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Mu Xu

Publications and source records attributed to Mu Xu.

69 records · Page 4Linked to original sources

CE-Nav: Flow-Guided Reinforcement Refinement for Cross-Embodiment Local Navigation

Generalizing local navigation policies across diverse robot morphologies is a critical challenge. Progress is often hindered by the need for costly and embodiment-specific data, the tight coupling of planning and control, and the "disastrous averaging" problem where deterministic models fail to capture multi-modal decisions (e.g., turning left or right). We introduce CE-Nav, a novel two-stage (IL-then-RL) framework that systematically decouples universal geometric reasoning from embodiment-specific dynamic adaptation. First, we train an embodiment-agnostic General Expert offline using imitation learning. This expert, a conditional normalizing flow model named VelFlow, learns the full distribution of kinematically-sound actions from a large-scale dataset generated by a classical planner, completely avoiding real robot data and resolving the multi-modality issue. Second, for a new robot, we freeze the expert and use it as a guiding prior to train a lightweight, Dynamics-Aware Refiner via online reinforcement learning. This refiner rapidly learns to compensate for the target robot's specific dynamics and controller imperfections with minimal environmental interaction. Extensive experiments on quadrupeds, bipeds, and quadrotors show that CE-Nav achieves state-of-the-art performance while drastically reducing adaptation cost. Successful real-world deployments further validate our approach as an efficient and scalable solution for building generalizable navigation systems. Code is available at https://github.com/amap-cvlab/CE-Nav.

cs.RO↗

FantasyHSI: Video-Generation-Centric 4D Human Synthesis In Any Scene through A Graph-based Multi-Agent Framework

Human-Scene Interaction (HSI) seeks to generate realistic human behaviors within complex environments, yet it faces significant challenges in handling long-horizon, high-level tasks and generalizing to unseen scenes. To address these limitations, we introduce FantasyHSI, a novel HSI framework centered on video generation and multi-agent systems that operates without paired data. We model the complex interaction process as a dynamic directed graph, upon which we build a collaborative multi-agent system. This system comprises a scene navigator agent for environmental perception and high-level path planning, and a planning agent that decomposes long-horizon goals into atomic actions. Critically, we introduce a critic agent that establishes a closed-loop feedback mechanism by evaluating the deviation between generated actions and the planned path. This allows for the dynamic correction of trajectory drifts caused by the stochasticity of the generative model, thereby ensuring long-term logical consistency. To enhance the physical realism of the generated motions, we leverage Direct Preference Optimization (DPO) to train the action generator, significantly reducing artifacts such as limb distortion and foot-sliding. Extensive experiments on our custom SceneBench benchmark demonstrate that FantasyHSI significantly outperforms existing methods in terms of generalization, long-horizon task completion, and physical realism. Ours project page: https://fantasy-amap.github.io/fantasy-hsi/

cs.CV↗

FantasyTalking2: Timestep-Layer Adaptive Preference Optimization for Audio-Driven Portrait Animation

Recent advances in audio-driven portrait animation have demonstrated impressive capabilities. However, existing methods struggle to align with fine-grained human preferences across multiple dimensions, such as motion naturalness, lip-sync accuracy, and visual quality. This is due to the difficulty of optimizing among competing preference objectives, which often conflict with one another, and the scarcity of large-scale, high-quality datasets with multidimensional preference annotations. To address these, we first introduce Talking-Critic, a multimodal reward model that learns human-aligned reward functions to quantify how well generated videos satisfy multidimensional expectations. Leveraging this model, we curate Talking-NSQ, a large-scale multidimensional human preference dataset containing 410K preference pairs. Finally, we propose Timestep-Layer adaptive multi-expert Preference Optimization (TLPO), a novel framework for aligning diffusion-based portrait animation models with fine-grained, multidimensional preferences. TLPO decouples preferences into specialized expert modules, which are then fused across timesteps and network layers, enabling comprehensive, fine-grained enhancement across all dimensions without mutual interference. Experiments demonstrate that Talking-Critic significantly outperforms existing methods in aligning with human preference ratings. Meanwhile, TLPO achieves substantial improvements over baseline models in lip-sync accuracy, motion naturalness, and visual quality, exhibiting superior performance in both qualitative and quantitative evaluations. Ours project page: https://fantasy-amap.github.io/fantasy-talking2/

cs.CV↗

FantasyPortrait: Enhancing Multi-Character Portrait Animation with Expression-Augmented Diffusion Transformers

Producing expressive facial animations from static images is a challenging task. Prior methods relying on explicit geometric priors (e.g., facial landmarks or 3DMM) often suffer from artifacts in cross reenactment and struggle to capture subtle emotions. Furthermore, existing approaches lack support for multi-character animation, as driving features from different individuals frequently interfere with one another, complicating the task. To address these challenges, we propose FantasyPortrait, a diffusion transformer based framework capable of generating high-fidelity and emotion-rich animations for both single- and multi-character scenarios. Our method introduces an expression-augmented learning strategy that utilizes implicit representations to capture identity-agnostic facial dynamics, enhancing the model's ability to render fine-grained emotions. For multi-character control, we design a masked cross-attention mechanism that ensures independent yet coordinated expression generation, effectively preventing feature interference. To advance research in this area, we propose the Multi-Expr dataset and ExprBench, which are specifically designed datasets and benchmarks for training and evaluating multi-character portrait animations. Extensive experiments demonstrate that FantasyPortrait significantly outperforms state-of-the-art methods in both quantitative metrics and qualitative evaluations, excelling particularly in challenging cross reenactment and multi-character contexts. Our project page is https://fantasy-amap.github.io/fantasy-portrait/.

cs.CV↗

SeqGrowGraph: Learning Lane Topology as a Chain of Graph Expansions

Accurate lane topology is essential for autonomous driving, yet traditional methods struggle to model the complex, non-linear structures-such as loops and bidirectional lanes-prevalent in real-world road structure. We present SeqGrowGraph, a novel framework that learns lane topology as a chain of graph expansions, inspired by human map-drawing processes. Representing the lane graph as a directed graph $G=(V,E)$, with intersections ($V$) and centerlines ($E$), SeqGrowGraph incrementally constructs this graph by introducing one vertex at a time. At each step, an adjacency matrix ($A$) expands from $n \times n$ to $(n+1) \times (n+1)$ to encode connectivity, while a geometric matrix ($M$) captures centerline shapes as quadratic Bézier curves. The graph is serialized into sequences, enabling a transformer model to autoregressively predict the chain of expansions, guided by a depth-first search ordering. Evaluated on nuScenes and Argoverse 2 datasets, SeqGrowGraph achieves state-of-the-art performance.

cs.CV↗

MVPainter: Accurate and Detailed 3D Texture Generation via Multi-View Diffusion with Geometric Control

Recently, significant advances have been made in 3D object generation. Building upon the generated geometry, current pipelines typically employ image diffusion models to generate multi-view RGB images, followed by UV texture reconstruction through texture baking. While 3D geometry generation has improved significantly, supported by multiple open-source frameworks, 3D texture generation remains underexplored. In this work, we systematically investigate 3D texture generation through the lens of three core dimensions: reference-texture alignment, geometry-texture consistency, and local texture quality. To tackle these issues, we propose MVPainter, which employs data filtering and augmentation strategies to enhance texture fidelity and detail, and introduces ControlNet-based geometric conditioning to improve texture-geometry alignment. Furthermore, we extract physically-based rendering (PBR) attributes from the generated views to produce PBR meshes suitable for real-world rendering applications. MVPainter achieves state-of-the-art results across all three dimensions, as demonstrated by human-aligned evaluations. To facilitate further research and reproducibility, we also release our full pipeline as an open-source system, including data construction, model architecture, and evaluation tools.

cs.CV↗

FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis

Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.

cs.CV↗

FantasyID: Face Knowledge Enhanced ID-Preserving Video Generation

Tuning-free approaches adapting large-scale pre-trained video diffusion models for identity-preserving text-to-video generation (IPT2V) have gained popularity recently due to their efficacy and scalability. However, significant challenges remain to achieve satisfied facial dynamics while keeping the identity unchanged. In this work, we present a novel tuning-free IPT2V framework by enhancing face knowledge of the pre-trained video model built on diffusion transformers (DiT), dubbed FantasyID. Essentially, 3D facial geometry prior is incorporated to ensure plausible facial structures during video synthesis. To prevent the model from learning copy-paste shortcuts that simply replicate reference face across frames, a multi-view face augmentation strategy is devised to capture diverse 2D facial appearance features, hence increasing the dynamics over the facial expressions and head poses. Additionally, after blending the 2D and 3D features as guidance, instead of naively employing cross-attention to inject guidance cues into DiT layers, a learnable layer-aware adaptive mechanism is employed to selectively inject the fused features into each individual DiT layers, facilitating balanced modeling of identity preservation and motion dynamics. Experimental results validate our model's superiority over the current tuning-free IPT2V methods.

cs.GR↗

3D representation in 512-Byte:Variational tokenizer is the key for autoregressive 3D generation

Autoregressive transformers have revolutionized high-fidelity image generation. One crucial ingredient lies in the tokenizer, which compresses high-resolution image patches into manageable discrete tokens with a scanning or hierarchical order suitable for large language models. Extending these tokenizers to 3D generation, however, presents a significant challenge: unlike image patches that naturally exhibit spatial sequence and multi-scale relationships, 3D data lacks an inherent order, making it difficult to compress into fewer tokens while preserving structural details. To address this, we introduce the Variational Tokenizer (VAT), which transforms unordered 3D data into compact latent tokens with an implicit hierarchy, suited for efficient and high-fidelity coarse-to-fine autoregressive modeling. VAT begins with an in-context transformer, which compress numerous unordered 3D features into a reduced token set with minimal information loss. This latent space is then mapped to a Gaussian distribution for residual quantization, with token counts progressively increasing across scales. In this way, tokens at different scales naturally establish the interconnections by allocating themselves into different subspaces within the same Gaussian distribution, facilitating discrete modeling of token relationships across scales. During the decoding phase, a high-resolution triplane is utilized to convert these compact latent tokens into detailed 3D shapes. Extensive experiments demonstrate that VAT enables scalable and efficient 3D generation, outperforming existing methods in quality, efficiency, and generalization. Remarkably, VAT achieves up to a 250x compression, reducing a 1MB mesh to just 3.9KB with a 96% F-score, and can further compress to 256 int8 tokens, achieving a 2000x reduction while maintaining a 92% F-score.

cs.CV↗

HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset

With the rapid evolution of 3D generation algorithms, the cost of producing 3D humanoid character models has plummeted, yet the field is impeded by the lack of a comprehensive dataset for automatic rigging, which is a pivotal step in character animation. Addressing this gap, we present HumanRig, the first large-scale dataset specifically designed for 3D humanoid character rigging, encompassing 11,434 meticulously curated T-posed meshes adhered to a uniform skeleton topology. Capitalizing on this dataset, we introduce an innovative, data-driven automatic rigging framework, which overcomes the limitations of GNN-based methods in handling complex AI-generated meshes. Our approach integrates a Prior-Guided Skeleton Estimator (PGSE) module, which uses 2D skeleton joints to provide a preliminary 3D skeleton, and a Mesh-Skeleton Mutual Attention Network (MSMAN) that fuses skeleton features with 3D mesh features extracted by a U-shaped point transformer. This enables a coarse-to-fine 3D skeleton joint regression and a robust skinning estimation, surpassing previous methods in quality and versatility. This work not only remedies the dataset deficiency in rigging research but also propels the animation industry towards more efficient and automated character rigging pipelines.

cs.CV↗

Global-guided Focal Neural Radiance Field for Large-scale Scene Rendering

Neural radiance fields~(NeRF) have recently been applied to render large-scale scenes. However, their limited model capacity typically results in blurred rendering results. Existing large-scale NeRFs primarily address this limitation by partitioning the scene into blocks, which are subsequently handled by separate sub-NeRFs. These sub-NeRFs, trained from scratch and processed independently, lead to inconsistencies in geometry and appearance across the scene. Consequently, the rendering quality fails to exhibit significant improvement despite the expansion of model capacity. In this work, we present global-guided focal neural radiance field (GF-NeRF) that achieves high-fidelity rendering of large-scale scenes. Our proposed GF-NeRF utilizes a two-stage (Global and Focal) architecture and a global-guided training strategy. The global stage obtains a continuous representation of the entire scene while the focal stage decomposes the scene into multiple blocks and further processes them with distinct sub-encoders. Leveraging this two-stage architecture, sub-encoders only need fine-tuning based on the global encoder, thus reducing training complexity in the focal stage while maintaining scene-wide consistency. Spatial information and error information from the global stage also benefit the sub-encoders to focus on crucial areas and effectively capture more details of large-scale scenes. Notably, our approach does not rely on any prior knowledge about the target scene, attributing GF-NeRF adaptable to various large-scale scene types, including street-view and aerial-view scenes. We demonstrate that our method achieves high-fidelity, natural rendering results on various types of large-scale datasets. Our project page: https://shaomq2187.github.io/GF-NeRF/

cs.CV↗

G3PT: Unleash the power of Autoregressive Modeling in 3D Generation via Cross-scale Querying Transformer

Autoregressive transformers have revolutionized generative models in language processing and shown substantial promise in image and video generation. However, these models face significant challenges when extended to 3D generation tasks due to their reliance on next-token prediction to learn token sequences, which is incompatible with the unordered nature of 3D data. Instead of imposing an artificial order on 3D data, in this paper, we introduce G3PT, a scalable coarse-to-fine 3D generative model utilizing a cross-scale querying transformer. The key is to map point-based 3D data into discrete tokens with different levels of detail, naturally establishing a sequential relationship between different levels suitable for autoregressive modeling. Additionally, the cross-scale querying transformer connects tokens globally across different levels of detail without requiring an ordered sequence. Benefiting from this approach, G3PT features a versatile 3D generation pipeline that effortlessly supports diverse conditional structures, enabling the generation of 3D shapes from various types of conditions. Extensive experiments demonstrate that G3PT achieves superior generation quality and generalization ability compared to previous 3D generation methods. Most importantly, for the first time in 3D generation, scaling up G3PT reveals distinct power-law scaling behaviors.

cs.CV↗

Controllable Longer Image Animation with Diffusion Models

Generating realistic animated videos from static images is an important area of research in computer vision. Methods based on physical simulation and motion prediction have achieved notable advances, but they are often limited to specific object textures and motion trajectories, failing to exhibit highly complex environments and physical dynamics. In this paper, we introduce an open-domain controllable image animation method using motion priors with video diffusion models. Our method achieves precise control over the direction and speed of motion in the movable region by extracting the motion field information from videos and learning moving trajectories and strengths. Current pretrained video generation models are typically limited to producing very short videos, typically less than 30 frames. In contrast, we propose an efficient long-duration video generation method based on noise reschedule specifically tailored for image animation tasks, facilitating the creation of videos over 100 frames in length while maintaining consistency in content scenery and motion coordination. Specifically, we decompose the denoise process into two distinct phases: the shaping of scene contours and the refining of motion details. Then we reschedule the noise to control the generated frame sequences maintaining long-distance noise correlation. We conducted extensive experiments with 10 baselines, encompassing both commercial tools and academic methodologies, which demonstrate the superiority of our method. Our project page: https://wangqiang9.github.io/Controllable.github.io/

cs.CV↗

Connecting Lyapunov Vectors with the Pattern Dynamics of Chaotic Rayleigh-Bénard Convection

We explore the chaotic dynamics of Rayleigh-Bénard convection using large-scale, parallel numerical simulations for experimentally accessible conditions. We quantify the connections between the spatiotemporal dynamics of the leading-order Lyapunov vector and different measures of the flow field pattern's topology and dynamics. We use a range of pattern diagnostics to describe the spatiotemporal features of the flow field structures which includes many of the traditional diagnostics used to describe convection as well as some diagnostics tailored to capture the dynamics of the patterns. Using precision-recall curves, we quantify the complex relationship between the pattern diagnostics and the regions where the magnitude of the leading-order Lyapunov vector is significant.

physics.flu-dyn↗

Analysis of Kolmogorov Flow and Rayleigh-Bénard Convection using Persistent Homology

We use persistent homology to build a quantitative understanding of large complex systems that are driven far-from-equilibrium; in particular, we analyze image time series of flow field patterns from numerical simulations of two important problems in fluid dynamics: Kolmogorov flow and Rayleigh-Bénard convection. For each image we compute a persistence diagram to yield a reduced description of the flow field; by applying different metrics to the space of persistence diagrams, we relate characteristic features in persistence diagrams to the geometry of the corresponding flow patterns. We also examine the dynamics of the flow patterns by a second application of persistent homology to the time series of persistence diagrams. We demonstrate that persistent homology provides an effective method both for quotienting out symmetries in families of solutions and for identifying multiscale recurrent dynamics. Our approach is quite general and it is anticipated to be applicable to a broad range of open problems exhibiting complex spatio-temporal behavior.

math.AT↗