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Tianjia Shao

Publications and source records attributed to Tianjia Shao.

At least 19 recordsLinked to original sources

Slot-ID: Identity-Preserving Video Generation from Reference Videos via Slot-Based Temporal Identity Encoding

Human identity-preserving text-to-video generation remains challenging under large changes in viewpoint, facial expression, illumination, and motion. Existing methods condition the generator on a single reference portrait, but a static image cannot capture how identity-bearing cues evolve across views and expressions, leading to face deformation, pose locking, identity drift, or over-smoothed faces. We observe that a short reference clip naturally provides richer temporal and multi-view identity cues than any single image, motivating a video-referential formulation. This richer signal, however, introduces a new challenge: identity evidence is distributed across many frames and must be distilled into a compact, stable representation under a limited token budget. To this end, we propose Slot-ID, a lightweight identity-conditioning framework built on a frozen text-to-video backbone. Slot-ID employs a slot-based temporal identity encoder with Sinkhorn-routed iterative reading to distill a compact, stable set of identity tokens from the reference clip, complemented by an image-anchor stream for dual-source conditioning. Extensive experiments demonstrate that Slot-ID outperforms state-of-the-art methods in identity preservation and visual naturalness while remaining competitive in prompt following, with particularly large gains under challenging pose, expression, and motion variations.

cs.CV

As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.

cs.GR

RealDenseFace: Real-time Monocular 3D Face Reconstruction from Dense UV-space Priors

Recent monocular 3D face reconstruction methods achieve high fidelity by fitting a 3D Morphable Model (3DMM) to dense priors predicted by networks, but the optimization stage is computationally expensive, often taking tens of seconds per image. We present RealDenseFace, a real-time optimization-based 3D face reconstruction method with dense UV-space network predictions. Our key idea is to formulate 3DMM fitting as a nonlinear least-squares problem and solve it with a tailored Gauss-Newton solver that converges in only a few iterations. The reconstruction is conducted in two stages. In the first stage, the network predicts two dense UV-space maps from a single RGB image: a correspondence map for UV-to-image alignment, and a relative-depth map for geometric constraints along the viewing direction. In the second stage, the solver fits per-vertex targets sampled from these maps at the vertex UV coordinates. The solver supports all three reconstruction settings: single-image fitting, offline sequence reconstruction, and online tracking. Our method achieves state-of-the-art accuracy on the NeRSemble SVFR benchmark. The online tracker runs at 80+ FPS, and the offline sequence reconstruction is over 20 times faster than previous optimization-based baselines.

cs.CV

GroundShot: Visually Consistent Multi-Shot Long Video Generation via Entity-Grounded Shot Scheduling

Generating visually consistent multi-shot videos remains an open challenge. As videos span more shots, inconsistencies can accumulate across shots, causing entities that reappear across shots -- characters, objects, and locations -- to drift away from how they first appear. We observe that viewers judge consistency by comparing each later appearance of an entity with its first clear appearance; the visual quality of this initial appearance sets the consistency ceiling for all that follows. Motivated by this, we present \textbf{GroundShot}, a training-free, model-agnostic agentic framework for entity-grounded multi-shot generation. GroundShot builds an entity-level visual memory online from accepted generated shots: it schedules shots' generation order by their expected usefulness as entity references, grounds entities from generated videos, verifies their reliability before adding them to memory, and retrieves suitable entity references from memory before each shot is generated. To evaluate this entity-centered view of consistency, we further introduce \textbf{GroundBench}, a diagnostic benchmark that measures consistency at the entity level while isolating controlled challenge dimensions. Experiments show that GroundShot improves multi-shot consistency over existing methods while requiring no additional training or model modification.

cs.CV

Sparse-to-Complete: From Sparse Image Captures to Complete 3D Scenes

We introduce S2C-3D, a novel sparse-view 3D reconstruction framework for high-fidelity and complete scene reconstruction from as few as six to eight images. Our framework features three components: a specialized diffusion model for scene-specific image restoration, a training-free view-consistency conditioned sampling process in the diffusion model for refined Gaussian optimization, and a camera trajectory planning scheme to ensure comprehensive scene coverage. The specialized diffusion model is developed by finetuning a pretrained architecture on the input views and their corresponding degraded counterparts. The adaptation to the scene distribution allows the model to repair Gaussian renderings while effectively eliminating domain gaps. Meanwhile, the trajectory planning scheme optimizes scene coverage by connecting each newly sampled camera to its two nearest neighbors. By iteratively constructing paths and retaining only those that significantly enhance visibility, the scheme establishes a trajectory that covers the entire scene. To address multi-view conflicts, the view-consistency conditioned sampling process quantifies the consistency between neighboring repaired images. This information is injected as a condition into the sampling process of the frozen diffusion model, facilitating the generation of view-consistent images without additional training. Consequently, our approach produces high-fidelity 3D Gaussians that are robust to artifacts. Experimental results demonstrate that S2C-3D outperforms state-of-the-art methods, constructing high-quality scenes that are free from missing regions, blurring, or other artifacts with very sparse inputs. The source code and data are available at https://gapszju.github.io/S2C-3D.

cs.CV

High-Fidelity Mobile Avatars with Pruned Local Blendshapes

We propose a method to reconstruct high-fidelity human avatars from multi-view video that can run on mobile devices. Many works can model high-quality Gaussian-based full-body avatars from multi-view video. However, these methods require heavy computation to obtain pose-dependent appearance, making deployment on mobile devices very difficult. Recent methods distill from pretrained models and model pose-dependent nonlinear Gaussian attributes by linearly combining global pose features with blendshapes. Although they can run on mobile devices, they suffer some loss of detail. We observe that nearby Gaussians are often highly correlated within a local region of the body, and can be linearly modeled with less error. Therefore, we use local linear blendshapes in small body parts to capture global nonlinear changes of Gaussian attributes. To further reduce computation and model size, we propose to remove blendshapes for Gaussians whose attributes change little, yielding a minimal blendshape representation. Our method is an end-to-end training method without a pretrained model. To make it run on multiple devices, we implement our method using WebGPU. Experiments show that our method can render high-quality human avatars with better details, and can reach 120 FPS at 2K resolution on mobile devices.

cs.CV

Gaussian-Plus-SDF SLAM: High-fidelity 3D Reconstruction at 150+ fps

While recent Gaussian-based SLAM methods achieve photorealistic reconstruction from RGB-D data, their computational performance remains a critical bottleneck. State-of-the-art techniques operate at less than 20 fps, significantly lagging behind geometry-based approaches like KinectFusion (hundreds of fps). This limitation stems from the heavy computational burden: modeling scenes requires numerous Gaussians and complex iterative optimization to fit RGB-D data; insufficient Gaussian counts or optimization iterations cause severe quality degradation. To address this, we propose a Gaussian-SDF hybrid representation, combining a colorized signed distance field (SDF) for smooth geometry and appearance with 3D Gaussians to capture underrepresented details. The SDF is efficiently constructed via RGB-D fusion (as in geometry-based methods), while Gaussians undergo iterative optimization. Our representation enables significant Gaussian reduction (50% fewer) by avoiding full-scene Gaussian modeling, and efficient Gaussian optimization (75% fewer iterations) through targeted appearance refinement. Building upon this representation, we develop GPS-SLAM (Gaussian-plus-SDF SLAM), a real-time 3D reconstruction system achieving over 150 fps on real-world Azure Kinect sequences, faster by an order-of-magnitude than state-of-the-art techniques while maintaining comparable reconstruction quality. The source code and data are available at https://gapszju.github.io/GPS-SLAM.

cs.CV

When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering

We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes -- surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve anti-aliasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering.

cs.CV

TR-Gaussians: High-fidelity Real-time Rendering of Planar Transmission and Reflection with 3D Gaussian Splatting

We propose Transmission-Reflection Gaussians (TR-Gaussians), a novel 3D-Gaussian-based representation for high-fidelity rendering of planar transmission and reflection, which are ubiquitous in indoor scenes. Our method combines 3D Gaussians with learnable reflection planes that explicitly model the glass planes with view-dependent reflectance strengths. Real scenes and transmission components are modeled by 3D Gaussians and the reflection components are modeled by the mirrored Gaussians with respect to the reflection plane. The transmission and reflection components are blended according to a Fresnel-based, view-dependent weighting scheme, allowing for faithful synthesis of complex appearance effects under varying viewpoints. To effectively optimize TR-Gaussians, we develop a multi-stage optimization framework incorporating color and geometry constraints and an opacity perturbation mechanism. Experiments on different datasets demonstrate that TR-Gaussians achieve real-time, high-fidelity novel view synthesis in scenes with planar transmission and reflection, and outperform state-of-the-art approaches both quantitatively and qualitatively.

cs.GR

ElastoGen: 4D Generative Elastodynamics

We present ElastoGen, a knowledge-driven AI model that generates physically accurate 4D elastodynamics. Unlike deep models that learn from video- or image-based observations, ElastoGen leverages the principles of physics and learns from established mathematical and optimization procedures. The core idea of ElastoGen is converting the differential equation, corresponding to the nonlinear force equilibrium, into a series of iterative local convolution-like operations, which naturally fit deep architectures. We carefully build our network module following this overarching design philosophy. ElastoGen is much more lightweight in terms of both training requirements and network scale than deep generative models. Because of its alignment with actual physical procedures, ElastoGen efficiently generates accurate dynamics for a wide range of hyperelastic materials and can be easily integrated with upstream and downstream deep modules to enable end-to-end 4D generation.

cs.LG

Autonomous Imagination: Closed-Loop Decomposition of Visual-to-Textual Conversion in Visual Reasoning for Multimodal Large Language Models

Under pure textual modality, Large Language Models (LLMs) have demonstrated remarkable success in complex reasoning tasks by decomposing them into simpler sub-problems. However, Multimodal Large Language Models (MLLMs) still struggle with some seemingly straightforward visual tasks, such as counting and solving jigsaw puzzles. We argue that these tasks challenge the ability of visual-to-textual conversion, where MLLMs convert visual information perceived from the input scene, to textual information for further reasoning and generating the answer. If the complexity of the visual input is beyond the perceptual capability of the MLLMs, without decomposing this conversion process, simply scaling inference-time reasoning cannot solve the task because it repeatedly encounters the same perceptual bottleneck. We propose an approach, autonomous imagination, to enable MLLMs to iteratively modify visual inputs (e.g. isolating objects, rearranging puzzle pieces) into intermediate visual states, decomposing visual-to-textual conversion into closed-loop visual modification steps. We show that, without any retraining, MLLMs can now solve tasks initially beyond their perceptual capability, highlighting that closed-loop visual modification can be an effective way of decomposing the visual reasoning task into solvable substeps. Our code and data are released at https://future-item.github.io/autoimagine-site/.

cs.CV

Interactive Rendering of Relightable and Animatable Gaussian Avatars

Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.

cs.CV

Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs

Many works have succeeded in reconstructing Gaussian human avatars from multi-view videos. However, they either struggle to capture pose-dependent appearance details with a single MLP, or rely on a computationally intensive neural network to reconstruct high-fidelity appearance but with rendering performance degraded to non-real-time. We propose a novel Gaussian human avatar representation that can reconstruct high-fidelity pose-dependence appearance with details and meanwhile can be rendered in real time. Our Gaussian avatar is empowered by spatially distributed MLPs which are explicitly located on different positions on human body. The parameters stored in each Gaussian are obtained by interpolating from the outputs of its nearby MLPs based on their distances. To avoid undesired smooth Gaussian property changing during interpolation, for each Gaussian we define a set of Gaussian offset basis, and a linear combination of basis represents the Gaussian property offsets relative to the neutral properties. Then we propose to let the MLPs output a set of coefficients corresponding to the basis. In this way, although Gaussian coefficients are derived from interpolation and change smoothly, the Gaussian offset basis is learned freely without constraints. The smoothly varying coefficients combined with freely learned basis can still produce distinctly different Gaussian property offsets, allowing the ability to learn high-frequency spatial signals. We further use control points to constrain the Gaussians distributed on a surface layer rather than allowing them to be irregularly distributed inside the body, to help the human avatar generalize better when animated under novel poses. Compared to the state-of-the-art method, our method achieves better appearance quality with finer details while the rendering speed is significantly faster under novel views and novel poses.

cs.GR

High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction Model

Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.

cs.CV

Cloth Animation with Time-dependent Persistent Wrinkles

Persistent wrinkles are often observed on crumpled garments e.g., the wrinkles around the knees after sitting for a while. Such wrinkles can be easily recovered if not deformed for long, and otherwise be persistent. Since they are vital to the visual realism of cloth animation, we aim to simulate realistic looking persistent wrinkles. To this end, we present a physics-inspired fine-grained wrinkle model. Different from existing methods, we recognize the importance of the interplay between internal friction and plasticity during wrinkle formation. Furthermore, we model their time dependence for persistent wrinkles. Our model is capable of not only simulating realistic wrinkle patterns, but also their time-dependent changes according to how long the deformation is maintained. Through extensive experiments, we show that our model is effective in simulating realistic spatial and temporal varying wrinkles, versatile in simulating different materials, and capable of generating more fine-grained wrinkles than the state of the art.

cs.GR

3DGS$^2$: Near Second-order Converging 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a mainstream solution for novel view synthesis and 3D reconstruction. By explicitly encoding a 3D scene using a collection of Gaussian kernels, 3DGS achieves high-quality rendering with superior efficiency. As a learning-based approach, 3DGS training has been dealt with the standard stochastic gradient descent (SGD) method, which offers at most linear convergence. Consequently, training often requires tens of minutes, even with GPU acceleration. This paper introduces a (near) second-order convergent training algorithm for 3DGS, leveraging its unique properties. Our approach is inspired by two key observations. First, the attributes of a Gaussian kernel contribute independently to the image-space loss, which endorses isolated and local optimization algorithms. We exploit this by splitting the optimization at the level of individual kernel attributes, analytically constructing small-size Newton systems for each parameter group, and efficiently solving these systems on GPU threads. This achieves Newton-like convergence per training image without relying on the global Hessian. Second, kernels exhibit sparse and structured coupling across input images. This property allows us to effectively utilize spatial information to mitigate overshoot during stochastic training. Our method converges an order faster than standard GPU-based 3DGS training, requiring over $10\times$ fewer iterations while maintaining or surpassing the quality of the compared with the SGD-based 3DGS reconstructions.

cs.CV

Enabling Synergistic Full-Body Control in Prompt-Based Co-Speech Motion Generation

Current co-speech motion generation approaches usually focus on upper body gestures following speech contents only, while lacking supporting the elaborate control of synergistic full-body motion based on text prompts, such as talking while walking. The major challenges lie in 1) the existing speech-to-motion datasets only involve highly limited full-body motions, making a wide range of common human activities out of training distribution; 2) these datasets also lack annotated user prompts. To address these challenges, we propose SynTalker, which utilizes the off-the-shelf text-to-motion dataset as an auxiliary for supplementing the missing full-body motion and prompts. The core technical contributions are two-fold. One is the multi-stage training process which obtains an aligned embedding space of motion, speech, and prompts despite the significant distributional mismatch in motion between speech-to-motion and text-to-motion datasets. Another is the diffusion-based conditional inference process, which utilizes the separate-then-combine strategy to realize fine-grained control of local body parts. Extensive experiments are conducted to verify that our approach supports precise and flexible control of synergistic full-body motion generation based on both speeches and user prompts, which is beyond the ability of existing approaches.

cs.CV

GenesisTex2: Stable, Consistent and High-Quality Text-to-Texture Generation

Large-scale text-guided image diffusion models have shown astonishing results in text-to-image (T2I) generation. However, applying these models to synthesize textures for 3D geometries remains challenging due to the domain gap between 2D images and textures on a 3D surface. Early works that used a projecting-and-inpainting approach managed to preserve generation diversity but often resulted in noticeable artifacts and style inconsistencies. While recent methods have attempted to address these inconsistencies, they often introduce other issues, such as blurring, over-saturation, or over-smoothing. To overcome these challenges, we propose a novel text-to-texture synthesis framework that leverages pretrained diffusion models. We first introduce a local attention reweighing mechanism in the self-attention layers to guide the model in concentrating on spatial-correlated patches across different views, thereby enhancing local details while preserving cross-view consistency. Additionally, we propose a novel latent space merge pipeline, which further ensures consistency across different viewpoints without sacrificing too much diversity. Our method significantly outperforms existing state-of-the-art techniques regarding texture consistency and visual quality, while delivering results much faster than distillation-based methods. Importantly, our framework does not require additional training or fine-tuning, making it highly adaptable to a wide range of models available on public platforms.

cs.CV