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Varun Jampani

Publications and source records attributed to Varun Jampani.

At least 19 recordsLinked to original sources

HumANDiff: Articulated Noise Diffusion for Motion-Consistent Human Video Generation

Despite tremendous recent progress in human video generation, generative video diffusion models still struggle to capture the dynamics and physics of human motions faithfully. In this paper, we propose a new framework for human video generation, HumANDiff, which enhances the human motion control with three key designs: 1) Articulated motion-consistent noise sampling that correlates the spatiotemporal distribution of latent noise and replaces the unstructured random Gaussian noise with 3D articulated noise sampled on the dense surface manifold of a statistical human body template. It inherits body topology priors for spatially and temporally consistent noise sampling. 2) Joint appearance-motion learning that enhances the standard training objective of video diffusion models by jointly predicting pixel appearances and corresponding physical motions from the articulated noises. It enables high-fidelity human video synthesis, e.g., capturing motion-dependent clothing wrinkles. 3) Geometric motion consistency learning that enforces physical motion consistency across frames via a novel geometric motion consistency loss defined in the articulated noise space. HumANDiff enables scalable controllable human video generation by fine-tuning video diffusion models with articulated noise sampling. Consequently, our method is agnostic to diffusion model design, and requires no modifications to the model architecture. During inference, HumANDiff enables image-to-video generation within a single framework, achieving intrinsic motion control without requiring additional motion modules. Extensive experiments demonstrate that our method achieves state-of-the-art performance in rendering motion-consistent, high-fidelity humans with diverse clothing styles. Project page: https://taohuumd.github.io/projects/HumANDiff/

cs.CV

ReLi3D: Relightable Multi-view 3D Reconstruction with Disentangled Illumination

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present ReLi3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single-image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two-path prediction strategy. The first path predicts the object's structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This, combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. In addition, with our mixed domain training protocol, which combines synthetic PBR datasets with real-world RGB captures, we establish generalizable results in geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets. Project Page: https://reli3d.jdihlmann.com/

cs.CV

Human Video Generation from a Single Image with 3D Pose and View Control

Recent diffusion methods have made significant progress in generating videos from single images due to their powerful visual generation capabilities. However, challenges persist in image-to-video synthesis, particularly in human video generation, where inferring view-consistent, motion-dependent clothing wrinkles from a single image remains a formidable problem. In this paper, we present Human Video Generation in 4D (HVG), a latent video diffusion model capable of generating high-quality, multi-view, spatiotemporally coherent human videos from a single image with 3D pose and view control. HVG achieves this through three key designs: (i) Articulated Pose Modulation, which captures the anatomical relationships of 3D joints via a novel dual-dimensional bone map and resolves self-occlusions across views by introducing 3D information; (ii) View and Temporal Alignment, which ensures multi-view consistency and alignment between a reference image and pose sequences for frame-to-frame stability; and (iii) Progressive Spatio-Temporal Sampling with temporal alignment to maintain smooth transitions in long multi-view animations. Extensive experiments on image-to-video tasks demonstrate that HVG outperforms existing methods in generating high-quality 4D human videos from diverse human images and pose inputs.

cs.CV

FROMAT: Multiview Material Appearance Transfer via Few-Shot Self-Attention Adaptation

Multiview diffusion models have rapidly emerged as a powerful tool for content creation with spatial consistency across viewpoints, offering rich visual realism without requiring explicit geometry and appearance representation. However, compared to meshes or radiance fields, existing multiview diffusion models offer limited appearance manipulation, particularly in terms of material, texture, or style. In this paper, we present a lightweight adaptation technique for appearance transfer in multiview diffusion models. Our method learns to combine object identity from an input image with appearance cues rendered in a separate reference image, producing multi-view-consistent output that reflects the desired materials, textures, or styles. This allows explicit specification of appearance parameters at generation time while preserving the underlying object geometry and view coherence. We leverage three diffusion denoising processes responsible for generating the original object, the reference, and the target images, and perform reverse sampling to aggregate a small subset of layer-wise self-attention features from the object and the reference to influence the target generation. Our method requires only a few training examples to introduce appearance awareness to pretrained multiview models. The experiments show that our method provides a simple yet effective way toward multiview generation with diverse appearance, advocating the adoption of implicit generative 3D representations in practice.

cs.CV

Block Cascading: Training Free Acceleration of Block-Causal Video Models

Block-causal video generation faces a stark speed-quality trade-off: small 1.3B models manage only 16 FPS while large 14B models crawl at 4.5 FPS, forcing users to choose between responsiveness and quality. Block Cascading significantly mitigates this trade-off through training-free parallelization. Our key insight: future video blocks do not need fully denoised current blocks to begin generation. By starting block generation with partially denoised context from predecessors, we transform sequential pipelines into parallel cascades where multiple blocks denoise simultaneously. With 5 GPUs exploiting temporal parallelism, we achieve ~2x acceleration across all model scales: 1.3B models accelerate from 16 to 30 FPS, 14B models from 4.5 to 12.5 FPS. Beyond inference speed, Block Cascading eliminates overhead from KV-recaching (of ~200ms) during context switches for interactive generation. Extensive evaluations validated against multiple block-causal pipelines demonstrate no significant loss in generation quality when switching from block-causal to Block Cascading pipelines for inference. Project Page: https://hmrishavbandy.github.io/block_cascading_page/

cs.CV

Foley Control: Aligning a Frozen Latent Text-to-Audio Model to Video

Foley Control is a lightweight approach to video-guided Foley that keeps pretrained single-modality models frozen and learns only a small cross-attention bridge between them. We connect V-JEPA2 video embeddings to a frozen Stable Audio Open DiT text-to-audio (T2A) model by inserting compact video cross-attention after the model's existing text cross-attention, so prompts set global semantics while video refines timing and local dynamics. The frozen backbones retain strong marginals (video; audio given text) and the bridge learns the audio-video dependency needed for synchronization -- without retraining the audio prior. To cut memory and stabilize training, we pool video tokens before conditioning. On curated video-audio benchmarks, Foley Control delivers competitive temporal and semantic alignment with far fewer trainable parameters than recent multi-modal systems, while preserving prompt-driven controllability and production-friendly modularity (swap/upgrade encoders or the T2A backbone without end-to-end retraining). Although we focus on Video-to-Foley, the same bridge design can potentially extend to other audio modalities (e.g., speech).

cs.CV

SViM3D: Stable Video Material Diffusion for Single Image 3D Generation

We present Stable Video Materials 3D (SViM3D), a framework to predict multi-view consistent physically based rendering (PBR) materials, given a single image. Recently, video diffusion models have been successfully used to reconstruct 3D objects from a single image efficiently. However, reflectance is still represented by simple material models or needs to be estimated in additional steps to enable relighting and controlled appearance edits. We extend a latent video diffusion model to output spatially varying PBR parameters and surface normals jointly with each generated view based on explicit camera control. This unique setup allows for relighting and generating a 3D asset using our model as neural prior. We introduce various mechanisms to this pipeline that improve quality in this ill-posed setting. We show state-of-the-art relighting and novel view synthesis performance on multiple object-centric datasets. Our method generalizes to diverse inputs, enabling the generation of relightable 3D assets useful in AR/VR, movies, games and other visual media.

cs.GR

ReSWD: ReSTIR'd, not shaken. Combining Reservoir Sampling and Sliced Wasserstein Distance for Variance Reduction

Distribution matching is central to many vision and graphics tasks, where the widely used Wasserstein distance is too costly to compute for high dimensional distributions. The Sliced Wasserstein Distance (SWD) offers a scalable alternative, yet its Monte Carlo estimator suffers from high variance, resulting in noisy gradients and slow convergence. We introduce Reservoir SWD (ReSWD), which integrates Weighted Reservoir Sampling into SWD to adaptively retain informative projection directions in optimization steps, resulting in stable gradients while remaining unbiased. Experiments on synthetic benchmarks and real-world tasks such as color correction and diffusion guidance show that ReSWD consistently outperforms standard SWD and other variance reduction baselines. Project page: https://reservoirswd.github.io/

cs.GR

Stable Cinemetrics : Structured Taxonomy and Evaluation for Professional Video Generation

Recent advances in video generation have enabled high-fidelity video synthesis from user provided prompts. However, existing models and benchmarks fail to capture the complexity and requirements of professional video generation. Towards that goal, we introduce Stable Cinemetrics, a structured evaluation framework that formalizes filmmaking controls into four disentangled, hierarchical taxonomies: Setup, Event, Lighting, and Camera. Together, these taxonomies define 76 fine-grained control nodes grounded in industry practices. Using these taxonomies, we construct a benchmark of prompts aligned with professional use cases and develop an automated pipeline for prompt categorization and question generation, enabling independent evaluation of each control dimension. We conduct a large-scale human study spanning 10+ models and 20K videos, annotated by a pool of 80+ film professionals. Our analysis, both coarse and fine-grained reveal that even the strongest current models exhibit significant gaps, particularly in Events and Camera-related controls. To enable scalable evaluation, we train an automatic evaluator, a vision-language model aligned with expert annotations that outperforms existing zero-shot baselines. SCINE is the first approach to situate professional video generation within the landscape of video generative models, introducing taxonomies centered around cinematic controls and supporting them with structured evaluation pipelines and detailed analyses to guide future research.

cs.CV

SD3.5-Flash: Distribution-Guided Distillation of Generative Flows

We present SD3.5-Flash, an efficient few-step distillation framework that brings high-quality image generation to accessible consumer devices. Our approach distills computationally prohibitive rectified flow models through a reformulated distribution matching objective tailored specifically for few-step generation. We introduce two key innovations: "timestep sharing" to reduce gradient noise and "split-timestep fine-tuning" to improve prompt alignment. Combined with comprehensive pipeline optimizations like text encoder restructuring and specialized quantization, our system enables both rapid generation and memory-efficient deployment across different hardware configurations. This democratizes access across the full spectrum of devices, from mobile phones to desktop computers. Through extensive evaluation including large-scale user studies, we demonstrate that SD3.5-Flash consistently outperforms existing few-step methods, making advanced generative AI truly accessible for practical deployment.

cs.CV

MechStyle: Augmenting Generative AI with Mechanical Simulation to Create Stylized and Structurally Viable 3D Models

Recent developments in Generative AI enable creators to stylize 3D models based on text prompts. These methods change the 3D model geometry, which can compromise the model's structural integrity once fabricated. We present MechStyle, a system that enables creators to stylize 3D printable models while preserving their structural integrity. MechStyle accomplishes this by augmenting the Generative AI-based stylization process with feedback from a Finite Element Analysis (FEA) simulation. As the stylization process modifies the geometry to approximate the desired style, feedback from the FEA simulation reduces modifications to regions with increased stress. We evaluate the effectiveness of FEA simulation feedback in the augmented stylization process by comparing three stylization control strategies. We also investigate the time efficiency of our approach by comparing three adaptive scheduling strategies. Finally, we demonstrate MechStyle's user interface that allows users to generate stylized and structurally viable 3D models and provide five example applications.

cs.HC

Stable Video-Driven Portraits

Portrait animation aims to generate photo-realistic videos from a single source image by reenacting the expression and pose from a driving video. While early methods relied on 3D morphable models or feature warping techniques, they often suffered from limited expressivity, temporal inconsistency, and poor generalization to unseen identities or large pose variations. Recent advances using diffusion models have demonstrated improved quality but remain constrained by weak control signals and architectural limitations. In this work, we propose a novel diffusion based framework that leverages masked facial regions specifically the eyes, nose, and mouth from the driving video as strong motion control cues. To enable robust training without appearance leakage, we adopt cross identity supervision. To leverage the strong prior from the pretrained diffusion model, our novel architecture introduces minimal new parameters that converge faster and help in better generalization. We introduce spatial temporal attention mechanisms that allow inter frame and intra frame interactions, effectively capturing subtle motions and reducing temporal artifacts. Our model uses history frames to ensure continuity across segments. At inference, we propose a novel signal fusion strategy that balances motion fidelity with identity preservation. Our approach achieves superior temporal consistency and accurate expression control, enabling high-quality, controllable portrait animation suitable for real-world applications.

cs.CV

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts - structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify the architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL (Deitke et al., 2023), each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

cs.CV

DiffusionLight-Turbo: Accelerated Light Probes for Free via Single-Pass Chrome Ball Inpainting

We introduce a simple yet effective technique for estimating lighting from a single low-dynamic-range (LDR) image by reframing the task as a chrome ball inpainting problem. This approach leverages a pre-trained diffusion model, Stable Diffusion XL, to overcome the generalization failures of existing methods that rely on limited HDR panorama datasets. While conceptually simple, the task remains challenging because diffusion models often insert incorrect or inconsistent content and cannot readily generate chrome balls in HDR format. Our analysis reveals that the inpainting process is highly sensitive to the initial noise in the diffusion process, occasionally resulting in unrealistic outputs. To address this, we first introduce DiffusionLight, which uses iterative inpainting to compute a median chrome ball from multiple outputs to serve as a stable, low-frequency lighting prior that guides the generation of a high-quality final result. To generate high-dynamic-range (HDR) light probes, an Exposure LoRA is fine-tuned to create LDR images at multiple exposure values, which are then merged. While effective, DiffusionLight is time-intensive, requiring approximately 30 minutes per estimation. To reduce this overhead, we introduce DiffusionLight-Turbo, which reduces the runtime to about 30 seconds with minimal quality loss. This 60x speedup is achieved by training a Turbo LoRA to directly predict the averaged chrome balls from the iterative process. Inference is further streamlined into a single denoising pass using a LoRA swapping technique. Experimental results that show our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios. Our code is available at https://diffusionlight.github.io/turbo

cs.CV

PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.

cs.CV

GIQ: Benchmarking 3D Geometric Reasoning of Vision Foundation Models with Simulated and Real Polyhedra

Modern monocular 3D reconstruction methods and vision-language models (VLMs) demonstrate impressive results on standard benchmarks, yet recent works cast doubt on their true understanding of geometric properties. We introduce GOQ, a comprehensive benchmark specifically designed to evaluate the geometric reasoning capabilities of vision and vision-language foundation models. GIQ comprises synthetic and real-world images and corresponding 3D meshes of diverse polyhedra covering varying levels of complexity and symmetry, from Platonic, Archimedean, Johnson, and Catalan solids to stellations and compound shapes. Through systematic experiments involving monocular 3D reconstruction, 3D symmetry detection, mental rotation tests, and zero-shot shape classification tasks, we reveal significant shortcomings in current models. State-of-the-art reconstruction algorithms trained on extensive 3D datasets struggle to reconstruct even basic geometric Platonic solids accurately. Next, although foundation models may be shown via linear and non-linear probing to capture specific 3D symmetry elements, they falter significantly in tasks requiring detailed geometric differentiation, such as mental rotation. Moreover, advanced vision-language assistants such as ChatGPT, Gemini and Claud exhibit remarkably low accuracy in interpreting basic shape properties such as face geometry, convexity, and compound structures of complex polyhedra. GIQ is publicly available at toomanymatts.github.io/giq-benchmark/, providing a structured platform to benchmark critical gaps in geometric intelligence and facilitate future progress in robust, geometry-aware representation learning.

cs.CV

MARBLE: Material Recomposition and Blending in CLIP-Space

Editing materials of objects in images based on exemplar images is an active area of research in computer vision and graphics. We propose MARBLE, a method for performing material blending and recomposing fine-grained material properties by finding material embeddings in CLIP-space and using that to control pre-trained text-to-image models. We improve exemplar-based material editing by finding a block in the denoising UNet responsible for material attribution. Given two material exemplar-images, we find directions in the CLIP-space for blending the materials. Further, we can achieve parametric control over fine-grained material attributes such as roughness, metallic, transparency, and glow using a shallow network to predict the direction for the desired material attribute change. We perform qualitative and quantitative analysis to demonstrate the efficacy of our proposed method. We also present the ability of our method to perform multiple edits in a single forward pass and applicability to painting. Project Page: https://marblecontrol.github.io/

cs.CV

FaceCraft4D: Animated 3D Facial Avatar Generation from a Single Image

We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or struggle with shape accuracy and identity consistency. To address these limitations, we propose a comprehensive system that leverages shape, image, and video priors to create full-view, animatable avatars. Our approach first obtains initial coarse shape through 3D-GAN inversion. Then, it enhances multiview textures using depth-guided warping signals for cross-view consistency with the help of the image diffusion model. To handle expression animation, we incorporate a video prior with synchronized driving signals across viewpoints. We further introduce a Consistent-Inconsistent training to effectively handle data inconsistencies during 4D reconstruction. Experimental results demonstrate that our method achieves superior quality compared to the prior art, while maintaining consistency across different viewpoints and expressions.

cs.CV