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Qianyi Wu

Publications and source records attributed to Qianyi Wu.

At least 19 recordsLinked to original sources

CABLE: Cloud-Assisted Bandwidth-efficient LMM-based Encoding for V2X Systems

Cloud-hosted large multimodal models (LMMs) can provide strong open-vocabulary perception for Vehicle-to-Everything systems, but naively transmitting full-resolution frames from edge to cloud causes severe communication overhead and high cloud-side prefill latency. We present CABLE, a cloud-assisted bandwidth-efficient LMM-based encoding framework for edge-cloud perception. CABLE propagates the previous cloud segmentation mask on the edge using ego-motion compensation, refines it with residual-motion cues, and consolidates disconnected regions via a corridor envelope to form a robust region of interest (ROI). Only ROI-masked images are uploaded, while the cloud segmentation output is fed back as the prior for the next frame, forming a mask-to-ROI-to-LMM feedback loop. Experiments on five datasets (nuScenes, WOD-ZB, Waymo, KITTI, and CADC) show consistent communication savings while largely preserving perception, achieving $73$--$87\%$ ROI pixel-coverage reduction with $5$--$8\times$ estimated LMM prefill speedup at a modest detection-quality trade-off relative to full-frame inference.

cs.CV

Seed3D 2.0: Advancing High-Fidelity Simulation-Ready 3D Content Generation

We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage pipeline decouples global structure learning from high-frequency detail recovery, while a locality-aware VAE achieves higher spatial compression and more efficient decoding. For texture and material generation, we replace the cascaded pipeline of Seed3D 1.0 with a unified PBR model that directly generates multi-view albedo and metallic-roughness maps, enhanced by Mixture-of-Experts scaling and VLM-based semantic conditioning for improved material precision and visual fidelity. Beyond single-object generation, Seed3D 2.0 introduces a simulation-ready model suite comprising scene layout planning, part-aware decomposition, and training-free articulation generation, enabling coherent scene construction and part-level physical interaction across physics and graphics engines. A large-scale human preference study against five recent commercial models shows that Seed3D 2.0 achieves consistent win rates of 69.0% to 89.9% in textured 3D asset generation. Seed3D 2.0 is available on https://exp.volcengine.com/ark/vision?_vtm_=0.0.c70961.d701978.0&mode=vision&modelId=doubao-seed3d-2-0-260328&tab=Gen3D

cs.GR

MOVA: Towards Scalable and Synchronized Video-Audio Generation

Audio is indispensable for real-world video, yet generation models have largely overlooked audio components. Current approaches to producing audio-visual content often rely on cascaded pipelines, which increase cost, accumulate errors, and degrade overall quality. While systems such as Veo 3 and Sora 2 emphasize the value of simultaneous generation, joint multimodal modeling introduces unique challenges in architecture, data, and training. Moreover, the closed-source nature of existing systems limits progress in the field. In this work, we introduce MOVA (MOSS Video and Audio), an open-source model capable of generating high-quality, synchronized audio-visual content, including realistic lip-synced speech, environment-aware sound effects, and content-aligned music. MOVA employs a Mixture-of-Experts (MoE) architecture, with a total of 32B parameters, of which 18B are active during inference. It supports IT2VA (Image-Text to Video-Audio) generation task. By releasing the model weights and code, we aim to advance research and foster a vibrant community of creators. The released codebase features comprehensive support for efficient inference, LoRA fine-tuning, and prompt enhancement.

cs.CV

PanFlow: Decoupled Motion Control for Panoramic Video Generation

Panoramic video generation has attracted growing attention due to its applications in virtual reality and immersive media. However, existing methods lack explicit motion control and struggle to generate scenes with large and complex motions. We propose PanFlow, a novel approach that exploits the spherical nature of panoramas to decouple the highly dynamic camera rotation from the input optical flow condition, enabling more precise control over large and dynamic motions. We further introduce a spherical noise warping strategy to promote loop consistency in motion across panorama boundaries. To support effective training, we curate a large-scale, motion-rich panoramic video dataset with frame-level pose and flow annotations. We also showcase the effectiveness of our method in various applications, including motion transfer and video editing. Extensive experiments demonstrate that PanFlow significantly outperforms prior methods in motion fidelity, visual quality, and temporal coherence. Our code, dataset, and models are available at https://github.com/chengzhag/PanFlow.

cs.CV

Asset-Driven Sematic Reconstruction of Dynamic Scene with Multi-Human-Object Interactions

Real-world human-built environments are highly dynamic, involving multiple humans and their complex interactions with surrounding objects. While 3D geometry modeling of such scenes is crucial for applications like AR/VR, gaming, and embodied AI, it remains underexplored due to challenges like diverse motion patterns and frequent occlusions. Beyond novel view rendering, 3D Gaussian Splatting (GS) has demonstrated remarkable progress in producing detailed, high-quality surface geometry with fast optimization of the underlying structure. However, very few GS-based methods address multihuman, multiobject scenarios, primarily due to the above-mentioned inherent challenges. In a monocular setup, these challenges are further amplified, as maintaining structural consistency under severe occlusion becomes difficult when the scene is optimized solely based on GS-based rendering loss. To tackle the challenges of such a multihuman, multiobject dynamic scene, we propose a hybrid approach that effectively combines the advantages of 1) 3D generative models for generating high-fidelity meshes of the scene elements, 2) Semantic-aware deformation, \ie rigid transformation of the rigid objects and LBS-based deformation of the humans, and mapping of the deformed high-fidelity meshes in the dynamic scene, and 3) GS-based optimization of the individual elements for further refining their alignments in the scene. Such a hybrid approach helps maintain the object structures even under severe occlusion and can produce multiview and temporally consistent geometry. We choose HOI-M3 for evaluation, as, to the best of our knowledge, this is the only dataset featuring multihuman, multiobject interactions in a dynamic scene. Our method outperforms the state-of-the-art method in producing better surface reconstruction of such scenes.

cs.CV

COS3D: Collaborative Open-Vocabulary 3D Segmentation

Open-vocabulary 3D segmentation is a fundamental yet challenging task, requiring a mutual understanding of both segmentation and language. However, existing Gaussian-splatting-based methods rely either on a single 3D language field, leading to inferior segmentation, or on pre-computed class-agnostic segmentations, suffering from error accumulation. To address these limitations, we present COS3D, a new collaborative prompt-segmentation framework that contributes to effectively integrating complementary language and segmentation cues throughout its entire pipeline. We first introduce the new concept of collaborative field, comprising an instance field and a language field, as the cornerstone for collaboration. During training, to effectively construct the collaborative field, our key idea is to capture the intrinsic relationship between the instance field and language field, through a novel instance-to-language feature mapping and designing an efficient two-stage training strategy. During inference, to bridge distinct characteristics of the two fields, we further design an adaptive language-to-instance prompt refinement, promoting high-quality prompt-segmentation inference. Extensive experiments not only demonstrate COS3D's leading performance over existing methods on two widely-used benchmarks but also show its high potential to various applications,~\ie, novel image-based 3D segmentation, hierarchical segmentation, and robotics. The code is publicly available at \href{https://github.com/Runsong123/COS3D}{https://github.com/Runsong123/COS3D}.

cs.CV

Seed3D 1.0: From Images to High-Fidelity Simulation-Ready 3D Assets

Developing embodied AI agents requires scalable training environments that balance content diversity with physics accuracy. World simulators provide such environments but face distinct limitations: video-based methods generate diverse content but lack real-time physics feedback for interactive learning, while physics-based engines provide accurate dynamics but face scalability limitations from costly manual asset creation. We present Seed3D 1.0, a foundation model that generates simulation-ready 3D assets from single images, addressing the scalability challenge while maintaining physics rigor. Unlike existing 3D generation models, our system produces assets with accurate geometry, well-aligned textures, and realistic physically-based materials. These assets can be directly integrated into physics engines with minimal configuration, enabling deployment in robotic manipulation and simulation training. Beyond individual objects, the system scales to complete scene generation through assembling objects into coherent environments. By enabling scalable simulation-ready content creation, Seed3D 1.0 provides a foundation for advancing physics-based world simulators. Seed3D 1.0 is now available on https://console.volcengine.com/ark/region:ark+cn-beijing/experience/vision?modelId=doubao-seed3d-1-0-250928&tab=Gen3D

eess.IV

Explicit Context-Driven Neural Acoustic Modeling for High-Fidelity RIR Generation

Realistic sound simulation plays a critical role in many applications. A key element in sound simulation is the room impulse response (RIR), which characterizes how sound propagates within a given space. Recent studies have applied neural implicit methods to learn RIR using context information collected from the environment, such as scene images. However, these approaches do not effectively leverage explicit geometric information from the environment. To further exploit neural implicit models with direct geometric features, we present MiNAF, which queries a rough room mesh at given locations and extracts distance distributions as an explicit representation of local context. Our approach demonstrates that incorporating explicit local geometric features can better guide the model in generating more accurate RIR predictions. Through comparisons with conventional and state-of-the-art methods, we show that MiNAF performs competitively across various evaluation metrics.

cs.SD

Explicit Correspondence Matching for Generalizable Neural Radiance Fields

We present a new generalizable NeRF method that is able to directly generalize to new unseen scenarios and perform novel view synthesis with as few as two source views. The key to our approach lies in the explicitly modeled correspondence matching information, so as to provide the geometry prior to the prediction of NeRF color and density for volume rendering. The explicit correspondence matching is quantified with the cosine similarity between image features sampled at the 2D projections of a 3D point on different views, which is able to provide reliable cues about the surface geometry. Unlike previous methods where image features are extracted independently for each view, we consider modeling the cross-view interactions via Transformer cross-attention, which greatly improves the feature matching quality. Our method achieves state-of-the-art results on different evaluation settings, with the experiments showing a strong correlation between our learned cosine feature similarity and volume density, demonstrating the effectiveness and superiority of our proposed method. The code and model are on our project page: https://donydchen.github.io/matchnerf

cs.CV

PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting

With the advent of portable 360° cameras, panorama has gained significant attention in applications like virtual reality (VR), virtual tours, robotics, and autonomous driving. As a result, wide-baseline panorama view synthesis has emerged as a vital task, where high resolution, fast inference, and memory efficiency are essential. Nevertheless, existing methods are typically constrained to lower resolutions (512 $\times$ 1024) due to demanding memory and computational requirements. In this paper, we present PanSplat, a generalizable, feed-forward approach that efficiently supports resolution up to 4K (2048 $\times$ 4096). Our approach features a tailored spherical 3D Gaussian pyramid with a Fibonacci lattice arrangement, enhancing image quality while reducing information redundancy. To accommodate the demands of high resolution, we propose a pipeline that integrates a hierarchical spherical cost volume and Gaussian heads with local operations, enabling two-step deferred backpropagation for memory-efficient training on a single A100 GPU. Experiments demonstrate that PanSplat achieves state-of-the-art results with superior efficiency and image quality across both synthetic and real-world datasets. Code is available at https://github.com/chengzhag/PanSplat.

cs.CV

Rethinking End-to-End 2D to 3D Scene Segmentation in Gaussian Splatting

Lifting multi-view 2D instance segmentation to a radiance field has proven to be effective to enhance 3D understanding. Existing methods rely on direct matching for end-to-end lifting, yielding inferior results; or employ a two-stage solution constrained by complex pre- or post-processing. In this work, we design a new end-to-end object-aware lifting approach, named Unified-Lift that provides accurate 3D segmentation based on the 3D Gaussian representation. To start, we augment each Gaussian point with an additional Gaussian-level feature learned using a contrastive loss to encode instance information. Importantly, we introduce a learnable object-level codebook to account for individual objects in the scene for an explicit object-level understanding and associate the encoded object-level features with the Gaussian-level point features for segmentation predictions. While promising, achieving effective codebook learning is non-trivial and a naive solution leads to degraded performance. Therefore, we formulate the association learning module and the noisy label filtering module for effective and robust codebook learning. We conduct experiments on three benchmarks: LERF-Masked, Replica, and Messy Rooms datasets. Both qualitative and quantitative results manifest that our Unified-Lift clearly outperforms existing methods in terms of segmentation quality and time efficiency. The code is publicly available at \href{https://github.com/Runsong123/Unified-Lift}{https://github.com/Runsong123/Unified-Lift}.

cs.CV

Fast Feedforward 3D Gaussian Splatting Compression

With 3D Gaussian Splatting (3DGS) advancing real-time and high-fidelity rendering for novel view synthesis, storage requirements pose challenges for their widespread adoption. Although various compression techniques have been proposed, previous art suffers from a common limitation: for any existing 3DGS, per-scene optimization is needed to achieve compression, making the compression sluggish and slow. To address this issue, we introduce Fast Compression of 3D Gaussian Splatting (FCGS), an optimization-free model that can compress 3DGS representations rapidly in a single feed-forward pass, which significantly reduces compression time from minutes to seconds. To enhance compression efficiency, we propose a multi-path entropy module that assigns Gaussian attributes to different entropy constraint paths for balance between size and fidelity. We also carefully design both inter- and intra-Gaussian context models to remove redundancies among the unstructured Gaussian blobs. Overall, FCGS achieves a compression ratio of over 20X while maintaining fidelity, surpassing most per-scene SOTA optimization-based methods. Our code is available at: https://github.com/YihangChen-ee/FCGS.

cs.CV

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting

This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.

cs.CV

PCGS: Progressive Compression of 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) achieves impressive rendering fidelity and speed for novel view synthesis. However, its substantial data size poses a significant challenge for practical applications. While many compression techniques have been proposed, they fail to efficiently utilize existing bitstreams in on-demand applications due to their lack of progressivity, leading to a waste of resource. To address this issue, we propose PCGS (Progressive Compression of 3D Gaussian Splatting), which adaptively controls both the quantity and quality of Gaussians (or anchors) to enable effective progressivity for on-demand applications. Specifically, for quantity, we introduce a progressive masking strategy that incrementally incorporates new anchors while refining existing ones to enhance fidelity. For quality, we propose a progressive quantization approach that gradually reduces quantization step sizes to achieve finer modeling of Gaussian attributes. Furthermore, to compact the incremental bitstreams, we leverage existing quantization results to refine probability prediction, improving entropy coding efficiency across progressive levels. Overall, PCGS achieves progressivity while maintaining compression performance comparable to SoTA non-progressive methods. Code available at: github.com/YihangChen-ee/PCGS.

cs.CV

HAC++: Towards 100X Compression of 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To achieve a compact size, we propose HAC++, which leverages the relationships between unorganized anchors and a structured hash grid, utilizing their mutual information for context modeling. Additionally, HAC++ captures intra-anchor contextual relationships to further enhance compression performance. To facilitate entropy coding, we utilize Gaussian distributions to precisely estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Moreover, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Overall, HAC++ achieves a remarkable size reduction of over 100X compared to vanilla 3DGS when averaged on all datasets, while simultaneously improving fidelity. It also delivers more than 20X size reduction compared to Scaffold-GS. Our code is available at https://github.com/YihangChen-ee/HAC-plus.

cs.CV

TFS-NeRF: Template-Free NeRF for Semantic 3D Reconstruction of Dynamic Scene

Despite advancements in Neural Implicit models for 3D surface reconstruction, handling dynamic environments with interactions between arbitrary rigid, non-rigid, or deformable entities remains challenging. The generic reconstruction methods adaptable to such dynamic scenes often require additional inputs like depth or optical flow or rely on pre-trained image features for reasonable outcomes. These methods typically use latent codes to capture frame-by-frame deformations. Another set of dynamic scene reconstruction methods, are entity-specific, mostly focusing on humans, and relies on template models. In contrast, some template-free methods bypass these requirements and adopt traditional LBS (Linear Blend Skinning) weights for a detailed representation of deformable object motions, although they involve complex optimizations leading to lengthy training times. To this end, as a remedy, this paper introduces TFS-NeRF, a template-free 3D semantic NeRF for dynamic scenes captured from sparse or single-view RGB videos, featuring interactions among two entities and more time-efficient than other LBS-based approaches. Our framework uses an Invertible Neural Network (INN) for LBS prediction, simplifying the training process. By disentangling the motions of interacting entities and optimizing per-entity skinning weights, our method efficiently generates accurate, semantically separable geometries. Extensive experiments demonstrate that our approach produces high-quality reconstructions of both deformable and non-deformable objects in complex interactions, with improved training efficiency compared to existing methods.

cs.CV

Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering

Rendering and reconstruction are long-standing topics in computer vision and graphics. Achieving both high rendering quality and accurate geometry is a challenge. Recent advancements in 3D Gaussian Splatting (3DGS) have enabled high-fidelity novel view synthesis at real-time speeds. However, the noisy and discrete nature of 3D Gaussian primitives hinders accurate surface estimation. Previous attempts to regularize 3D Gaussian normals often degrade rendering quality due to the fundamental disconnect between normal vectors and the rendering pipeline in 3DGS-based methods. Therefore, we introduce Normal-GS, a novel approach that integrates normal vectors into the 3DGS rendering pipeline. The core idea is to model the interaction between normals and incident lighting using the physically-based rendering equation. Our approach re-parameterizes surface colors as the product of normals and a designed Integrated Directional Illumination Vector (IDIV). To optimize memory usage and simplify optimization, we employ an anchor-based 3DGS to implicitly encode locally-shared IDIVs. Additionally, Normal-GS leverages optimized normals and Integrated Directional Encoding (IDE) to accurately model specular effects, enhancing both rendering quality and surface normal precision. Extensive experiments demonstrate that Normal-GS achieves near state-of-the-art visual quality while obtaining accurate surface normals and preserving real-time rendering performance.

cs.CV

PCF-Lift: Panoptic Lifting by Probabilistic Contrastive Fusion

Panoptic lifting is an effective technique to address the 3D panoptic segmentation task by unprojecting 2D panoptic segmentations from multi-views to 3D scene. However, the quality of its results largely depends on the 2D segmentations, which could be noisy and error-prone, so its performance often drops significantly for complex scenes. In this work, we design a new pipeline coined PCF-Lift based on our Probabilis-tic Contrastive Fusion (PCF) to learn and embed probabilistic features throughout our pipeline to actively consider inaccurate segmentations and inconsistent instance IDs. Technical-wise, we first model the probabilistic feature embeddings through multivariate Gaussian distributions. To fuse the probabilistic features, we incorporate the probability product kernel into the contrastive loss formulation and design a cross-view constraint to enhance the feature consistency across different views. For the inference, we introduce a new probabilistic clustering method to effectively associate prototype features with the underlying 3D object instances for the generation of consistent panoptic segmentation results. Further, we provide a theoretical analysis to justify the superiority of the proposed probabilistic solution. By conducting extensive experiments, our PCF-lift not only significantly outperforms the state-of-the-art methods on widely used benchmarks including the ScanNet dataset and the challenging Messy Room dataset (4.4% improvement of scene-level PQ), but also demonstrates strong robustness when incorporating various 2D segmentation models or different levels of hand-crafted noise.

cs.CV