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Minglun Gong

Publications and source records attributed to Minglun Gong.

At least 19 recordsLinked to original sources

Future Rendering $\neq$ Future Surface: A Benchmark and Dataset for Dynamic Surface Reconstruction Beyond the Observed Window

Dynamic-scene reconstruction is almost always evaluated inside the observed time window, yet deployment settings such as AR overlays, robot interaction, and anticipatory planning need the future surface: the geometry at times beyond those captured. No standard benchmark measures this. We introduce FutureSurf, a controlled diagnostic benchmark and dataset for future-time surface reconstruction that trades scene diversity for exact future ground truth and falsification controls. A method trains on the observed first 75% of a sequence; we score its extracted per-frame surface on the held-out future by Chamfer distance, reporting absolute future CD as the primary score and the future/observed gap as a diagnostic. The dataset contains eight analytically defined controlled motions, including three falsification controls, with exact per-frame ground-truth meshes. We also provide a ground-truth-side recoverability oracle. The release includes split files, scoring code, a benchmark card, and Croissant metadata. On the controlled motions, the DG-Mesh backbone leaves a 2.7-4.1$\times$ gap even for futures predictable in principle (four of five recoverable from observed motion by a fixed rule), while the falsification controls behave as designed (the surface-invariant motion shows no gap). Beyond the contributed dataset, the gap persists across six animated DG-Mesh asset scenes and a second backbone, Deformable-3DGS (2.0-6.6$\times$; both share a deformation-MLP temporal model). The benchmark also shows that future rendering quality and future-surface accuracy are statistically decoupled, so the novel-view-synthesis metrics the field reports do not track future geometry. The future error is structured, concentrating where the surface moves. The dataset, evaluation toolkit, and scoring code are available on Hugging Face and GitHub (https://github.com/Ricky-S/futuresurf).

cs.CV

GRE-Diff: Gaussian Room Embeddings for Structured Layout Diffusion

Designing functional and aesthetically coherent floor plans requires exploring a vast space of possible room arrangements, a task that quickly becomes overwhelming for human designers. In this paper, we propose GRE-Diff, a controllable and interactive diffusion-based framework that automates the creation and editing of apartment floor plans under user-specified constraints. By combining AI-generated suggestions with real-time, human-in-the-loop editing, the system enables users to specify room types, room counts, boundary shapes, and editing operations through LLM-parsed instructions or GUI-based interaction. It then generates a diverse set of plausible and well-structured designs for refinement. At the core of our approach is Gaussian Room Embedding (GRE), a continuous latent representation that models each room as a spatial Gaussian distribution capturing its location and extent. Extensive experiments on the RPLAN dataset show that GRE-Diff produces high-quality, constraint-aware, and editable polygonal layouts, offering a practical step toward bridging AI-driven automation and human creativity in spatial design.

cs.CV

Tuning-Free Latent Diffusion Models for Ultrahigh-Resolution Image Editing

Recent diffusion-based generative models have shown impressive performance in image generation and editing. However, due to memory limitations and the high cost of collecting high-resolution training images, existing methods are typically restricted to inputs with linear resolutions below 1K. In contrast, photos captured by modern mobile devices often reach linear resolutions up to 8K, revealing a significant gap between current capabilities and real-world demands. Simply upscaling low-resolution edited results often results in visually enlarged but blurry images that lack fine details. This paper introduces UltraDiffEdit, a novel, tuning-free image editing framework that extends off-the-shelf latent diffusion models (LDMs) to ultrahigh resolutions. UltraDiffEdit employs a multi-scale progressive editing strategy, iteratively blending high-resolution edited content with unedited areas in a coarse-to-fine manner. We employ multi-patch encoding to preserve both edited and unedited visual details within the latent space. To mitigate editing artifacts, our global-local consistency denoising technique consistently integrates edited and unedited latent features, ensuring smooth transition at editing boundaries from the latent representation to the final image. We also introduce a patch-based hybrid sampling approach that captures local, intermediate, and global features, ensuring semantic coherence and enhancing fine detail during denoising. We conduct extensive experiments demonstrating UltraDiffEdit's superior editing quality and flexibility: it can handle image resolutions up to 8K using only a single NVIDIA GeForce RTX 3090 GPU. The source code is publicly available at https://github.com/LonglongaaaGo/UltraDiffEdit.

cs.CV

Skeletal-Anchored Dual Harmonics for Structured 3D Modeling

We present Skeletal-Anchored Dual Harmonics (SADH), a novel 3D shape representation that tightly couples local surface geometry with internal meso-skeletal organization. SADH represents a shape as a collection of compact surface patches rooted on internal anchors optimized directly inside the object volume. Each patch is parameterized using a dual-channel spherical harmonic (SH) formulation, where one channel models local radial geometry while the other defines adaptive patch support through a generalized viewing cone. Unlike isotropic primitives such as medial spheres or Gaussian kernels, SH patches directly encode anisotropic local surface geometry together with adaptive spatial support, enabling compact representation of detailed and directionally varying surface regions. Starting from unorganized point clouds, SADH jointly optimizes surface geometry, anchor locations, patch orientations, and structural connectivity through a staged optimization process that progressively forms a coherent meso-skeletal structure. A geodesic anchor graph further preserves structural relationships between neighboring patches. Experiments on complex 3D shapes demonstrate that SADH achieves accurate surface reconstruction together with compact and coherent skeletal organization across a wide range of geometries.

cs.GR

PhysLayer: Language-Guided Layered Animation with Depth-Aware Physics

Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions and fail to capture depth-aware spatial interactions. We introduce PhysLayer, a novel framework enabling language-guided, depth-aware layered animation of static images. PhysLayer consists of three key components: First, a language-guided scene understanding module that utilizes vision foundation models to decompose scenes into depth-based layers by analyzing object composition, material properties, and physical parameters. Second, a depth-aware layered physics simulation that extends 2D rigid-body dynamics with depth motion and perspective-consistent scaling, enabling more realistic object interactions without requiring full 3D reconstruction. Third, a physics-guided video synthesis module that integrates simulated trajectories with scene-aware relighting for temporally coherent results. Experimental results demonstrate improvements in CLIP-Similarity (+2.2\%), FID score (+9.3\%), and Motion-FID (+3\%), with human evaluation showing enhanced physical plausibility (+24\%) and text-video alignment (+35\%). Our approach provides a practical balance between physical realism and computational efficiency for controllable image animation.

cs.CV

CineAGI: Character-Consistent Movie Creation through LLM-Orchestrated Multi-Modal Generation and Cross-Scene Integration

Automated movie creation requires coordinating multiple characters, modalities, and narrative elements across extended sequences -- a challenge that existing end-to-end approaches struggle to address effectively. We present \textbf{CineAGI}, a hierarchical movie generation framework that decomposes this complex task through specialized multi-agent orchestration. Our framework employs three key innovations: (1) a multi-agent narrative synthesis module where specialized LLM agents collaboratively generate comprehensive cinematic blueprints with character profiles, scene descriptions, and cross-modal specifications; (2) a decoupled character-centric pipeline that maintains identity consistency through instance-level tracking and integration while enabling flexible multi-character composition; and (3) a hierarchical audio-visual synchronization mechanism ensuring frame-level alignment of dialogue, expressions, and music. Extensive experiments demonstrate that CineAGI achieves 40\% improvement in overall consistency, 4.4\% gain in subject consistency, 5.4\% enhancement in aesthetic quality, and 28.7\% higher character consistency compared to baselines. Our work establishes a principled foundation for automated multi-scene video generation that preserves narrative coherence and character authenticity.

cs.MM

Gaussian Set Surface Reconstruction through Per-Gaussian Optimization

3D Gaussian Splatting (3DGS) effectively synthesizes novel views through its flexible representation, yet fails to accurately reconstruct scene geometry. While modern variants like PGSR introduce additional losses to ensure proper depth and normal maps through Gaussian fusion, they still neglect individual placement optimization. This results in unevenly distributed Gaussians that deviate from the latent surface, complicating both reconstruction refinement and scene editing. Motivated by pioneering work on Point Set Surfaces, we propose Gaussian Set Surface Reconstruction (GSSR), a method designed to distribute Gaussians evenly along the latent surface while aligning their dominant normals with the surface normal. GSSR enforces fine-grained geometric alignment through a combination of pixel-level and Gaussian-level single-view normal consistency and multi-view photometric consistency, optimizing both local and global perspectives. To further refine the representation, we introduce an opacity regularization loss to eliminate redundant Gaussians and apply periodic depth- and normal-guided Gaussian reinitialization for a cleaner, more uniform spatial distribution. Our reconstruction results demonstrate significantly improved geometric precision in Gaussian placement, enabling intuitive scene editing and efficient generation of novel Gaussian-based 3D environments. Extensive experiments validate GSSR's effectiveness, showing enhanced geometric accuracy while preserving high-quality rendering performance.

cs.CV

Building LOD Representation for 3D Urban Scenes

The advances in 3D reconstruction technology, such as photogrammetry and LiDAR scanning, have made it easier to reconstruct accurate and detailed 3D models for urban scenes. Nevertheless, these reconstructed models often contain a large number of geometry primitives, making interactive manipulation and rendering challenging, especially on resource-constrained devices like virtual reality platforms. Therefore, the generation of appropriate levels-of-detail (LOD) representations for these models is crucial. Additionally, automatically reconstructed 3D models tend to suffer from noise and lack semantic information. Dealing with these issues and creating LOD representations that are robust against noise while capturing the semantic meaning present significant challenges. In this paper, we propose a novel algorithm to address these challenges. We begin by analysing the properties of planar primitives detected from the input and group these primitives into multiple level sets by forming meaningful 3D structures. These level sets form the nodes of our innovative LOD-Tree. By selecting nodes at appropriate depths within the LOD-Tree, different LOD representations can be generated. Experimental results on real and complex urban scenes demonstrate the merits of our approach in generating clean, accurate, and semantically meaningful LOD representations.

cs.GR

Real-Time Spatial Reasoning by Mobile Robots for Reconstruction and Navigation in Dynamic LiDAR Scenes

Our brain has an inner global positioning system which enables us to sense and navigate 3D spaces in real time. Can mobile robots replicate such a biological feat in a dynamic environment? We introduce the first spatial reasoning framework for real-time surface reconstruction and navigation that is designed for outdoor LiDAR scanning data captured by ground mobile robots and capable of handling moving objects such as pedestrians. Our reconstruction-based approach is well aligned with the critical cellular functions performed by the border vector cells (BVCs) over all layers of the medial entorhinal cortex (MEC) for surface sensing and tracking. To address the challenges arising from blurred boundaries resulting from sparse single-frame LiDAR points and outdated data due to object movements, we integrate real-time single-frame mesh reconstruction, via visibility reasoning, with robot navigation assistance through on-the-fly 3D free space determination. This enables continuous and incremental updates of the scene and free space across multiple frames. Key to our method is the utilization of line-of-sight (LoS) vectors from LiDAR, which enable real-time surface normal estimation, as well as robust and instantaneous per-voxel free space updates. We showcase two practical applications: real-time 3D scene reconstruction and autonomous outdoor robot navigation in real-world conditions. Comprehensive experiments on both synthetic and real scenes highlight our method's superiority in speed and quality over existing real-time LiDAR processing approaches.

cs.RO

ArcPro: Architectural Programs for Structured 3D Abstraction of Sparse Points

We introduce ArcPro, a novel learning framework built on architectural programs to recover structured 3D abstractions from highly sparse and low-quality point clouds. Specifically, we design a domain-specific language (DSL) to hierarchically represent building structures as a program, which can be efficiently converted into a mesh. We bridge feedforward and inverse procedural modeling by using a feedforward process for training data synthesis, allowing the network to make reverse predictions. We train an encoder-decoder on the points-program pairs to establish a mapping from unstructured point clouds to architectural programs, where a 3D convolutional encoder extracts point cloud features and a transformer decoder autoregressively predicts the programs in a tokenized form. Inference by our method is highly efficient and produces plausible and faithful 3D abstractions. Comprehensive experiments demonstrate that ArcPro outperforms both traditional architectural proxy reconstruction and learning-based abstraction methods. We further explore its potential to work with multi-view image and natural language inputs.

cs.GR

Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity

In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a richer representation by accommodating varying colors and opacities across its surface, significantly enhancing rendering quality compared to traditional methods. To demonstrate the merits of our approach, we have adapted the Mini-Splatting architecture to integrate textured Gaussians without increasing the number of Gaussians. Our experiments across multiple real-world datasets show that Textured-GS consistently outperforms both the baseline Mini-Splatting and standard 3DGS in terms of visual fidelity. The results highlight the potential of Textured-GS to advance Gaussian-based rendering technologies, promising more efficient and high-quality scene reconstructions. Our implementation is available at https://github.com/ZhentaoHuang/Textured-GS.

cs.CV

Systematic Literature Review of Vision-Based Approaches to Outdoor Livestock Monitoring with Lessons from Wildlife Studies

Precision livestock farming (PLF) aims to improve the health and welfare of livestock animals and farming outcomes through the use of advanced technologies. Computer vision, combined with recent advances in machine learning and deep learning artificial intelligence approaches, offers a possible solution to the PLF ideal of 24/7 livestock monitoring that helps facilitate early detection of animal health and welfare issues. However, a significant number of livestock species are raised in large outdoor habitats that pose technological challenges for computer vision approaches. This review provides a comprehensive overview of computer vision methods and open challenges in outdoor animal monitoring. We include research from both the livestock and wildlife fields in the review because of the similarities in appearance, behaviour, and habitat for many livestock and wildlife. We focus on large terrestrial mammals, such as cattle, horses, deer, goats, sheep, koalas, giraffes, and elephants. We use an image processing pipeline to frame our discussion and highlight the current capabilities and open technical challenges at each stage of the pipeline. The review found a clear trend towards the use of deep learning approaches for animal detection, counting, and multi-species classification. We discuss in detail the applicability of current vision-based methods to PLF contexts and promising directions for future research.

cs.CV

Architectural Co-LOD Generation

Managing the level-of-detail (LOD) in architectural models is crucial yet challenging, particularly for effective representation and visualization of buildings. Traditional approaches often fail to deliver controllable detail alongside semantic consistency, especially when dealing with noisy and inconsistent inputs. We address these limitations with \emph{Co-LOD}, a new approach specifically designed for effective LOD management in architectural modeling. Co-LOD employs shape co-analysis to standardize geometric structures across multiple buildings, facilitating the progressive and consistent generation of LODs. This method allows for precise detailing in both individual models and model collections, ensuring semantic integrity. Extensive experiments demonstrate that Co-LOD effectively applies accurate LOD across a variety of architectural inputs, consistently delivering superior detail and quality in LOD representations.

cs.GR

SealD-NeRF: Interactive Pixel-Level Editing for Dynamic Scenes by Neural Radiance Fields

The widespread adoption of implicit neural representations, especially Neural Radiance Fields (NeRF), highlights a growing need for editing capabilities in implicit 3D models, essential for tasks like scene post-processing and 3D content creation. Despite previous efforts in NeRF editing, challenges remain due to limitations in editing flexibility and quality. The key issue is developing a neural representation that supports local edits for real-time updates. Current NeRF editing methods, offering pixel-level adjustments or detailed geometry and color modifications, are mostly limited to static scenes. This paper introduces SealD-NeRF, an extension of Seal-3D for pixel-level editing in dynamic settings, specifically targeting the D-NeRF network. It allows for consistent edits across sequences by mapping editing actions to a specific timeframe, freezing the deformation network responsible for dynamic scene representation, and using a teacher-student approach to integrate changes.

cs.CV

Enhancing Zero-shot Counting via Language-guided Exemplar Learning

Recently, Class-Agnostic Counting (CAC) problem has garnered increasing attention owing to its intriguing generality and superior efficiency compared to Category-Specific Counting (CSC). This paper proposes a novel ExpressCount to enhance zero-shot object counting by delving deeply into language-guided exemplar learning. Specifically, the ExpressCount is comprised of an innovative Language-oriented Exemplar Perceptron and a downstream visual Zero-shot Counting pipeline. Thereinto, the perceptron hammers at exploiting accurate exemplar cues from collaborative language-vision signals by inheriting rich semantic priors from the prevailing pre-trained Large Language Models (LLMs), whereas the counting pipeline excels in mining fine-grained features through dual-branch and cross-attention schemes, contributing to the high-quality similarity learning. Apart from building a bridge between the LLM in vogue and the visual counting tasks, expression-guided exemplar estimation significantly advances zero-shot learning capabilities for counting instances with arbitrary classes. Moreover, devising a FSC-147-Express with annotations of meticulous linguistic expressions pioneers a new venue for developing and validating language-based counting models. Extensive experiments demonstrate the state-of-the-art performance of our ExpressCount, even showcasing the accuracy on par with partial CSC models.

cs.CV

Neural Packing: from Visual Sensing to Reinforcement Learning

We present a novel learning framework to solve the transport-and-packing (TAP) problem in 3D. It constitutes a full solution pipeline from partial observations of input objects via RGBD sensing and recognition to final box placement, via robotic motion planning, to arrive at a compact packing in a target container. The technical core of our method is a neural network for TAP, trained via reinforcement learning (RL), to solve the NP-hard combinatorial optimization problem. Our network simultaneously selects an object to pack and determines the final packing location, based on a judicious encoding of the continuously evolving states of partially observed source objects and available spaces in the target container, using separate encoders both enabled with attention mechanisms. The encoded feature vectors are employed to compute the matching scores and feasibility masks of different pairings of box selection and available space configuration for packing strategy optimization. Extensive experiments, including ablation studies and physical packing execution by a real robot (Universal Robot UR5e), are conducted to evaluate our method in terms of its design choices, scalability, generalizability, and comparisons to baselines, including the most recent RL-based TAP solution. We also contribute the first benchmark for TAP which covers a variety of input settings and difficulty levels.

cs.LG

GRIG: Few-Shot Generative Residual Image Inpainting

Image inpainting is the task of filling in missing or masked region of an image with semantically meaningful contents. Recent methods have shown significant improvement in dealing with large-scale missing regions. However, these methods usually require large training datasets to achieve satisfactory results and there has been limited research into training these models on a small number of samples. To address this, we present a novel few-shot generative residual image inpainting method that produces high-quality inpainting results. The core idea is to propose an iterative residual reasoning method that incorporates Convolutional Neural Networks (CNNs) for feature extraction and Transformers for global reasoning within generative adversarial networks, along with image-level and patch-level discriminators. We also propose a novel forgery-patch adversarial training strategy to create faithful textures and detailed appearances. Extensive evaluations show that our method outperforms previous methods on the few-shot image inpainting task, both quantitatively and qualitatively.

cs.CV

FER-former: Multi-modal Transformer for Facial Expression Recognition

The ever-increasing demands for intuitive interactions in Virtual Reality has triggered a boom in the realm of Facial Expression Recognition (FER). To address the limitations in existing approaches (e.g., narrow receptive fields and homogenous supervisory signals) and further cement the capacity of FER tools, a novel multifarious supervision-steering Transformer for FER in the wild is proposed in this paper. Referred as FER-former, our approach features multi-granularity embedding integration, hybrid self-attention scheme, and heterogeneous domain-steering supervision. In specific, to dig deep into the merits of the combination of features provided by prevailing CNNs and Transformers, a hybrid stem is designed to cascade two types of learning paradigms simultaneously. Wherein, a FER-specific transformer mechanism is devised to characterize conventional hard one-hot label-focusing and CLIP-based text-oriented tokens in parallel for final classification. To ease the issue of annotation ambiguity, a heterogeneous domains-steering supervision module is proposed to make image features also have text-space semantic correlations by supervising the similarity between image features and text features. On top of the collaboration of multifarious token heads, diverse global receptive fields with multi-modal semantic cues are captured, thereby delivering superb learning capability. Extensive experiments on popular benchmarks demonstrate the superiority of the proposed FER-former over the existing state-of-the-arts.

cs.CV