caused by reconstruction errors and improving texture synthesis. By eliminating the mismatch between the two stages, the generative performance is enhanced, especially in texture. Additionally, a 3D-aware refinement process is introduced to filter out artifacts and refine triplanes, resulting in the generation of more intricate and reasonable details. Extensive experiments on ShapeNet and OmniObject3D convincingly demonstrate the effectiveness of our proposed modules and the state-of-the-art 3D object generation performance with large diversity, rich semantics, and high quality.

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3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion Priors

We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia

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Multi-Space Alignments Towards Universal LiDAR Segmentation

A unified and versatile LiDAR segmentation model with strong robustness and generalizability is desirable for safe autonomous driving perception. This work presents M3Net, a one-of-a-kind framework for fulfilling multi-task, multi-dataset, multi-modality LiDAR segmentation in a universal manner using just a single set of parameters. To better exploit data volume and diversity, we first combine large-scale driving datasets acquired by different types of sensors from diverse scenes and then conduct alignments in three spaces, namely data, feature, and label spaces, during the training. As a result, M3Net is capable of taming heterogeneous data for training state-of-the-art LiDAR segmentation models. Extensive experiments on twelve LiDAR segmentation datasets verify our effectiveness. Notably, using a shared set of parameters, M3Net achieves 75.1%, 83.1%, and 72.4% mIoU scores, respectively, on the official benchmarks of SemanticKITTI, nuScenes, and Waymo Open.

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Closely Interactive Human Reconstruction with Proxemics and Physics-Guided Adaption

Existing multi-person human reconstruction approaches mainly focus on recovering accurate poses or avoiding penetration, but overlook the modeling of close interactions. In this work, we tackle the task of reconstructing closely interactive humans from a monocular video. The main challenge of this task comes from insufficient visual information caused by depth ambiguity and severe inter-person occlusion. In view of this, we propose to leverage knowledge from proxemic behavior and physics to compensate the lack of visual information. This is based on the observation that human interaction has specific patterns following the social proxemics. Specifically, we first design a latent representation based on Vector Quantised-Variational AutoEncoder (VQ-VAE) to model human interaction. A proxemics and physics guided diffusion model is then introduced to denoise the initial distribution. We design the diffusion model as dual branch with each branch representing one individual such that the interaction can be modeled via cross attention. With the learned priors of VQ-VAE and physical constraint as the additional information, our proposed approach is capable of estimating accurate poses that are also proxemics and physics plausible. Experimental results on Hi4D, 3DPW, and CHI3D demonstrate that our method outperforms existing approaches. The code is available at \url{https://github.com/boycehbz/HumanInteraction}.

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Implicit high-order gas-kinetic schemes for compressible flows on three-dimensional unstructured meshes I: steady flows

In the previous studies, the high-order gas-kinetic schemes (HGKS) have achieved successes for unsteady flows on three-dimensional unstructured meshes. In this paper, to accelerate the rate of convergence for steady flows, the implicit non-compact and compact HGKSs are developed. For non-compact scheme, the simple weighted essentially non-oscillatory (WENO) reconstruction is used to achieve the spatial accuracy, where the stencils for reconstruction contain two levels of neighboring cells. Incorporate with the nonlinear generalized minimal residual (GMRES) method, the implicit non-compact HGKS is developed. In order to improve the resolution and parallelism of non-compact HGKS, the implicit compact HGKS is developed with Hermite WENO (HWENO) reconstruction, in which the reconstruction stencils only contain one level of neighboring cells. The cell averaged conservative variable is also updated with GMRES method. Simultaneously, a simple strategy is used to update the cell averaged gradient by the time evolution of spatial-temporal coupled gas distribution function. To accelerate the computation, the implicit non-compact and compact HGKSs are implemented with the graphics processing unit (GPU) using compute unified device architecture (CUDA). A variety of numerical examples, from the subsonic to supersonic flows, are presented to validate the accuracy, robustness and efficiency of both inviscid and viscous flows.

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Implicit high-order gas-kinetic schemes for compressible flows on three-dimensional unstructured meshes II: unsteady flows

For the simulations of unsteady flow, the global time step becomes really small with a large variation of local cell size. In this paper, an implicit high-order gas-kinetic scheme (HGKS) is developed to remove the restrictions on the time step for unsteady simulations. In order to improve the efficiency and keep the high-order accuracy, a two-stage third-order implicit time-accurate discretization is proposed. In each stage, an artificial steady solution is obtained for the implicit system with the pseudo-time iteration. In the iteration, the classical implicit methods are adopted to solve the nonlinear system, including the lower-upper symmetric Gauss-Seidel (LUSGS) and generalized minimum residual (GMRES) methods. To achieve the spatial accuracy, the HGKSs with both non-compact and compact reconstructions are constructed. For the non-compact scheme, the weighted essentially non-oscillatory (WENO) reconstruction is used. For the compact one, the Hermite WENO (HWENO) reconstruction is adopted due to the updates of both cell-averaged flow variables and their derivatives. The expected third-order temporal accuracy is achieved with the two-stage temporal discretization. For the smooth flow, only a single artificial iteration is needed. For uniform meshes, the efficiency of the current implicit method improves significantly in comparison with the explicit one. For the flow with discontinuities, compared with the well-known Crank-Nicholson method, the spurious oscillations in the current schemes are well suppressed. The increase of the artificial iteration steps introduces extra reconstructions associating with a reduction of the computational efficiency. Overall, the current implicit method leads to an improvement in efficiency over the explicit one in the cases with a large variation of mesh size.

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Exploiting Hierarchical Interactions for Protein Surface Learning

Predicting interactions between proteins is one of the most important yet challenging problems in structural bioinformatics. Intrinsically, potential function sites in protein surfaces are determined by both geometric and chemical features. However, existing works only consider handcrafted or individually learned chemical features from the atom type and extract geometric features independently. Here, we identify two key properties of effective protein surface learning: 1) relationship among atoms: atoms are linked with each other by covalent bonds to form biomolecules instead of appearing alone, leading to the significance of modeling the relationship among atoms in chemical feature learning. 2) hierarchical feature interaction: the neighboring residue effect validates the significance of hierarchical feature interaction among atoms and between surface points and atoms (or residues). In this paper, we present a principled framework based on deep learning techniques, namely Hierarchical Chemical and Geometric Feature Interaction Network (HCGNet), for protein surface analysis by bridging chemical and geometric features with hierarchical interactions. Extensive experiments demonstrate that our method outperforms the prior state-of-the-art method by 2.3% in site prediction task and 3.2% in interaction matching task, respectively. Our code is available at https://github.com/xmed-lab/HCGNet.

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InsActor: Instruction-driven Physics-based Characters

Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present InsActor, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters. Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning. To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions.

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Digital Life Project: Autonomous 3D Characters with Social Intelligence

In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/

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Segment Any Point Cloud Sequences by Distilling Vision Foundation Models

Recent advancements in vision foundation models (VFMs) have opened up new possibilities for versatile and efficient visual perception. In this work, we introduce Seal, a novel framework that harnesses VFMs for segmenting diverse automotive point cloud sequences. Seal exhibits three appealing properties: i) Scalability: VFMs are directly distilled into point clouds, obviating the need for annotations in either 2D or 3D during pretraining. ii) Consistency: Spatial and temporal relationships are enforced at both the camera-to-LiDAR and point-to-segment regularization stages, facilitating cross-modal representation learning. iii) Generalizability: Seal enables knowledge transfer in an off-the-shelf manner to downstream tasks involving diverse point clouds, including those from real/synthetic, low/high-resolution, large/small-scale, and clean/corrupted datasets. Extensive experiments conducted on eleven different point cloud datasets showcase the effectiveness and superiority of Seal. Notably, Seal achieves a remarkable 45.0% mIoU on nuScenes after linear probing, surpassing random initialization by 36.9% mIoU and outperforming prior arts by 6.1% mIoU. Moreover, Seal demonstrates significant performance gains over existing methods across 20 different few-shot fine-tuning tasks on all eleven tested point cloud datasets.

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Large-Vocabulary 3D Diffusion Model with Transformer

Creating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects with a single generative model. Notably, there are three major challenges for this large-vocabulary 3D generation: a) the need for expressive yet efficient 3D representation; b) large diversity in geometry and texture across categories; c) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware Diffusion model with TransFormer, DiffTF, for handling challenges via three aspects. 1) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. 2) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. 3) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality.

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Robo3D: Towards Robust and Reliable 3D Perception against Corruptions

The robustness of 3D perception systems under natural corruptions from environments and sensors is pivotal for safety-critical applications. Existing large-scale 3D perception datasets often contain data that are meticulously cleaned. Such configurations, however, cannot reflect the reliability of perception models during the deployment stage. In this work, we present Robo3D, the first comprehensive benchmark heading toward probing the robustness of 3D detectors and segmentors under out-of-distribution scenarios against natural corruptions that occur in real-world environments. Specifically, we consider eight corruption types stemming from severe weather conditions, external disturbances, and internal sensor failure. We uncover that, although promising results have been progressively achieved on standard benchmarks, state-of-the-art 3D perception models are at risk of being vulnerable to corruptions. We draw key observations on the use of data representations, augmentation schemes, and training strategies, that could severely affect the model's performance. To pursue better robustness, we propose a density-insensitive training framework along with a simple flexible voxelization strategy to enhance the model resiliency. We hope our benchmark and approach could inspire future research in designing more robust and reliable 3D perception models. Our robustness benchmark suite is publicly available.

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LaserMix for Semi-Supervised LiDAR Semantic Segmentation

Densely annotating LiDAR point clouds is costly, which restrains the scalability of fully-supervised learning methods. In this work, we study the underexplored semi-supervised learning (SSL) in LiDAR segmentation. Our core idea is to leverage the strong spatial cues of LiDAR point clouds to better exploit unlabeled data. We propose LaserMix to mix laser beams from different LiDAR scans, and then encourage the model to make consistent and confident predictions before and after mixing. Our framework has three appealing properties: 1) Generic: LaserMix is agnostic to LiDAR representations (e.g., range view and voxel), and hence our SSL framework can be universally applied. 2) Statistically grounded: We provide a detailed analysis to theoretically explain the applicability of the proposed framework. 3) Effective: Comprehensive experimental analysis on popular LiDAR segmentation datasets (nuScenes, SemanticKITTI, and ScribbleKITTI) demonstrates our effectiveness and superiority. Notably, we achieve competitive results over fully-supervised counterparts with 2x to 5x fewer labels and improve the supervised-only baseline significantly by 10.8% on average. We hope this concise yet high-performing framework could facilitate future research in semi-supervised LiDAR segmentation. Code is publicly available.

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PointHPS: Cascaded 3D Human Pose and Shape Estimation from Point Clouds

Human pose and shape estimation (HPS) has attracted increasing attention in recent years. While most existing studies focus on HPS from 2D images or videos with inherent depth ambiguity, there are surging need to investigate HPS from 3D point clouds as depth sensors have been frequently employed in commercial devices. However, real-world sensory 3D points are usually noisy and incomplete, and also human bodies could have different poses of high diversity. To tackle these challenges, we propose a principled framework, PointHPS, for accurate 3D HPS from point clouds captured in real-world settings, which iteratively refines point features through a cascaded architecture. Specifically, each stage of PointHPS performs a series of downsampling and upsampling operations to extract and collate both local and global cues, which are further enhanced by two novel modules: 1) Cross-stage Feature Fusion (CFF) for multi-scale feature propagation that allows information to flow effectively through the stages, and 2) Intermediate Feature Enhancement (IFE) for body-aware feature aggregation that improves feature quality after each stage. To facilitate a comprehensive study under various scenarios, we conduct our experiments on two large-scale benchmarks, comprising i) a dataset that features diverse subjects and actions captured by real commercial sensors in a laboratory environment, and ii) controlled synthetic data generated with realistic considerations such as clothed humans in crowded outdoor scenes. Extensive experiments demonstrate that PointHPS, with its powerful point feature extraction and processing scheme, outperforms State-of-the-Art methods by significant margins across the board. Homepage: https://caizhongang.github.io/projects/PointHPS/.

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Towards Real-World Visual Tracking with Temporal Contexts

Visual tracking has made significant improvements in the past few decades. Most existing state-of-the-art trackers 1) merely aim for performance in ideal conditions while overlooking the real-world conditions; 2) adopt the tracking-by-detection paradigm, neglecting rich temporal contexts; 3) only integrate the temporal information into the template, where temporal contexts among consecutive frames are far from being fully utilized. To handle those problems, we propose a two-level framework (TCTrack) that can exploit temporal contexts efficiently. Based on it, we propose a stronger version for real-world visual tracking, i.e., TCTrack++. It boils down to two levels: features and similarity maps. Specifically, for feature extraction, we propose an attention-based temporally adaptive convolution to enhance the spatial features using temporal information, which is achieved by dynamically calibrating the convolution weights. For similarity map refinement, we introduce an adaptive temporal transformer to encode the temporal knowledge efficiently and decode it for the accurate refinement of the similarity map. To further improve the performance, we additionally introduce a curriculum learning strategy. Also, we adopt online evaluation to measure performance in real-world conditions. Exhaustive experiments on 8 wellknown benchmarks demonstrate the superiority of TCTrack++. Real-world tests directly verify that TCTrack++ can be readily used in real-world applications.

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HumanLiff: Layer-wise 3D Human Generation with Diffusion Model

3D human generation from 2D images has achieved remarkable progress through the synergistic utilization of neural rendering and generative models. Existing 3D human generative models mainly generate a clothed 3D human as an undetectable 3D model in a single pass, while rarely considering the layer-wise nature of a clothed human body, which often consists of the human body and various clothes such as underwear, outerwear, trousers, shoes, etc. In this work, we propose HumanLiff, the first layer-wise 3D human generative model with a unified diffusion process. Specifically, HumanLiff firstly generates minimal-clothed humans, represented by tri-plane features, in a canonical space, and then progressively generates clothes in a layer-wise manner. In this way, the 3D human generation is thus formulated as a sequence of diffusion-based 3D conditional generation. To reconstruct more fine-grained 3D humans with tri-plane representation, we propose a tri-plane shift operation that splits each tri-plane into three sub-planes and shifts these sub-planes to enable feature grid subdivision. To further enhance the controllability of 3D generation with 3D layered conditions, HumanLiff hierarchically fuses tri-plane features and 3D layered conditions to facilitate the 3D diffusion model learning. Extensive experiments on two layer-wise 3D human datasets, SynBody (synthetic) and TightCap (real-world), validate that HumanLiff significantly outperforms state-of-the-art methods in layer-wise 3D human generation. Our code will be available at https://skhu101.github.io/HumanLiff.

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