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Shaohan Henry Wang

Publications and source records attributed to Shaohan Henry Wang.

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GeoCache: Training-Free Acceleration of Multi-View Texture Diffusion via Geometric Delta Transport

Geometry-conditioned multi-view diffusion enables high-quality 3D texture generation, but its repeated per-view denoiser evaluations introduce substantial computational cost. Existing training-free accelerators primarily exploit temporal redundancy by reusing computation across denoising steps. In multi-view texturing, however, skipping a step also removes the cross-view interaction that continually aligns different observations of the same surface, leading to rapidly degraded consistency and fidelity. Our analysis identifies a complementary source of redundancy: although intermediate features remain view-specific, geometrically corresponding surface points exhibit transferable evolution in their predicted clean signals. Based on this observation, we introduce \gc{}, a training-free plugin that evaluates a rotating subset of anchor views and transports their geometry-aligned per-step $\xz$ updates to the remaining views. Periodic full-view computation controls accumulated error, while sampler-consistent reconstruction preserves the denoising trajectory. \gc{} requires neither retraining nor architectural modification and uses the position maps already available in geometry-conditioned texturing pipelines. Across Hunyuan3D-2.1, SyncMVD, and MVPainter, \gc{} achieves a stronger speed--fidelity trade-off than temporal caches and step reduction at operating points above $2\times$. On Hunyuan3D-2.1, it delivers a $2.21\times$ denoiser-loop speedup with an MV-LPIPS of 0.0293 and an MV-PSNR of 33.60 dB, providing the best fidelity among all tested methods above $2\times$. The same transferred configuration reaches the highest speedup and lowest FLOPs on SyncMVD, while \gc{} achieves the lowest FLOPs and best fidelity among the accelerated methods on MVPainter. These results establish cross-view geometry as an effective acceleration axis for multi-view texture diffusion.

cs.CV

PaceVGGT: Pre-Alternating-Attention Token Pruning for Visual Geometry Transformers

Visual Geometry Transformer (VGGT) is a strong feed-forward model for multiple 3D tasks, but its Alternating-Attention (AA) stack scales quadratically in the total token count, making long clips expensive. Existing token-reduction accelerators operate inside AA, leaving the patch grid that enters AA uncompressed. We introduce PaceVGGT, a pre-AA token pruning framework that prunes DINO patch tokens before the first AA block of a frozen VGGT. PaceVGGT trains a lightweight Token Scorer that estimates per-token importance from DINO features. The scorer is first distilled against an AA-internal attention target from the unpruned backbone, then refined under downstream camera, depth, and point-map losses. A per-frame keep budget fixes the backbone-visible sequence length, while an importance-adaptive merge/prune assignment preserves residual content from high-saliency frames under a fixed total merge budget. A Feature-guided Restoration module reconstructs the dense spatial grid required by the prediction heads. On ScanNet-50 and 7-Scenes, PaceVGGT remains on the reconstruction quality--latency frontier while reducing inference latency. On ScanNet-50, it reduces latency by \(5.1\times\) over unmodified VGGT at \(N=300\) and \(1.47\times\) over LiteVGGT at \(N=1000\). These results identify pre-AA pruning as a viable acceleration route for frozen VGGT-style geometry transformers.

cs.CV