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Siyu Tang

Publications and source records attributed to Siyu Tang.

At least 37 records · Page 2Linked to original sources

Learning Efficient Fuse-and-Refine for Feed-Forward 3D Gaussian Splatting

Recent advances in feed-forward 3D Gaussian Splatting have led to rapid improvements in efficient scene reconstruction from sparse views. However, most existing approaches construct Gaussian primitives directly aligned with the pixels in one or more of the input images. This leads to redundancies in the representation when input views overlap and constrains the position of the primitives to lie along the input rays without full flexibility in 3D space. Moreover, these pixel-aligned approaches do not naturally generalize to dynamic scenes, where effectively leveraging temporal information requires resolving both redundant and newly appearing content across frames. To address these limitations, we introduce a novel Fuse-and-Refine module that enhances existing feed-forward models by merging and refining the primitives in a canonical 3D space. At the core of our method is an efficient hybrid Splat-Voxel representation: from an initial set of pixel-aligned Gaussian primitives, we aggregate local features into a coarse-to-fine voxel hierarchy, and then use a sparse voxel transformer to process these voxel features and generate refined Gaussian primitives. By fusing and refining an arbitrary number of inputs into a consistent set of primitives, our representation effectively reduces redundancy and naturally adapts to temporal frames, enabling history-aware online reconstruction of dynamic scenes. Our approach achieves state-of-the-art performance in both static and streaming scene reconstructions while running at interactive rates (15 fps with 350ms delay) on a single H100 GPU.

cs.CV↗

Neural Texture Splatting: Expressive 3D Gaussian Splatting for View Synthesis, Geometry, and Dynamic Reconstruction

3D Gaussian Splatting (3DGS) has emerged as a leading approach for high-quality novel view synthesis, with numerous variants extending its applicability to a broad spectrum of 3D and 4D scene reconstruction tasks. Despite its success, the representational capacity of 3DGS remains limited by the use of 3D Gaussian kernels to model local variations. Recent works have proposed to augment 3DGS with additional per-primitive capacity, such as per-splat textures, to enhance its expressiveness. However, these per-splat texture approaches primarily target dense novel view synthesis with a reduced number of Gaussian primitives, and their effectiveness tends to diminish when applied to more general reconstruction scenarios. In this paper, we aim to achieve concrete performance improvement over state-of-the-art 3DGS variants across a wide range of reconstruction tasks, including novel view synthesis, geometry and dynamic reconstruction, under both sparse and dense input settings. To this end, we introduce Neural Texture Splatting (NTS). At the core of our approach is a global neural field (represented as a hybrid of a tri-plane and a neural decoder) that predicts local appearance and geometric fields for each primitive. By leveraging this shared global representation that models local texture fields across primitives, we significantly reduce model size and facilitate efficient global information exchange, demonstrating strong generalization across tasks. Furthermore, our neural modeling of local texture fields introduces expressive view- and time-dependent effects, a critical aspect that existing methods fail to account for. Extensive experiments show that Neural Texture Splatting consistently improves models and achieves state-of-the-art results across multiple benchmarks.

cs.CV↗

Multi-View 3D Point Tracking

We introduce the first data-driven multi-view 3D point tracker, designed to track arbitrary points in dynamic scenes using multiple camera views. Unlike existing monocular trackers, which struggle with depth ambiguities and occlusion, or prior multi-camera methods that require over 20 cameras and tedious per-sequence optimization, our feed-forward model directly predicts 3D correspondences using a practical number of cameras (e.g., four), enabling robust and accurate online tracking. Given known camera poses and either sensor-based or estimated multi-view depth, our tracker fuses multi-view features into a unified point cloud and applies k-nearest-neighbors correlation alongside a transformer-based update to reliably estimate long-range 3D correspondences, even under occlusion. We train on 5K synthetic multi-view Kubric sequences and evaluate on two real-world benchmarks: Panoptic Studio and DexYCB, achieving median trajectory errors of 3.1 cm and 2.0 cm, respectively. Our method generalizes well to diverse camera setups of 1-8 views with varying vantage points and video lengths of 24-150 frames. By releasing our tracker alongside training and evaluation datasets, we aim to set a new standard for multi-view 3D tracking research and provide a practical tool for real-world applications. Project page available at https://ethz-vlg.github.io/mvtracker.

cs.CV↗

DNF-Avatar: Distilling Neural Fields for Real-time Animatable Avatar Relighting

Creating relightable and animatable human avatars from monocular videos is a rising research topic with a range of applications, e.g. virtual reality, sports, and video games. Previous works utilize neural fields together with physically based rendering (PBR), to estimate geometry and disentangle appearance properties of human avatars. However, one drawback of these methods is the slow rendering speed due to the expensive Monte Carlo ray tracing. To tackle this problem, we proposed to distill the knowledge from implicit neural fields (teacher) to explicit 2D Gaussian splatting (student) representation to take advantage of the fast rasterization property of Gaussian splatting. To avoid ray-tracing, we employ the split-sum approximation for PBR appearance. We also propose novel part-wise ambient occlusion probes for shadow computation. Shadow prediction is achieved by querying these probes only once per pixel, which paves the way for real-time relighting of avatars. These techniques combined give high-quality relighting results with realistic shadow effects. Our experiments demonstrate that the proposed student model achieves comparable or even better relighting results with our teacher model while being 370 times faster at inference time, achieving a 67 FPS rendering speed.

cs.CV↗

MARS-FTCP: Robust Fault-Tolerant Control and Agile Trajectory Planning for Modular Aerial Robot Systems

Modular Aerial Robot Systems (MARS) consist of multiple drone units that can self-reconfigure to adapt to various mission requirements and fault conditions. However, existing fault-tolerant control methods exhibit significant oscillations during docking and separation, impacting system stability. To address this issue, we propose a novel fault-tolerant control reallocation method that adapts to an arbitrary number of modular robots and their assembly formations. The algorithm redistributes the expected collective force and torque required for MARS to individual units according to their moment arm relative to the center of MARS mass. Furthermore, we propose an agile trajectory planning method for MARS of arbitrary configurations, which is collision-avoiding and dynamically feasible. Our work represents the first comprehensive approach to enable fault-tolerant and collision avoidance flight for MARS. We validate our method through extensive simulations, demonstrating improved fault tolerance, enhanced trajectory tracking accuracy, and greater robustness in cluttered environments. The videos and source code of this work are available at https://github.com/RuiHuangNUS/MARS-FTCP/

cs.RO↗

DeGauss: Dynamic-Static Decomposition with Gaussian Splatting for Distractor-free 3D Reconstruction

Reconstructing clean, distractor-free 3D scenes from real-world captures remains a significant challenge, particularly in highly dynamic and cluttered settings such as egocentric videos. To tackle this problem, we introduce DeGauss, a simple and robust self-supervised framework for dynamic scene reconstruction based on a decoupled dynamic-static Gaussian Splatting design. DeGauss models dynamic elements with foreground Gaussians and static content with background Gaussians, using a probabilistic mask to coordinate their composition and enable independent yet complementary optimization. DeGauss generalizes robustly across a wide range of real-world scenarios, from casual image collections to long, dynamic egocentric videos, without relying on complex heuristics or extensive supervision. Experiments on benchmarks including NeRF-on-the-go, ADT, AEA, Hot3D, and EPIC-Fields demonstrate that DeGauss consistently outperforms existing methods, establishing a strong baseline for generalizable, distractor-free 3D reconstructionin highly dynamic, interaction-rich environments. Project page: https://batfacewayne.github.io/DeGauss.io/

cs.CV↗

EgoM2P: Egocentric Multimodal Multitask Pretraining

Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the camera wearer's actions, intentions, and surrounding environment. However, building large-scale egocentric multimodal and multitask models presents unique challenges. Egocentric data are inherently heterogeneous, with large variations in modality coverage across devices and settings. Generating pseudo-labels for missing modalities, such as gaze or head-mounted camera trajectories, is often infeasible, making standard supervised learning approaches difficult to scale. Furthermore, dynamic camera motion and the complex temporal and spatial structure of first-person video pose additional challenges for the direct application of existing multimodal foundation models. To address these challenges, we introduce a set of efficient temporal tokenizers and propose EgoM2P, a masked modeling framework that learns from temporally-aware multimodal tokens to train a large, general-purpose model for egocentric 4D understanding. This unified design supports multitasking across diverse egocentric perception and synthesis tasks, including gaze prediction, egocentric camera tracking, and monocular depth estimation from egocentric video, and also serves as a generative model for conditional egocentric video synthesis. Across these tasks, EgoM2P matches or outperforms specialist models while being an order of magnitude faster. We will fully open-source EgoM2P to support the community and advance egocentric vision research. Project page: https://egom2p.github.io/.

cs.CV↗

GaVS: 3D-Grounded Video Stabilization via Temporally-Consistent Local Reconstruction and Rendering

Video stabilization is pivotal for video processing, as it removes unwanted shakiness while preserving the original user motion intent. Existing approaches, depending on the domain they operate, suffer from several issues (e.g. geometric distortions, excessive cropping, poor generalization) that degrade the user experience. To address these issues, we introduce \textbf{GaVS}, a novel 3D-grounded approach that reformulates video stabilization as a temporally-consistent `local reconstruction and rendering' paradigm. Given 3D camera poses, we augment a reconstruction model to predict Gaussian Splatting primitives, and finetune it at test-time, with multi-view dynamics-aware photometric supervision and cross-frame regularization, to produce temporally-consistent local reconstructions. The model are then used to render each stabilized frame. We utilize a scene extrapolation module to avoid frame cropping. Our method is evaluated on a repurposed dataset, instilled with 3D-grounded information, covering samples with diverse camera motions and scene dynamics. Quantitatively, our method is competitive with or superior to state-of-the-art 2D and 2.5D approaches in terms of conventional task metrics and new geometry consistency. Qualitatively, our method produces noticeably better results compared to alternatives, validated by the user study.

cs.GR↗

Spline Deformation Field

Trajectory modeling of dense points usually employs implicit deformation fields, represented as neural networks that map coordinates to relate canonical spatial positions to temporal offsets. However, the inductive biases inherent in neural networks can hinder spatial coherence in ill-posed scenarios. Current methods focus either on enhancing encoding strategies for deformation fields, often resulting in opaque and less intuitive models, or adopt explicit techniques like linear blend skinning, which rely on heuristic-based node initialization. Additionally, the potential of implicit representations for interpolating sparse temporal signals remains under-explored. To address these challenges, we propose a spline-based trajectory representation, where the number of knots explicitly determines the degrees of freedom. This approach enables efficient analytical derivation of velocities, preserving spatial coherence and accelerations, while mitigating temporal fluctuations. To model knot characteristics in both spatial and temporal domains, we introduce a novel low-rank time-variant spatial encoding, replacing conventional coupled spatiotemporal techniques. Our method demonstrates superior performance in temporal interpolation for fitting continuous fields with sparse inputs. Furthermore, it achieves competitive dynamic scene reconstruction quality compared to state-of-the-art methods while enhancing motion coherence without relying on linear blend skinning or as-rigid-as-possible constraints.

cs.CV↗

VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions

Parametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes, which pose challenges in efficiently handling interactions with other geometric entities, such as objects and scenes, typically represented as meshes or point clouds. To address this limitation, recent research has explored volumetric neural implicit body models. However, existing works are either insufficiently robust for complex human articulations or impose high computational and memory costs, limiting their widespread use. To this end, we introduce VolumetricSMPL, a neural volumetric body model that leverages Neural Blend Weights (NBW) to generate compact, yet efficient MLP decoders. Unlike prior approaches that rely on large MLPs, NBW dynamically blends a small set of learned weight matrices using predicted shape- and pose-dependent coefficients, significantly improving computational efficiency while preserving expressiveness. VolumetricSMPL outperforms prior volumetric occupancy model COAP with 10x faster inference, 6x lower GPU memory usage, enhanced accuracy, and a Signed Distance Function (SDF) for efficient and differentiable contact modeling. We demonstrate VolumetricSMPL's strengths across four challenging tasks: (1) reconstructing human-object interactions from in-the-wild images, (2) recovering human meshes in 3D scenes from egocentric views, (3) scene-constrained motion synthesis, and (4) resolving self-intersections. Our results highlight its broad applicability and significant performance and efficiency gains.

cs.CV↗

Enhancing Orthopedic Surgical Training With Interactive Photorealistic 3D Visualization

Surgical training integrates several years of didactic learning, simulation, mentorship, and hands-on experience. Challenges include stress, technical demands, and new technologies. Orthopedic education often uses static materials like books, images, and videos, lacking interactivity. This study compares a new interactive photorealistic 3D visualization to 2D videos for learning total hip arthroplasty. In a randomized controlled trial, participants (students and residents) were evaluated on spatial awareness, tool placement, and task times in a simulation. Results show that interactive photorealistic 3D visualization significantly improved scores, with residents and those with prior 3D experience performing better. These results emphasize the potential of the interactive photorealistic 3D visualization to enhance orthopedic training.

cs.HC↗

Study of QCD critical point with three-nucleon correlations in light nuclei yields ratios using PYTHIA8/Angantyr

This study utilizes the PYTHIA8 Angantyr model to systematically investigate the effects of three nucleons correlation $C_{n^2p}$ on the light nuclei yield ratio $N_tN_p/N_d^2$ in Au+Au collisions at $\sqrt{s_{\rm NN}}$ = 7.7, 11.5, 14.5, 19.6, 27, 39, 62.4, and 200 GeV. The analysis explores this property across different rapidity ranges, collision centralities, and collision energies, while also examining the roles of multi-parton interactions (MPI) and color reconnection (CR) mechanisms. The results show that the light nuclei yield ratio remains stable with changes in rapidity coverage and collision centrality but slightly increases with rising collision energy. The impact of CR on the light nuclei yield ratio depends entirely on the presence of MPI; when MPI is turned off, CR has no effect. Additionally, the three-nucleon correlation, enhances the light nuclei yield ratio in both central and peripheral collisions. However, the non-monotonic energy dependence observed in experiments, the peak at $\sqrt{s_{\rm NN}}$ = $20\sim30$ GeV reported by the STAR experiment, cannot be explained by the Angantyr model due to its lack of key mechanisms related to the quark-gluon plasma (QGP). Nevertheless, the Angantyr model serves as an important baseline for studying collision behaviors in the absence of QGP effects.

nucl-th↗

Text-based Animatable 3D Avatars with Morphable Model Alignment

The generation of high-quality, animatable 3D head avatars from text has enormous potential in content creation applications such as games, movies, and embodied virtual assistants. Current text-to-3D generation methods typically combine parametric head models with 2D diffusion models using score distillation sampling to produce 3D-consistent results. However, they struggle to synthesize realistic details and suffer from misalignments between the appearance and the driving parametric model, resulting in unnatural animation results. We discovered that these limitations stem from ambiguities in the 2D diffusion predictions during 3D avatar distillation, specifically: i) the avatar's appearance and geometry is underconstrained by the text input, and ii) the semantic alignment between the predictions and the parametric head model is insufficient because the diffusion model alone cannot incorporate information from the parametric model. In this work, we propose a novel framework, AnimPortrait3D, for text-based realistic animatable 3DGS avatar generation with morphable model alignment, and introduce two key strategies to address these challenges. First, we tackle appearance and geometry ambiguities by utilizing prior information from a pretrained text-to-3D model to initialize a 3D avatar with robust appearance, geometry, and rigging relationships to the morphable model. Second, we refine the initial 3D avatar for dynamic expressions using a ControlNet that is conditioned on semantic and normal maps of the morphable model to ensure accurate alignment. As a result, our method outperforms existing approaches in terms of synthesis quality, alignment, and animation fidelity. Our experiments show that the proposed method advances the state of the art in text-based, animatable 3D head avatar generation.

cs.CV↗

UniPhys: Unified Planner and Controller with Diffusion for Flexible Physics-Based Character Control

Generating natural and physically plausible character motion remains challenging, particularly for long-horizon control with diverse guidance signals. While prior work combines high-level diffusion-based motion planners with low-level physics controllers, these systems suffer from domain gaps that degrade motion quality and require task-specific fine-tuning. To tackle this problem, we introduce UniPhys, a diffusion-based behavior cloning framework that unifies motion planning and control into a single model. UniPhys enables flexible, expressive character motion conditioned on multi-modal inputs such as text, trajectories, and goals. To address accumulated prediction errors over long sequences, UniPhys is trained with the Diffusion Forcing paradigm, learning to denoise noisy motion histories and handle discrepancies introduced by the physics simulator. This design allows UniPhys to robustly generate physically plausible, long-horizon motions. Through guided sampling, UniPhys generalizes to a wide range of control signals, including unseen ones, without requiring task-specific fine-tuning. Experiments show that UniPhys outperforms prior methods in motion naturalness, generalization, and robustness across diverse control tasks.

cs.GR↗

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

cs.CV↗

Robust Self-Reconfiguration for Fault-Tolerant Control of Modular Aerial Robot Systems

Modular Aerial Robotic Systems (MARS) consist of multiple drone units assembled into a single, integrated rigid flying platform. With inherent redundancy, MARS can self-reconfigure into different configurations to mitigate rotor or unit failures and maintain stable flight. However, existing works on MARS self-reconfiguration often overlook the practical controllability of intermediate structures formed during the reassembly process, which limits their applicability. In this paper, we address this gap by considering the control-constrained dynamic model of MARS and proposing a robust and efficient self-reconstruction algorithm that maximizes the controllability margin at each intermediate stage. Specifically, we develop algorithms to compute optimal, controllable disassembly and assembly sequences, enabling robust self-reconfiguration. Finally, we validate our method in several challenging fault-tolerant self-reconfiguration scenarios, demonstrating significant improvements in both controllability and trajectory tracking while reducing the number of assembly steps. The videos and source code of this work are available at https://github.com/RuiHuangNUS/MARS-Reconfig/

cs.RO↗

SplatFormer: Point Transformer for Robust 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently transformed photorealistic reconstruction, achieving high visual fidelity and real-time performance. However, rendering quality significantly deteriorates when test views deviate from the camera angles used during training, posing a major challenge for applications in immersive free-viewpoint rendering and navigation. In this work, we conduct a comprehensive evaluation of 3DGS and related novel view synthesis methods under out-of-distribution (OOD) test camera scenarios. By creating diverse test cases with synthetic and real-world datasets, we demonstrate that most existing methods, including those incorporating various regularization techniques and data-driven priors, struggle to generalize effectively to OOD views. To address this limitation, we introduce SplatFormer, the first point transformer model specifically designed to operate on Gaussian splats. SplatFormer takes as input an initial 3DGS set optimized under limited training views and refines it in a single forward pass, effectively removing potential artifacts in OOD test views. To our knowledge, this is the first successful application of point transformers directly on 3DGS sets, surpassing the limitations of previous multi-scene training methods, which could handle only a restricted number of input views during inference. Our model significantly improves rendering quality under extreme novel views, achieving state-of-the-art performance in these challenging scenarios and outperforming various 3DGS regularization techniques, multi-scene models tailored for sparse view synthesis, and diffusion-based frameworks.

cs.CV↗

Relightable Full-Body Gaussian Codec Avatars

We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.

cs.CV↗