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Tengjiao Sun

Publications and source records attributed to Tengjiao Sun.

10 recordsLinked to original sources

TopX: Text-to-Motion for Unseen Skeletons from the Skeleton File Alone

Text-to-motion models generate motion only for the skeletons they were trained on, while a new character arrives as a skeleton file and nothing else. We study text-to-motion for skeletons unseen in training, without clips of the character, templates, retargeting or fine-tuning. We present TopX, a 73M-parameter flow-matching transformer that generates joint rotations and a root trajectory for any skeleton from its kinematic tree, rest pose and joint names. Motion is normalised by the rest pose and the size of the skeleton, and the rest pose is encoded as a world-frame descriptor that is independent of how the rig's author oriented each joint, while rest conventions are randomised during training. Attention is factorised over the joints and the frames of a motion. Across joints, queries and keys are rotated by HK-RoPE, a heat-kernel rotary encoding of the skeleton graph that is defined for every tree and does not change with the order of its joints or the eigenbasis of its Laplacian; across frames, they are rotated by a rotary encoding of frame order. To evaluate this generalisation, we build SkelShift, which unifies four motion corpora under one codec and holds out whole skeletons, tree classes and species, so that each test bucket isolates one kind of skeleton shift: topology, joint count, body plan, species or rig source. It scores motion quality without a learned evaluator. A single model animates every benchmark skeleton (4--117 joints) directly from its skeleton file and generates up to 240 frames. On held-out game species its motion is about as close to the real clips as two halves of the real clips are to each other (kernel distance 0.127 against 0.124), and text-to-motion retrieval reaches R@1 0.953, compared with 0.929 for real motion. Project page: https://chdtevior.github.io/TopX-page/.

cs.CV↗

HI3D 3.0 (Twinkle3D): Object-specific 3D Asset Generation with High Resolution

Image-to-3D generation has become increasingly capable of producing objects that closely resemble the input image, and an outstanding challenge is to reproduce the depicted object itself, including the specific geometry that defines it. Inscriptions, brand marks, and repeated structures are frequently distorted or lost, despite being critical to object identity. We present Hi3D 3.0, an image-to-3D generation system targeting object-specific fidelity, with Twinkle3D as its geometry model for generating watertight triangle meshes at $2048^{3}$ resolution. Twinkle3D advances high-fidelity geometry generation along four dimensions. First, while O-Voxel/FaithC offers high representational precision, it often suffers from poor surface quality and non-watertight geometry. We address both issues while retaining its $2048^{3}$-level precision. Second, we scale diffusion generation to sequences of up to 300K geometric tokens through a redesigned DiT architecture and large-scale distributed training optimizations, reducing training time per step from approximately ten minutes to ten seconds. Third, subsequent refinement cannot fully compensate for errors introduced during initial generation; we therefore strengthen both global shape and local detail in the initial generation stage, and the resulting single-stage model surpasses prior two-stage pipelines with $512^{3}$ refinement. Finally, we introduce a fine-grained image-3D cross-modal interaction mechanism that strengthens correspondence between visual evidence and geometric tokens, improving the recovery of object-specific structures. We evaluate geometric fidelity using alignment metrics derived from silhouettes and normal fields. Hi3D 3.0 outperforms four commercial systems across all reported metrics, recovering 82.1% of inscribed characters at 98.2% precision, compared with 21.7% recall for the strongest competitor.

cs.CV↗

SCAMP: Sparse-anchor Control is One Small Projection

Authoring with a text-to-motion generator needs sparse anchors: chosen joints, at chosen frames, at given positions. Meeting them currently costs a conditioning branch trained for the task, or hundreds of per-clip optimisation steps in the architecture's native variables. In any generator that decodes a continuous state through a frozen differentiable decoder, the anchors ask for little and leave most of the state free: a few hundred numbers against a state of tens of thousands. Every control method is a choice among the states that satisfy them, and the choices differ along the directions the anchors cannot see and the motion can. SCAMP makes the choice that moves none of them: damped Gauss-Newton in the space of the anchors, through the frozen decoder alone, training-free, with one dimensionless damping constant. Every increment is a combination of the rows of the anchors' Jacobian, so the correction is orthogonal to everything the anchors never see, and the system solved is the size of the request rather than of the state. Applied unchanged to seven published generators spanning diffusion, token and latent designs, it matches or exceeds in anchor error every released control method it is measured against, and closes the anchors on hosts that ship none. Confined to those rows, a correction can only take the shapes the decoder admits, so what it costs belongs to the decoder, and holding the solver fixed makes that cost measurable: it divides by decoder family, windowed decoders staying within a small multiple of the unconstrained generator's foot skating where analytic recoveries multiply it several times over. Built to that criterion, our own generator reaches 0.083 m anchor error at FID 0.102 in 0.50 s per clip. The decoder's temporal support is a design criterion for controllable motion generation.

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MoGeFlow: Flowing Through Motion Codebook Geometry for Text-to-Motion Generation

Vector-quantized tokenizers have become the dominant interface for text-to-motion generation, and the priors built on them treat motion codes as unordered categorical labels. We show that this discards structure the tokenizer already learned. A motion code embedding is a decoder-bound movement prototype, and learned motion codebooks carry measurable, decoder-causal geometry: code distances track the distances between the movements those codes decode to, the alignment collapses under shuffled controls, and displacement in code space predicts how far the frozen decoder moves. Geometry of this kind calls for a different generative object---a continuous trajectory through the code space rather than a sequence of decisions over a vocabulary. We introduce MoGeFlow, a text-conditioned flow over part-structured motion-code frames. Its tokenizer quantizes each body-part group separately, so every decoder input is a point on a combinatorial lattice of decoder-bound states, and the flow regresses onto that lattice. Because the decoder responds smoothly to code-space displacement, generated states are decoded as they are, and the detail the flow places between codes reaches the decoder instead of being rounded away. Quantization therefore serves generation entirely at training time, shaping the space rather than gating the samples: under matched conditions the lattice-shaped target beats both the unquantized latents it is built from and a matched variational latent space. MoGeFlow sets a new state of the art in text--motion alignment on HumanML3D, leads Top-3 retrieval and MultiModal Distance on KIT-ML, and on the large-scale MotionMillion benchmark surpasses a 7B-parameter model in retrieval with an order of magnitude fewer parameters. Quantization shapes the space; the flow generates through it.

cs.GR↗

Magpie: Real-Time World Renderer for Interactive Games

Modern game development relies heavily on conventional graphics pipelines. High-quality visual content requires modeling, material authoring, animation, lighting, effects, and runtime optimization, making asset production expensive and extending the development cycle of game prototypes. Recently, video foundation models are beginning to change film and video production, but games differ from linear media, they require not only continuous and realistic imagery, but also stable and reproducible gameplay rules, object states, and interaction outcomes. We present Magpie, a real-time generative world-rendering system for interactive games. Magpie separates gameplay execution from visual generation. Designers define scenes and rules in a game engine. At runtime, the Game Engine resolves player actions and maintains world state, while an independent Render Server generates visual output from white-box frames produced by the engine. Magpie provides a system-level implementation path for applying generative models to real-time game rendering. It preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.

cs.CV↗

KV-Control: Parameter-Efficient K/V Injection for Trajectory-Controlled Text-to-Motion

Text-conditioned 3D human motion models now synthesize plausible motions from prompts, but practical animation and embodied-agent workflows rarely stop at text: a character may need to follow a sketched root path, hit an end-effector target, or satisfy a multi-joint trajectory while still preserving the gait, style, and intent described by language. This exposes a control trade-off. A trajectory controller should be precise without overwriting the pretrained text-conditioned motion prior, yet existing solutions either duplicate large portions of the generator to regain per-layer control access or move much of the cost to test-time optimization. We introduce KV-Control, a compact attention-side control interface for frozen masked text-to-motion transformers. The key idea is to make geometric constraints available as memory inside self-attention rather than injecting them through a global pose token or enforcing them only at the output side. To support this interface, we co-design a part-tokenized motion substrate and controller: \textbf{PartVQ} learns anatomy-aligned part codebooks, T-Concat exposes each frame--part token as an attention-addressable site, and KV-Control injects control-conditioned key/value memories at every self-attention layer while preserving the pretrained query stream, text cross-attention, FFN, and all backbone weights. The resulting adapter adds only trainable injection parameters atop a shared trajectory encoder, yet tracks root and multi-joint constraints with sub-centimeter accuracy under the inherited refinement protocol while retaining text-conditioned motion quality. KV-Control reframes trajectory conditioning as lightweight memory retrieval, providing a small, precise, and transparent control interface for text-to-motion generation.

cs.CV↗

MotionDuet: Dual-Conditioned 3D Human Motion Generation with Video-Regularized Text Learning

3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent observations of human behavior. Existing approaches, however, either map high-level text descriptions to motion or rely solely on video conditioning, leaving a gap between generated dynamics and real-world motion statistics. We introduce MotionDuet, a multimodal framework that aligns motion generation with the distribution of video-derived representations. In this dual-conditioning paradigm, video cues extracted from a pretrained model (e.g., VideoMAE) ground low-level motion dynamics, while textual prompts provide semantic intent. To bridge the distribution gap across modalities, we propose Dual-stream Unified Encoding and Transformation (DUET) and a Distribution-Aware Structural Harmonization (DASH) loss. DUET fuses video-informed cues into the motion latent space via unified encoding and dynamic attention, while DASH aligns motion trajectories with both distributional and structural statistics of video features. An auto-guidance mechanism further balances textual and visual signals by leveraging a weakened copy of the model, enhancing controllability without sacrificing diversity. Extensive experiments demonstrate that MotionDuet generates realistic and controllable human motions, surpassing strong state-of-the-art baselines.

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CHASM: Cross-frequency Harmonized Axis-Separable Mixing for Spectral Token Operators

Spectral token mixers based on Fourier transforms provide an efficient way to model global interactions in visual feature maps. Existing designs often either apply filter-wise spectral responses along fixed channel axes, or learn adaptive frequency-indexed channel mixing without explicitly aligning the channel directions used across frequencies. We propose CHASM, a Cross-frequency Harmonized Axis-Separable Mixer, as a structured middle ground. CHASM separates what should be shared from what should remain frequency-specific: all frequencies share a learned channel eigenbasis, while each frequency retains its own positive spectral gains. The shared basis makes channel directions comparable across the spectrum, whereas the positive gains preserve local spectral adaptivity. CHASM applies this structured operator separably along the height and width axes and is used as a drop-in replacement mixer inside existing backbones. We provide a structural characterization of the shared-basis operator family and evaluate CHASM through controlled same-backbone comparisons. Across accelerated MRI reconstruction, undersampled MRI segmentation, and natural-image reconstruction, CHASM consistently improves over same-backbone spectral-mixer baselines. Ablations show that removing the shared-basis constraint weakens performance, and randomizing coherent sampling geometry substantially reduces the gain, supporting cross-frequency harmonization as a useful inductive bias for spectral token operators.

cs.CV↗

UMo: Unified Sparse Motion Modeling for Real-Time Co-Speech Avatars

Speech-driven gestures and facial animations are fundamental to expressive digital avatars in games, virtual production, and interactive media. However, existing methods are either limited to a single modality for audio motion alignment, failing to fully utilize the potential of massive human motion data, or are constrained by the representation ability and throughput of multimodal models, which makes it difficult to achieve high-quality motion generation or real-time performance. We present UMo, a unified sparse motion modeling architecture for real-time co-speech avatars, which processes text, audio, and motion tokens within a unified formulation. Leveraging a spatially sparse Mixture-of-Experts framework and a temporally sparse, keyframe-centric design, UMo efficiently performs real-time dense reconstruction, enabling temporally coherent and high-fidelity animation generation for both facial expressions and gestures. Furthermore, we implement a multi-stage training strategy with targeted audio augmentation to enhance acoustic diversity and semantic consistency. Consequently, UMo preserves fine-grained speech-motion alignment even under strict latency constraints. Extensive quantitative and qualitative evaluations show that UMo achieves better output quality under low latency and real-time performance constraints, offering a practical solution for high-fidelity real-time co-speech avatars.

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MOGO: Residual Quantized Hierarchical Causal Transformer for High-Quality and Real-Time 3D Human Motion Generation

Recent advances in transformer-based text-to-motion generation have led to impressive progress in synthesizing high-quality human motion. Nevertheless, jointly achieving high fidelity, streaming capability, real-time responsiveness, and scalability remains a fundamental challenge. In this paper, we propose MOGO (Motion Generation with One-pass), a novel autoregressive framework tailored for efficient and real-time 3D motion generation. MOGO comprises two key components: (1) MoSA-VQ, a motion scale-adaptive residual vector quantization module that hierarchically discretizes motion sequences with learnable scaling to produce compact yet expressive representations; and (2) RQHC-Transformer, a residual quantized hierarchical causal transformer that generates multi-layer motion tokens in a single forward pass, significantly reducing inference latency. To enhance semantic fidelity, we further introduce a text condition alignment mechanism that improves motion decoding under textual control. Extensive experiments on benchmark datasets including HumanML3D, KIT-ML, and CMP demonstrate that MOGO achieves competitive or superior generation quality compared to state-of-the-art transformer-based methods, while offering substantial improvements in real-time performance, streaming generation, and generalization under zero-shot settings.

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