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Weihao Yuan

Publications and source records attributed to Weihao Yuan.

At least 37 records · Page 2Linked to original sources

Harnessing modal fields retrieved from speckle for multi-dimensional metrology

Although speckle is a powerful tool for high-precision metrology, large datasets and cumbersome training are always required to learn from the encoded speckle patterns, which is unfavorable for rapid deployment and multi-dimensional metrology. To enable high accuracy and fast training, physics-informed machine learning enforces physical laws to address high-dimensional problems. Here, we harness the modal fields in a few-mode fiber, which follow the law of beam propagation, to enable high-accuracy and fast-training parameter estimation. Anti-noise fast mode decomposition is implemented to retrieve the modal fields from the speckles. The accuracy is enhanced since the modal fields enable parameter estimation at random points in the continuous space-time domain. Artificial tactile perception and multi-dimensional metrology are achieved with high accuracy because the modal fields respond diversely to different parameters. Meanwhile, the number of specklegrams for training is reduced by around 5 times. The training time of machine learning is significantly reduced by 800 times, from 9 hours and 45 minutes to 40 seconds. Therefore, harnessing the modal fields paves a new way for the speckle-based metrology to develop efficient, low-cost, multi-dimensional sensors, making it suitable for intelligent wearable devices, industrial robots and healthcare applications.

physics.optics↗

DicFace: Dirichlet-Constrained Variational Codebook Learning for Temporally Coherent Video Face Restoration

Video face restoration faces a critical challenge in maintaining temporal consistency while recovering fine facial details from degraded inputs. This paper presents a novel approach that extends Vector-Quantized Variational Autoencoders (VQ-VAEs), pretrained on static high-quality portraits, into a video restoration framework through variational latent space modeling. Our key innovation lies in reformulating discrete codebook representations as Dirichlet-distributed continuous variables, enabling probabilistic transitions between facial features across frames. A spatio-temporal Transformer architecture jointly models inter-frame dependencies and predicts latent distributions, while a Laplacian-constrained reconstruction loss combined with perceptual (LPIPS) regularization enhances both pixel accuracy and visual quality. Comprehensive evaluations on blind face restoration, video inpainting, and facial colorization tasks demonstrate state-of-the-art performance. This work establishes an effective paradigm for adapting intensive image priors, pretrained on high-quality images, to video restoration while addressing the critical challenge of flicker artifacts. The source code has been open-sourced and is available at https://github.com/fudan-generative-vision/DicFace.

cs.CV↗

LAM: Large Avatar Model for One-shot Animatable Gaussian Head

We present LAM, an innovative Large Avatar Model for animatable Gaussian head reconstruction from a single image. Unlike previous methods that require extensive training on captured video sequences or rely on auxiliary neural networks for animation and rendering during inference, our approach generates Gaussian heads that are immediately animatable and renderable. Specifically, LAM creates an animatable Gaussian head in a single forward pass, enabling reenactment and rendering without additional networks or post-processing steps. This capability allows for seamless integration into existing rendering pipelines, ensuring real-time animation and rendering across a wide range of platforms, including mobile phones. The centerpiece of our framework is the canonical Gaussian attributes generator, which utilizes FLAME canonical points as queries. These points interact with multi-scale image features through a Transformer to accurately predict Gaussian attributes in the canonical space. The reconstructed canonical Gaussian avatar can then be animated utilizing standard linear blend skinning (LBS) with corrective blendshapes as the FLAME model did and rendered in real-time on various platforms. Our experimental results demonstrate that LAM outperforms state-of-the-art methods on existing benchmarks. Our code and video are available at https://aigc3d.github.io/projects/LAM/

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MulSMo: Multimodal Stylized Motion Generation by Bidirectional Control Flow

Generating motion sequences conforming to a target style while adhering to the given content prompts requires accommodating both the content and style. In existing methods, the information usually only flows from style to content, which may cause conflict between the style and content, harming the integration. Differently, in this work we build a bidirectional control flow between the style and the content, also adjusting the style towards the content, in which case the style-content collision is alleviated and the dynamics of the style is better preserved in the integration. Moreover, we extend the stylized motion generation from one modality, i.e. the style motion, to multiple modalities including texts and images through contrastive learning, leading to flexible style control on the motion generation. Extensive experiments demonstrate that our method significantly outperforms previous methods across different datasets, while also enabling multimodal signals control. The code of our method will be made publicly available.

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LHM: Large Animatable Human Reconstruction Model from a Single Image in Seconds

Animatable 3D human reconstruction from a single image is a challenging problem due to the ambiguity in decoupling geometry, appearance, and deformation. Recent advances in 3D human reconstruction mainly focus on static human modeling, and the reliance of using synthetic 3D scans for training limits their generalization ability. Conversely, optimization-based video methods achieve higher fidelity but demand controlled capture conditions and computationally intensive refinement processes. Motivated by the emergence of large reconstruction models for efficient static reconstruction, we propose LHM (Large Animatable Human Reconstruction Model) to infer high-fidelity avatars represented as 3D Gaussian splatting in a feed-forward pass. Our model leverages a multimodal transformer architecture to effectively encode the human body positional features and image features with attention mechanism, enabling detailed preservation of clothing geometry and texture. To further boost the face identity preservation and fine detail recovery, we propose a head feature pyramid encoding scheme to aggregate multi-scale features of the head regions. Extensive experiments demonstrate that our LHM generates plausible animatable human in seconds without post-processing for face and hands, outperforming existing methods in both reconstruction accuracy and generalization ability.

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LaMP: Language-Motion Pretraining for Motion Generation, Retrieval, and Captioning

Language plays a vital role in the realm of human motion. Existing methods have largely depended on CLIP text embeddings for motion generation, yet they fall short in effectively aligning language and motion due to CLIP's pretraining on static image-text pairs. This work introduces LaMP, a novel Language-Motion Pretraining model, which transitions from a language-vision to a more suitable language-motion latent space. It addresses key limitations by generating motion-informative text embeddings, significantly enhancing the relevance and semantics of generated motion sequences. With LaMP, we advance three key tasks: text-to-motion generation, motion-text retrieval, and motion captioning through aligned language-motion representation learning. For generation, we utilize LaMP to provide the text condition instead of CLIP, and an autoregressive masked prediction is designed to achieve mask modeling without rank collapse in transformers. For retrieval, motion features from LaMP's motion transformer interact with query tokens to retrieve text features from the text transformer, and vice versa. For captioning, we finetune a large language model with the language-informative motion features to develop a strong motion captioning model. In addition, we introduce the LaMP-BertScore metric to assess the alignment of generated motions with textual descriptions. Extensive experimental results on multiple datasets demonstrate substantial improvements over previous methods across all three tasks. The code of our method will be made public.

cs.CV↗

Textoon: Generating Vivid 2D Cartoon Characters from Text Descriptions

The 2D cartoon style is a prominent art form in digital character creation, particularly popular among younger audiences. While advancements in digital human technology have spurred extensive research into photorealistic digital humans and 3D characters, interactive 2D cartoon characters have received comparatively less attention. Unlike 3D counterparts, which require sophisticated construction and resource-intensive rendering, Live2D, a widely-used format for 2D cartoon characters, offers a more efficient alternative, which allows to animate 2D characters in a manner that simulates 3D movement without the necessity of building a complete 3D model. Furthermore, Live2D employs lightweight HTML5 (H5) rendering, improving both accessibility and efficiency. In this technical report, we introduce Textoon, an innovative method for generating diverse 2D cartoon characters in the Live2D format based on text descriptions. The Textoon leverages cutting-edge language and vision models to comprehend textual intentions and generate 2D appearance, capable of creating a wide variety of stunning and interactive 2D characters within one minute. The project homepage is https://human3daigc.github.io/Textoon_webpage/.

cs.CV↗

MoGenTS: Motion Generation based on Spatial-Temporal Joint Modeling

Motion generation from discrete quantization offers many advantages over continuous regression, but at the cost of inevitable approximation errors. Previous methods usually quantize the entire body pose into one code, which not only faces the difficulty in encoding all joints within one vector but also loses the spatial relationship between different joints. Differently, in this work we quantize each individual joint into one vector, which i) simplifies the quantization process as the complexity associated with a single joint is markedly lower than that of the entire pose; ii) maintains a spatial-temporal structure that preserves both the spatial relationships among joints and the temporal movement patterns; iii) yields a 2D token map, which enables the application of various 2D operations widely used in 2D images. Grounded in the 2D motion quantization, we build a spatial-temporal modeling framework, where 2D joint VQVAE, temporal-spatial 2D masking technique, and spatial-temporal 2D attention are proposed to take advantage of spatial-temporal signals among the 2D tokens. Extensive experiments demonstrate that our method significantly outperforms previous methods across different datasets, with a 26.6% decrease of FID on HumanML3D and a 29.9% decrease on KIT-ML. Project page: https://aigc3d.github.io/mogents.

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MCMat: Multiview-Consistent and Physically Accurate PBR Material Generation

Existing 2D methods utilize UNet-based diffusion models to generate multi-view physically-based rendering (PBR) maps but struggle with multi-view inconsistency, while some 3D methods directly generate UV maps, encountering generalization issues due to the limited 3D data. To address these problems, we propose a two-stage approach, including multi-view generation and UV materials refinement. In the generation stage, we adopt a Diffusion Transformer (DiT) model to generate PBR materials, where both the specially designed multi-branch DiT and reference-based DiT blocks adopt a global attention mechanism to promote feature interaction and fusion between different views, thereby improving multi-view consistency. In addition, we adopt a PBR-based diffusion loss to ensure that the generated materials align with realistic physical principles. In the refinement stage, we propose a material-refined DiT that performs inpainting in empty areas and enhances details in UV space. Except for the normal condition, this refinement also takes the material map from the generation stage as an additional condition to reduce the learning difficulty and improve generalization. Extensive experiments show that our method achieves state-of-the-art performance in texturing 3D objects with PBR materials and provides significant advantages for graphics relighting applications. Project Page: https://lingtengqiu.github.io/2024/MCMat/

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AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction

Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.

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MVImgNet2.0: A Larger-scale Dataset of Multi-view Images

MVImgNet is a large-scale dataset that contains multi-view images of ~220k real-world objects in 238 classes. As a counterpart of ImageNet, it introduces 3D visual signals via multi-view shooting, making a soft bridge between 2D and 3D vision. This paper constructs the MVImgNet2.0 dataset that expands MVImgNet into a total of ~520k objects and 515 categories, which derives a 3D dataset with a larger scale that is more comparable to ones in the 2D domain. In addition to the expanded dataset scale and category range, MVImgNet2.0 is of a higher quality than MVImgNet owing to four new features: (i) most shoots capture 360-degree views of the objects, which can support the learning of object reconstruction with completeness; (ii) the segmentation manner is advanced to produce foreground object masks of higher accuracy; (iii) a more powerful structure-from-motion method is adopted to derive the camera pose for each frame of a lower estimation error; (iv) higher-quality dense point clouds are reconstructed via advanced methods for objects captured in 360-degree views, which can serve for downstream applications. Extensive experiments confirm the value of the proposed MVImgNet2.0 in boosting the performance of large 3D reconstruction models. MVImgNet2.0 will be public at luyues.github.io/mvimgnet2, including multi-view images of all 520k objects, the reconstructed high-quality point clouds, and data annotation codes, hoping to inspire the broader vision community.

cs.CV↗

GIC: Gaussian-Informed Continuum for Physical Property Identification and Simulation

This paper studies the problem of estimating physical properties (system identification) through visual observations. To facilitate geometry-aware guidance in physical property estimation, we introduce a novel hybrid framework that leverages 3D Gaussian representation to not only capture explicit shapes but also enable the simulated continuum to render object masks as 2D shape surrogates during training. We propose a new dynamic 3D Gaussian framework based on motion factorization to recover the object as 3D Gaussian point sets across different time states. Furthermore, we develop a coarse-to-fine filling strategy to generate the density fields of the object from the Gaussian reconstruction, allowing for the extraction of object continuums along with their surfaces and the integration of Gaussian attributes into these continuum. In addition to the extracted object surfaces, the Gaussian-informed continuum also enables the rendering of object masks during simulations, serving as 2D-shape guidance for physical property estimation. Extensive experimental evaluations demonstrate that our pipeline achieves state-of-the-art performance across multiple benchmarks and metrics. Additionally, we illustrate the effectiveness of the proposed method through real-world demonstrations, showcasing its practical utility. Our project page is at https://jukgei.github.io/project/gic.

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HIVE: HIerarchical Volume Encoding for Neural Implicit Surface Reconstruction

Neural implicit surface reconstruction has become a new trend in reconstructing a detailed 3D shape from images. In previous methods, however, the 3D scene is only encoded by the MLPs which do not have an explicit 3D structure. To better represent 3D shapes, we introduce a volume encoding to explicitly encode the spatial information. We further design hierarchical volumes to encode the scene structures in multiple scales. The high-resolution volumes capture the high-frequency geometry details since spatially varying features could be learned from different 3D points, while the low-resolution volumes enforce the spatial consistency to keep the shape smooth since adjacent locations possess the same low-resolution feature. In addition, we adopt a sparse structure to reduce the memory consumption at high-resolution volumes, and two regularization terms to enhance results smoothness. This hierarchical volume encoding could be appended to any implicit surface reconstruction method as a plug-and-play module, and can generate a smooth and clean reconstruction with more details. Superior performance is demonstrated in DTU, EPFL, and BlendedMVS datasets with significant improvement on the standard metrics.

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An Optimization Framework to Enforce Multi-View Consistency for Texturing 3D Meshes

A fundamental problem in the texturing of 3D meshes using pre-trained text-to-image models is to ensure multi-view consistency. State-of-the-art approaches typically use diffusion models to aggregate multi-view inputs, where common issues are the blurriness caused by the averaging operation in the aggregation step or inconsistencies in local features. This paper introduces an optimization framework that proceeds in four stages to achieve multi-view consistency. Specifically, the first stage generates an over-complete set of 2D textures from a predefined set of viewpoints using an MV-consistent diffusion process. The second stage selects a subset of views that are mutually consistent while covering the underlying 3D model. We show how to achieve this goal by solving semi-definite programs. The third stage performs non-rigid alignment to align the selected views across overlapping regions. The fourth stage solves an MRF problem to associate each mesh face with a selected view. In particular, the third and fourth stages are iterated, with the cuts obtained in the fourth stage encouraging non-rigid alignment in the third stage to focus on regions close to the cuts. Experimental results show that our approach significantly outperforms baseline approaches both qualitatively and quantitatively. Project page: https://aigc3d.github.io/ConsistenTex.

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Freditor: High-Fidelity and Transferable NeRF Editing by Frequency Decomposition

This paper enables high-fidelity, transferable NeRF editing by frequency decomposition. Recent NeRF editing pipelines lift 2D stylization results to 3D scenes while suffering from blurry results, and fail to capture detailed structures caused by the inconsistency between 2D editings. Our critical insight is that low-frequency components of images are more multiview-consistent after editing compared with their high-frequency parts. Moreover, the appearance style is mainly exhibited on the low-frequency components, and the content details especially reside in high-frequency parts. This motivates us to perform editing on low-frequency components, which results in high-fidelity edited scenes. In addition, the editing is performed in the low-frequency feature space, enabling stable intensity control and novel scene transfer. Comprehensive experiments conducted on photorealistic datasets demonstrate the superior performance of high-fidelity and transferable NeRF editing. The project page is at \url{https://aigc3d.github.io/freditor}.

cs.CV↗

IPoD: Implicit Field Learning with Point Diffusion for Generalizable 3D Object Reconstruction from Single RGB-D Images

Generalizable 3D object reconstruction from single-view RGB-D images remains a challenging task, particularly with real-world data. Current state-of-the-art methods develop Transformer-based implicit field learning, necessitating an intensive learning paradigm that requires dense query-supervision uniformly sampled throughout the entire space. We propose a novel approach, IPoD, which harmonizes implicit field learning with point diffusion. This approach treats the query points for implicit field learning as a noisy point cloud for iterative denoising, allowing for their dynamic adaptation to the target object shape. Such adaptive query points harness diffusion learning's capability for coarse shape recovery and also enhances the implicit representation's ability to delineate finer details. Besides, an additional self-conditioning mechanism is designed to use implicit predictions as the guidance of diffusion learning, leading to a cooperative system. Experiments conducted on the CO3D-v2 dataset affirm the superiority of IPoD, achieving 7.8% improvement in F-score and 28.6% in Chamfer distance over existing methods. The generalizability of IPoD is also demonstrated on the MVImgNet dataset. Our project page is at https://yushuang-wu.github.io/IPoD.

cs.CV↗

OV9D: Open-Vocabulary Category-Level 9D Object Pose and Size Estimation

This paper studies a new open-set problem, the open-vocabulary category-level object pose and size estimation. Given human text descriptions of arbitrary novel object categories, the robot agent seeks to predict the position, orientation, and size of the target object in the observed scene image. To enable such generalizability, we first introduce OO3D-9D, a large-scale photorealistic dataset for this task. Derived from OmniObject3D, OO3D-9D is the largest and most diverse dataset in the field of category-level object pose and size estimation. It includes additional annotations for the symmetry axis of each category, which help resolve symmetric ambiguity. Apart from the large-scale dataset, we find another key to enabling such generalizability is leveraging the strong prior knowledge in pre-trained visual-language foundation models. We then propose a framework built on pre-trained DinoV2 and text-to-image stable diffusion models to infer the normalized object coordinate space (NOCS) maps of the target instances. This framework fully leverages the visual semantic prior from DinoV2 and the aligned visual and language knowledge within the text-to-image diffusion model, which enables generalization to various text descriptions of novel categories. Comprehensive quantitative and qualitative experiments demonstrate that the proposed open-vocabulary method, trained on our large-scale synthesized data, significantly outperforms the baseline and can effectively generalize to real-world images of unseen categories. The project page is at https://ov9d.github.io.

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VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model

Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.

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