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Peng Dai

Publications and source records attributed to Peng Dai.

At least 19 recordsLinked to original sources

Monocular Depth Estimation from a Single Image: Progress and Opportunities

Monocular depth estimation has long stood as a fundamental challenge in computer vision, enabling a wide range of applications including 3D reconstruction, robotics, autonomous driving, and augmented reality. This survey traces the field's evolution from early learning-based methods to the emergence of transformative foundation models. We begin by framing the problem, distinguishing between relative and metric depth estimation, and highlighting the key challenges that have shaped a decade of research. We then present common problem formulations and introduce the most widely used datasets, covering indoor, outdoor, and synthetic data. Following this, we review major advances prior to the foundation model era, distilling core insights from influential methods that contributed to improvements in accuracy, efficiency, and robustness. The survey then turns to the recent surge of foundation-model-based approaches, categorizing them into discriminative and generative paradigms and emphasizing the critical roles of large-scale pretraining (e.g., DINOv3) and synthetic data. We compare representative models using both quantitative benchmarks and qualitative examples, and discuss natural extensions to video-based depth estimation. Further, to illustrate real-world impact, we highlight the integration of depth estimation into applications such as visual SLAM, content generation, and robot perception. Finally, we outline open challenges and promising research directions as the field advances further into the era of foundation models.

cs.CV

OptiGeo: Efficient Monocular Geometry for Embodied Perception in Optically Challenging Scenes

Monocular depth estimation has achieved strong open-domain generalization, yet reliable robotic deployment remains difficult in transparent, reflective, and specular environments, where depth sensors often produce missing or biased depth. Existing methods often handle such optical failures with scene-specific preprocessing, auxiliary modules, or post-hoc fine-tuning. While effective in constrained settings, these designs increase architectural redundancy and can over-specialize general geometry models to narrow optical scenarios. We revisit this problem as a localized failure mode within base-model training and identify sensor-induced supervision bias as a key bottleneck: models inherit sensor failure patterns from biased real-depth supervision in optically challenging regions. We then introduce OptiGeo, a bias-aware training framework that rehabilitates biased real supervision using a clean-geometry teacher and residual-trimmed alignment. We redefine transparency-targeted rendering as a compact source of clean optical geometry, rather than a large domain-specific fine-tuning set. With only a small targeted rendering set, OptiGeo learns the geometric structure of transparent objects and regions, correcting local geometry distortions that real sensors cannot reliably supervise. Despite only 30M parameters, OptiGeo outperforms substantially larger 300M-scale monocular models and billion-scale multi-view baselines on transparent-scene benchmarks, while remaining competitive on general zero-shot depth and boundary sharpness. Real-world navigation cases further validate its practicality as an efficient perception module in optically challenging scenes.

cs.CV

ArtiMo: Agent-Driven Articulated Mesh Animation

Animating articulated 3D meshes via text requires satisfying strict kinematic constraints, modeling causal interactions between parts, and achieving instruction fidelity. Due to the absence of task-specific training data and explicit articulation supervision, existing data-driven mesh animation methods are largely inapplicable to this setting. To address this, we propose ArtiMo, a novel agent-driven framework for text-guided articulated mesh animation. Operating in a zero-shot manner, ArtiMo develops an agentic pipeline powered by Large Language and Vision-Language Models (LLMs/VLMs) to orchestrate motion generation. By synergizing the explicit kinematic constraints of URDF with the agent's reasoning and planning capabilities, it effectively produces causally coherent part motions and interactions without requiring model fine-tuning. To ensure motion correctness, the agent additionally utilizes a visual self-improvement mechanism: generated animations are rendered into compact keyframes and motion cues, enabling the VLM to iteratively diagnose and correct errors. Furthermore, we contribute a new benchmark dataset spanning 21 articulated object categories, featuring high-quality motion annotations enriched with causal relationships. Extensive experiments demonstrate that ArtiMo significantly outperforms baselines, particularly on complex, causally driven motions. The project page is available at https://zou-2004.github.io/ArtiMo/.

cs.CV

FoundationGeo: Learning Spatial Pixel-Wise Fields for Monocular Metric Geometry

We present FoundationGeo, a two-stage framework that explicitly bridges relative and metric prediction via spatial calibration and principled data design. Stage 1 learns a high-fidelity, affine-invariant geometry model by initializing with DINOv3 and training on a curated 10.2M-sample multi-domain corpus with complementary local-detail supervision, yielding sharp boundaries and strong cross-domain generalization. Stage 2 moves beyond global scaling by introducing lightweight pixel-wise calibration fields for metric estimation: a scale field for spatially varying metric alignment and a ray-direction correction field that mitigates directional bias in point-map geometry, together producing metrically consistent 3D point maps. Beyond model design, we identify camera intrinsic coverage, especially focal length distribution mismatch between training and test data, as a key bottleneck for zero-shot metric generalization: performance drops sharply when test intrinsics fall outside the training distribution. To address this, we synthesize additional training data across diverse focal lengths using a Blender-based data engine, repairing under-covered focal regimes and improving robustness under intrinsic shift. Extensive zero-shot evaluations across seven benchmarks show that FoundationGeo significantly strengthens cross-domain robustness, staying near the top across diverse domains while avoiding the sharp cross-domain performance drops observed in other methods. This consistency translates into the best overall performance, surpassing heavier baselines by over 5.2% on average.

cs.CV

ObjectMorpher: 3D-Aware Image Editing via Deformable 3DGS Models

Achieving precise, object-level control in image editing remains challenging: 2D methods lack 3D awareness and often yield ambiguous or implausible results, while existing 3D-aware approaches rely on heavy optimization or incomplete monocular reconstructions. We present ObjectMorpher, a unified, interactive framework that converts ambiguous 2D edits into geometry-grounded operations. ObjectMorpher lifts target instances with an image-to-3D generator into editable 3D Gaussian Splatting (3DGS), enabling fast, identity-preserving manipulation. Users drag control points; a graph-based non-rigid deformation with as-rigid-as-possible (ARAP) constraints ensures physically sensible shape and pose changes. A composite diffusion module harmonizes lighting, color, and boundaries for seamless reintegration. Across diverse categories, ObjectMorpher delivers fine-grained, photorealistic edits with superior controllability and efficiency, outperforming 2D drag and 3D-aware baselines on KID, LPIPS, SIFID, and user preference.

cs.CV

Egocentric Visibility-Aware Human Pose Estimation

Egocentric human pose estimation (HPE) using a head-mounted device is crucial for various VR and AR applications, but it faces significant challenges due to keypoint invisibility. Nevertheless, none of the existing egocentric HPE datasets provide keypoint visibility annotations, and the existing methods often overlook the invisibility problem, treating visible and invisible keypoints indiscriminately during estimation. As a result, their capacity to accurately predict visible keypoints is compromised. In this paper, we first present Eva-3M, a large-scale egocentric visibility-aware HPE dataset comprising over 3.0M frames, with 435K of them annotated with keypoint visibility labels. Additionally, we augment the existing EMHI dataset with keypoint visibility annotations to further facilitate the research in this direction. Furthermore, we propose EvaPose, a novel egocentric visibility-aware HPE method that explicitly incorporates visibility information to enhance pose estimation accuracy. Extensive experiments validate the significant value of ground-truth visibility labels in egocentric HPE settings, and demonstrate that our EvaPose achieves state-of-the-art performance in both Eva-3M and EMHI datasets.

cs.CV

S^2VG: 3D Stereoscopic and Spatial Video Generation via Denoising Frame Matrix

While video generation models excel at producing high-quality monocular videos, generating 3D stereoscopic and spatial videos for immersive applications remains an underexplored challenge. We present a pose-free and training-free method that leverages an off-the-shelf monocular video generation model to produce immersive 3D videos. Our approach first warps the generated monocular video into pre-defined camera viewpoints using estimated depth information, then applies a novel \textit{frame matrix} inpainting framework. This framework utilizes the original video generation model to synthesize missing content across different viewpoints and timestamps, ensuring spatial and temporal consistency without requiring additional model fine-tuning. Moreover, we develop a \dualupdate~scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. The resulting multi-view videos are then adapted into stereoscopic pairs or optimized into 4D Gaussians for spatial video synthesis. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, such as Sora, Lumiere, WALT, and Zeroscope. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at: https://daipengwa.github.io/S-2VG_ProjectPage/

cs.CV

Sequential LLM Framework for Fashion Recommendation

The fashion industry is one of the leading domains in the global e-commerce sector, prompting major online retailers to employ recommendation systems for product suggestions and customer convenience. While recommendation systems have been widely studied, most are designed for general e-commerce problems and struggle with the unique challenges of the fashion domain. To address these issues, we propose a sequential fashion recommendation framework that leverages a pre-trained large language model (LLM) enhanced with recommendation-specific prompts. Our framework employs parameter-efficient fine-tuning with extensive fashion data and introduces a novel mix-up-based retrieval technique for translating text into relevant product suggestions. Extensive experiments show our proposed framework significantly enhances fashion recommendation performance.

cs.IR

EMHI: A Multimodal Egocentric Human Motion Dataset with HMD and Body-Worn IMUs

Egocentric human pose estimation (HPE) using wearable sensors is essential for VR/AR applications. Most methods rely solely on either egocentric-view images or sparse Inertial Measurement Unit (IMU) signals, leading to inaccuracies due to self-occlusion in images or the sparseness and drift of inertial sensors. Most importantly, the lack of real-world datasets containing both modalities is a major obstacle to progress in this field. To overcome the barrier, we propose EMHI, a multimodal \textbf{E}gocentric human \textbf{M}otion dataset with \textbf{H}ead-Mounted Display (HMD) and body-worn \textbf{I}MUs, with all data collected under the real VR product suite. Specifically, EMHI provides synchronized stereo images from downward-sloping cameras on the headset and IMU data from body-worn sensors, along with pose annotations in SMPL format. This dataset consists of 885 sequences captured by 58 subjects performing 39 actions, totaling about 28.5 hours of recording. We evaluate the annotations by comparing them with optical marker-based SMPL fitting results. To substantiate the reliability of our dataset, we introduce MEPoser, a new baseline method for multimodal egocentric HPE, which employs a multimodal fusion encoder, temporal feature encoder, and MLP-based regression heads. The experiments on EMHI show that MEPoser outperforms existing single-modal methods and demonstrates the value of our dataset in solving the problem of egocentric HPE. We believe the release of EMHI and the method could advance the research of egocentric HPE and expedite the practical implementation of this technology in VR/AR products.

cs.CV

TexGen: Text-Guided 3D Texture Generation with Multi-view Sampling and Resampling

Given a 3D mesh, we aim to synthesize 3D textures that correspond to arbitrary textual descriptions. Current methods for generating and assembling textures from sampled views often result in prominent seams or excessive smoothing. To tackle these issues, we present TexGen, a novel multi-view sampling and resampling framework for texture generation leveraging a pre-trained text-to-image diffusion model. For view consistent sampling, first of all we maintain a texture map in RGB space that is parameterized by the denoising step and updated after each sampling step of the diffusion model to progressively reduce the view discrepancy. An attention-guided multi-view sampling strategy is exploited to broadcast the appearance information across views. To preserve texture details, we develop a noise resampling technique that aids in the estimation of noise, generating inputs for subsequent denoising steps, as directed by the text prompt and current texture map. Through an extensive amount of qualitative and quantitative evaluations, we demonstrate that our proposed method produces significantly better texture quality for diverse 3D objects with a high degree of view consistency and rich appearance details, outperforming current state-of-the-art methods. Furthermore, our proposed texture generation technique can also be applied to texture editing while preserving the original identity. More experimental results are available at https://dong-huo.github.io/TexGen/

cs.CV

GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction

We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/

cs.CV

SVG: 3D Stereoscopic Video Generation via Denoising Frame Matrix

Video generation models have demonstrated great capabilities of producing impressive monocular videos, however, the generation of 3D stereoscopic video remains under-explored. We propose a pose-free and training-free approach for generating 3D stereoscopic videos using an off-the-shelf monocular video generation model. Our method warps a generated monocular video into camera views on stereoscopic baseline using estimated video depth, and employs a novel frame matrix video inpainting framework. The framework leverages the video generation model to inpaint frames observed from different timestamps and views. This effective approach generates consistent and semantically coherent stereoscopic videos without scene optimization or model fine-tuning. Moreover, we develop a disocclusion boundary re-injection scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, including Sora [4 ], Lumiere [2], WALT [8 ], and Zeroscope [ 42]. The experiments demonstrate that our method has a significant improvement over previous methods. The code will be released at \url{https://daipengwa.github.io/SVG_ProjectPage}.

cs.CV

EIVEN: Efficient Implicit Attribute Value Extraction using Multimodal LLM

In e-commerce, accurately extracting product attribute values from multimodal data is crucial for improving user experience and operational efficiency of retailers. However, previous approaches to multimodal attribute value extraction often struggle with implicit attribute values embedded in images or text, rely heavily on extensive labeled data, and can easily confuse similar attribute values. To address these issues, we introduce EIVEN, a data- and parameter-efficient generative framework that pioneers the use of multimodal LLM for implicit attribute value extraction. EIVEN leverages the rich inherent knowledge of a pre-trained LLM and vision encoder to reduce reliance on labeled data. We also introduce a novel Learning-by-Comparison technique to reduce model confusion by enforcing attribute value comparison and difference identification. Additionally, we construct initial open-source datasets for multimodal implicit attribute value extraction. Our extensive experiments reveal that EIVEN significantly outperforms existing methods in extracting implicit attribute values while requiring less labeled data.

cs.CV

Total-Decom: Decomposed 3D Scene Reconstruction with Minimal Interaction

Scene reconstruction from multi-view images is a fundamental problem in computer vision and graphics. Recent neural implicit surface reconstruction methods have achieved high-quality results; however, editing and manipulating the 3D geometry of reconstructed scenes remains challenging due to the absence of naturally decomposed object entities and complex object/background compositions. In this paper, we present Total-Decom, a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit-explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decomposition. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demonstrate its potential for downstream applications, such as animation and scene editing. The code is available at https://github.com/CVMI-Lab/Total-Decom.git.

cs.CV

HMD-Poser: On-Device Real-time Human Motion Tracking from Scalable Sparse Observations

It is especially challenging to achieve real-time human motion tracking on a standalone VR Head-Mounted Display (HMD) such as Meta Quest and PICO. In this paper, we propose HMD-Poser, the first unified approach to recover full-body motions using scalable sparse observations from HMD and body-worn IMUs. In particular, it can support a variety of input scenarios, such as HMD, HMD+2IMUs, HMD+3IMUs, etc. The scalability of inputs may accommodate users' choices for both high tracking accuracy and easy-to-wear. A lightweight temporal-spatial feature learning network is proposed in HMD-Poser to guarantee that the model runs in real-time on HMDs. Furthermore, HMD-Poser presents online body shape estimation to improve the position accuracy of body joints. Extensive experimental results on the challenging AMASS dataset show that HMD-Poser achieves new state-of-the-art results in both accuracy and real-time performance. We also build a new free-dancing motion dataset to evaluate HMD-Poser's on-device performance and investigate the performance gap between synthetic data and real-captured sensor data. Finally, we demonstrate our HMD-Poser with a real-time Avatar-driving application on a commercial HMD. Our code and free-dancing motion dataset are available https://pico-ai-team.github.io/hmd-poser

cs.CV

Generative Human Motion Stylization in Latent Space

Human motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the latent space of pretrained autoencoders as a more expressive and robust representation for motion extraction and infusion. Building upon this, we present a novel generative model that produces diverse stylization results of a single motion (latent) code. During training, a motion code is decomposed into two coding components: a deterministic content code, and a probabilistic style code adhering to a prior distribution; then a generator massages the random combination of content and style codes to reconstruct the corresponding motion codes. Our approach is versatile, allowing the learning of probabilistic style space from either style labeled or unlabeled motions, providing notable flexibility in stylization as well. In inference, users can opt to stylize a motion using style cues from a reference motion or a label. Even in the absence of explicit style input, our model facilitates novel re-stylization by sampling from the unconditional style prior distribution. Experimental results show that our proposed stylization models, despite their lightweight design, outperform the state-of-the-art in style reenactment, content preservation, and generalization across various applications and settings. Project Page: https://murrol.github.io/GenMoStyle

cs.CV

GO-NeRF: Generating Objects in Neural Radiance Fields for Virtual Reality Content Creation

Virtual environments (VEs) are pivotal for virtual, augmented, and mixed reality systems. Despite advances in 3D generation and reconstruction, the direct creation of 3D objects within an established 3D scene (represented as NeRF) for novel VE creation remains a relatively unexplored domain. This process is complex, requiring not only the generation of high-quality 3D objects but also their seamless integration into the existing scene. To this end, we propose a novel pipeline featuring an intuitive interface, dubbed GO-NeRF. Our approach takes text prompts and user-specified regions as inputs and leverages the scene context to generate 3D objects within the scene. We employ a compositional rendering formulation that effectively integrates the generated 3D objects into the scene, utilizing optimized 3D-aware opacity maps to avoid unintended modifications to the original scene. Furthermore, we develop tailored optimization objectives and training strategies to enhance the model's ability to capture scene context and mitigate artifacts, such as floaters, that may occur while optimizing 3D objects within the scene. Extensive experiments conducted on both forward-facing and 360o scenes demonstrate the superior performance of our proposed method in generating objects that harmonize with surrounding scenes and synthesizing high-quality novel view images. We are committed to making our code publicly available.

cs.CV

Random resistive memory-based deep extreme point learning machine for unified visual processing

Visual sensors, including 3D LiDAR, neuromorphic DVS sensors, and conventional frame cameras, are increasingly integrated into edge-side intelligent machines. Realizing intensive multi-sensory data analysis directly on edge intelligent machines is crucial for numerous emerging edge applications, such as augmented and virtual reality and unmanned aerial vehicles, which necessitates unified data representation, unprecedented hardware energy efficiency and rapid model training. However, multi-sensory data are intrinsically heterogeneous, causing significant complexity in the system development for edge-side intelligent machines. In addition, the performance of conventional digital hardware is limited by the physically separated processing and memory units, known as the von Neumann bottleneck, and the physical limit of transistor scaling, which contributes to the slowdown of Moore's law. These limitations are further intensified by the tedious training of models with ever-increasing sizes. We propose a novel hardware-software co-design, random resistive memory-based deep extreme point learning machine (DEPLM), that offers efficient unified point set analysis. We show the system's versatility across various data modalities and two different learning tasks. Compared to a conventional digital hardware-based system, our co-design system achieves huge energy efficiency improvements and training cost reduction when compared to conventional systems. Our random resistive memory-based deep extreme point learning machine may pave the way for energy-efficient and training-friendly edge AI across various data modalities and tasks.

cs.LG