Searcharxiv⌕ Search

arXiv subjects

Ran Yi

Publications and source records attributed to Ran Yi.

At least 55 records · Page 3Linked to original sources

Rectified Diffusion Guidance for Conditional Generation

Classifier-Free Guidance (CFG), which combines the conditional and unconditional score functions with two coefficients summing to one, serves as a practical technique for diffusion model sampling. Theoretically, however, denoising with CFG \textit{cannot} be expressed as a reciprocal diffusion process, which may consequently leave some hidden risks during use. In this work, we revisit the theory behind CFG and rigorously confirm that the improper configuration of the combination coefficients (\textit{i.e.}, the widely used summing-to-one version) brings about expectation shift of the generative distribution. To rectify this issue, we propose ReCFG with a relaxation on the guidance coefficients such that denoising with \method strictly aligns with the diffusion theory. We further show that our approach enjoys a \textbf{\textit{closed-form}} solution given the guidance strength. That way, the rectified coefficients can be readily pre-computed via traversing the observed data, leaving the sampling speed barely affected. Empirical evidence on real-world data demonstrate the compatibility of our post-hoc design with existing state-of-the-art diffusion models, including both class-conditioned ones (\textit{e.g.}, EDM2 on ImageNet) and text-conditioned ones (\textit{e.g.}, SD3 on CC12M), without any retraining. Code is available at \href{https://github.com/thuxmf/recfg}{https://github.com/thuxmf/recfg}.

cs.CV↗

MesaTask: Towards Task-Driven Tabletop Scene Generation via 3D Spatial Reasoning

The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask-10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts. Project page is at https://mesatask.github.io/

cs.CV↗

Agentic AI for Low-Altitude Semantic Wireless Networks: An Energy Efficient Design

This letter addresses the energy efficiency issue in unmanned aerial vehicle (UAV)-assisted autonomous systems. We propose a framework for an agentic artificial intelligence (AI)-powered low-altitude semantic wireless network, that intelligently orchestrates a sense-communicate-decide-control workflow. A system-wide energy consumption minimization problem is formulated to enhance mission endurance. This problem holistically optimizes key operational variables, including UAV's location, semantic compression ratio, transmit power of the UAV and a mobile base station, and binary decision for AI inference task offloading, under stringent latency and quality-of-service constraints. To tackle the formulated mixed-integer non-convex problem, we develop a low-complexity algorithm which can obtain the globally optimal solution with two-dimensional search. Simulation results validate the effectiveness of our proposed design, demonstrating significant reductions in total energy consumption compared to conventional baseline approaches.

cs.IT↗

Pinco: Position-induced Consistent Adapter for Diffusion Transformer in Foreground-conditioned Inpainting

Foreground-conditioned inpainting aims to seamlessly fill the background region of an image by utilizing the provided foreground subject and a text description. While existing T2I-based image inpainting methods can be applied to this task, they suffer from issues of subject shape expansion, distortion, or impaired ability to align with the text description, resulting in inconsistencies between the visual elements and the text description. To address these challenges, we propose Pinco, a plug-and-play foreground-conditioned inpainting adapter that generates high-quality backgrounds with good text alignment while effectively preserving the shape of the foreground subject. Firstly, we design a Self-Consistent Adapter that integrates the foreground subject features into the layout-related self-attention layer, which helps to alleviate conflicts between the text and subject features by ensuring that the model can effectively consider the foreground subject's characteristics while processing the overall image layout. Secondly, we design a Decoupled Image Feature Extraction method that employs distinct architectures to extract semantic and spatial features separately, significantly improving subject feature extraction and ensuring high-quality preservation of the subject's shape. Thirdly, to ensure precise utilization of the extracted features and to focus attention on the subject region, we introduce a Shared Positional Embedding Anchor, greatly improving the model's understanding of subject features and boosting training efficiency. Extensive experiments demonstrate that our method achieves superior performance and efficiency in foreground-conditioned inpainting.

cs.CV↗

PolyVivid: Vivid Multi-Subject Video Generation with Cross-Modal Interaction and Enhancement

Despite recent advances in video generation, existing models still lack fine-grained controllability, especially for multi-subject customization with consistent identity and interaction. In this paper, we propose PolyVivid, a multi-subject video customization framework that enables flexible and identity-consistent generation. To establish accurate correspondences between subject images and textual entities, we design a VLLM-based text-image fusion module that embeds visual identities into the textual space for precise grounding. To further enhance identity preservation and subject interaction, we propose a 3D-RoPE-based enhancement module that enables structured bidirectional fusion between text and image embeddings. Moreover, we develop an attention-inherited identity injection module to effectively inject fused identity features into the video generation process, mitigating identity drift. Finally, we construct an MLLM-based data pipeline that combines MLLM-based grounding, segmentation, and a clique-based subject consolidation strategy to produce high-quality multi-subject data, effectively enhancing subject distinction and reducing ambiguity in downstream video generation. Extensive experiments demonstrate that PolyVivid achieves superior performance in identity fidelity, video realism, and subject alignment, outperforming existing open-source and commercial baselines.

cs.CV↗

3D Gaussian Head Avatars with Expressive Dynamic Appearances by Compact Tensorial Representations

Recent studies have combined 3D Gaussian and 3D Morphable Models (3DMM) to construct high-quality 3D head avatars. In this line of research, existing methods either fail to capture the dynamic textures or incur significant overhead in terms of runtime speed or storage space. To this end, we propose a novel method that addresses all the aforementioned demands. In specific, we introduce an expressive and compact representation that encodes texture-related attributes of the 3D Gaussians in the tensorial format. We store appearance of neutral expression in static tri-planes, and represents dynamic texture details for different expressions using lightweight 1D feature lines, which are then decoded into opacity offset relative to the neutral face. We further propose adaptive truncated opacity penalty and class-balanced sampling to improve generalization across different expressions. Experiments show this design enables accurate face dynamic details capturing while maintains real-time rendering and significantly reduces storage costs, thus broadening the applicability to more scenarios.

cs.CV↗

SIGMAN:Scaling 3D Human Gaussian Generation with Millions of Assets

3D human digitization has long been a highly pursued yet challenging task. Existing methods aim to generate high-quality 3D digital humans from single or multiple views, but remain primarily constrained by current paradigms and the scarcity of 3D human assets. Specifically, recent approaches fall into several paradigms: optimization-based and feed-forward (both single-view regression and multi-view generation with reconstruction). However, they are limited by slow speed, low quality, cascade reasoning, and ambiguity in mapping low-dimensional planes to high-dimensional space due to occlusion and invisibility, respectively. Furthermore, existing 3D human assets remain small-scale, insufficient for large-scale training. To address these challenges, we propose a latent space generation paradigm for 3D human digitization, which involves compressing multi-view images into Gaussians via a UV-structured VAE, along with DiT-based conditional generation, we transform the ill-posed low-to-high-dimensional mapping problem into a learnable distribution shift, which also supports end-to-end inference. In addition, we employ the multi-view optimization approach combined with synthetic data to construct the HGS-1M dataset, which contains $1$ million 3D Gaussian assets to support the large-scale training. Experimental results demonstrate that our paradigm, powered by large-scale training, produces high-quality 3D human Gaussians with intricate textures, facial details, and loose clothing deformation.

cs.CV↗

SaRA: High-Efficient Diffusion Model Fine-tuning with Progressive Sparse Low-Rank Adaptation

In recent years, the development of diffusion models has led to significant progress in image and video generation tasks, with pre-trained models like the Stable Diffusion series playing a crucial role. Inspired by model pruning which lightens large pre-trained models by removing unimportant parameters, we propose a novel model fine-tuning method to make full use of these ineffective parameters and enable the pre-trained model with new task-specified capabilities. In this work, we first investigate the importance of parameters in pre-trained diffusion models, and discover that the smallest 10% to 20% of parameters by absolute values do not contribute to the generation process. Based on this observation, we propose a method termed SaRA that re-utilizes these temporarily ineffective parameters, equating to optimizing a sparse weight matrix to learn the task-specific knowledge. To mitigate overfitting, we propose a nuclear-norm-based low-rank sparse training scheme for efficient fine-tuning. Furthermore, we design a new progressive parameter adjustment strategy to make full use of the re-trained/finetuned parameters. Finally, we propose a novel unstructural backpropagation strategy, which significantly reduces memory costs during fine-tuning. Our method enhances the generative capabilities of pre-trained models in downstream applications and outperforms traditional fine-tuning methods like LoRA in maintaining model's generalization ability. We validate our approach through fine-tuning experiments on SD models, demonstrating significant improvements. SaRA also offers a practical advantage that requires only a single line of code modification for efficient implementation and is seamlessly compatible with existing methods.

cs.CV↗

A$^\text{T}$A: Adaptive Transformation Agent for Text-Guided Subject-Position Variable Background Inpainting

Image inpainting aims to fill the missing region of an image. Recently, there has been a surge of interest in foreground-conditioned background inpainting, a sub-task that fills the background of an image while the foreground subject and associated text prompt are provided. Existing background inpainting methods typically strictly preserve the subject's original position from the source image, resulting in inconsistencies between the subject and the generated background. To address this challenge, we propose a new task, the "Text-Guided Subject-Position Variable Background Inpainting", which aims to dynamically adjust the subject position to achieve a harmonious relationship between the subject and the inpainted background, and propose the Adaptive Transformation Agent (A$^\text{T}$A) for this task. Firstly, we design a PosAgent Block that adaptively predicts an appropriate displacement based on given features to achieve variable subject-position. Secondly, we design the Reverse Displacement Transform (RDT) module, which arranges multiple PosAgent blocks in a reverse structure, to transform hierarchical feature maps from deep to shallow based on semantic information. Thirdly, we equip A$^\text{T}$A with a Position Switch Embedding to control whether the subject's position in the generated image is adaptively predicted or fixed. Extensive comparative experiments validate the effectiveness of our A$^\text{T}$A approach, which not only demonstrates superior inpainting capabilities in subject-position variable inpainting, but also ensures good performance on subject-position fixed inpainting.

cs.CV↗

MOS: Modeling Object-Scene Associations in Generalized Category Discovery

Generalized Category Discovery (GCD) is a classification task that aims to classify both base and novel classes in unlabeled images, using knowledge from a labeled dataset. In GCD, previous research overlooks scene information or treats it as noise, reducing its impact during model training. However, in this paper, we argue that scene information should be viewed as a strong prior for inferring novel classes. We attribute the misinterpretation of scene information to a key factor: the Ambiguity Challenge inherent in GCD. Specifically, novel objects in base scenes might be wrongly classified into base categories, while base objects in novel scenes might be mistakenly recognized as novel categories. Once the ambiguity challenge is addressed, scene information can reach its full potential, significantly enhancing the performance of GCD models. To more effectively leverage scene information, we propose the Modeling Object-Scene Associations (MOS) framework, which utilizes a simple MLP-based scene-awareness module to enhance GCD performance. It achieves an exceptional average accuracy improvement of 4% on the challenging fine-grained datasets compared to state-of-the-art methods, emphasizing its superior performance in fine-grained GCD. The code is publicly available at https://github.com/JethroPeng/MOS

cs.CV↗

Improving Autoregressive Visual Generation with Cluster-Oriented Token Prediction

Employing LLMs for visual generation has recently become a research focus. However, the existing methods primarily transfer the LLM architecture to visual generation but rarely investigate the fundamental differences between language and vision. This oversight may lead to suboptimal utilization of visual generation capabilities within the LLM framework. In this paper, we explore the characteristics of visual embedding space under the LLM framework and discover that the correlation between visual embeddings can help achieve more stable and robust generation results. We present IAR, an Improved AutoRegressive Visual Generation Method that enhances the training efficiency and generation quality of LLM-based visual generation models. Firstly, we propose a Codebook Rearrangement strategy that uses balanced k-means clustering algorithm to rearrange the visual codebook into clusters, ensuring high similarity among visual features within each cluster. Leveraging the rearranged codebook, we propose a Cluster-oriented Cross-entropy Loss that guides the model to correctly predict the cluster where the token is located. This approach ensures that even if the model predicts the wrong token index, there is a high probability the predicted token is located in the correct cluster, which significantly enhances the generation quality and robustness. Extensive experiments demonstrate that our method consistently enhances the model training efficiency and performance from 100M to 1.4B, reducing the training time by half while achieving the same FID. Additionally, our approach can be applied to various LLM-based visual generation models and adheres to the scaling law, providing a promising direction for future research in LLM-based visual generation. The code is available at: https://github.com/sjtuplayer/IAR.

cs.CV↗

Image Inversion: A Survey from GANs to Diffusion and Beyond

Image inversion is a fundamental task in generative models, aiming to map images back to their latent representations to enable downstream applications such as editing, restoration, and style transfer. This paper provides a comprehensive review of the latest advancements in image inversion techniques, focusing on two main paradigms: Generative Adversarial Network (GAN) inversion and diffusion model inversion. We categorize these techniques based on their optimization methods. For GAN inversion, we systematically classify existing methods into encoder-based approaches, latent optimization approaches, and hybrid approaches, analyzing their theoretical foundations, technical innovations, and practical trade-offs. For diffusion model inversion, we explore training-free strategies, fine-tuning methods, and the design of additional trainable modules, highlighting their unique advantages and limitations. Additionally, we discuss several popular downstream applications and emerging applications beyond image tasks, identifying current challenges and future research directions. By synthesizing the latest developments, this paper aims to provide researchers and practitioners with a valuable reference resource, promoting further advancements in the field of image inversion. We keep track of the latest works at https://github.com/RyanChenYN/ImageInversion

cs.CV↗

A Diffusion Model Translator for Efficient Image-to-Image Translation

Applying diffusion models to image-to-image translation (I2I) has recently received increasing attention due to its practical applications. Previous attempts inject information from the source image into each denoising step for an iterative refinement, thus resulting in a time-consuming implementation. We propose an efficient method that equips a diffusion model with a lightweight translator, dubbed a Diffusion Model Translator (DMT), to accomplish I2I. Specifically, we first offer theoretical justification that in employing the pioneering DDPM work for the I2I task, it is both feasible and sufficient to transfer the distribution from one domain to another only at some intermediate step. We further observe that the translation performance highly depends on the chosen timestep for domain transfer, and therefore propose a practical strategy to automatically select an appropriate timestep for a given task. We evaluate our approach on a range of I2I applications, including image stylization, image colorization, segmentation to image, and sketch to image, to validate its efficacy and general utility. The comparisons show that our DMT surpasses existing methods in both quality and efficiency. Code will be made publicly available.

cs.CV↗

SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians

3D Gaussian Splatting is emerging as a state-of-the-art technique in novel view synthesis, recognized for its impressive balance between visual quality, speed, and rendering efficiency. However, reliance on third-degree spherical harmonics for color representation introduces significant storage demands and computational overhead, resulting in a large memory footprint and slower rendering speed. We introduce SG-Splatting with Spherical Gaussians based color representation, a novel approach to enhance rendering speed and quality in novel view synthesis. Our method first represents view-dependent color using Spherical Gaussians, instead of three degree spherical harmonics, which largely reduces the number of parameters used for color representation, and significantly accelerates the rendering process. We then develop an efficient strategy for organizing multiple Spherical Gaussians, optimizing their arrangement to achieve a balanced and accurate scene representation. To further improve rendering quality, we propose a mixed representation that combines Spherical Gaussians with low-degree spherical harmonics, capturing both high- and low-frequency color information effectively. SG-Splatting also has plug-and-play capability, allowing it to be easily integrated into existing systems. This approach improves computational efficiency and overall visual fidelity, making it a practical solution for real-time applications.

cs.CV↗

ID-Sculpt: ID-aware 3D Head Generation from Single In-the-wild Portrait Image

While recent works have achieved great success on image-to-3D object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, ID-Sculpt, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the ID-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from a single in-the-wild portrait image.

cs.CV↗

Weighted Poisson-disk Resampling on Large-Scale Point Clouds

For large-scale point cloud processing, resampling takes the important role of controlling the point number and density while keeping the geometric consistency. % in related tasks. However, current methods cannot balance such different requirements. Particularly with large-scale point clouds, classical methods often struggle with decreased efficiency and accuracy. To address such issues, we propose a weighted Poisson-disk (WPD) resampling method to improve the usability and efficiency for the processing. We first design an initial Poisson resampling with a voxel-based estimation strategy. It is able to estimate a more accurate radius of the Poisson-disk while maintaining high efficiency. Then, we design a weighted tangent smoothing step to further optimize the Voronoi diagram for each point. At the same time, sharp features are detected and kept in the optimized results with isotropic property. Finally, we achieve a resampling copy from the original point cloud with the specified point number, uniform density, and high-quality geometric consistency. Experiments show that our method significantly improves the performance of large-scale point cloud resampling for different applications, and provides a highly practical solution.

cs.CV↗

MV-Adapter: Multi-view Consistent Image Generation Made Easy

Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.

cs.CV↗

Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation

Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, $DSO$-Net, combines textual $d$ecomposition and sub-motion-space $s$cattering to solve the $o$pen-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.

cs.CV↗