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Weitian Zhang

Publications and source records attributed to Weitian Zhang.

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MegaParts: Scaling Part-Aware 3D Object Generation to 300 Parts via Token-Efficient Autoregressive Modeling

Part-aware 3D object generation is essential for graphics applications such as controllable modeling, editing, and articulation, where objects are represented as coherent assemblies of semantic parts. However, existing part-aware generation methods, do not scale well to highly complex objects. As the number of parts increases, generating detailed geometry becomes prohibitively expensive in token length and memory. We introduce MegaParts, a scalable autoregressive 3D generation framework to address this challenge by combining structured sequence modeling with a token-efficient vector-quantized shape tokenizer. Our tokenizer learns discrete latent representations for part-level geometry by minimizing token usage subject to high-fidelity reconstruction, enabling adaptive-length tokenization based on geometric complexity. On top of this compact representation, we train a large language model to generate object bounding boxes, part bounding boxes, and part shape tokens within a unified structured sequence. Combined with efficient long-context training strategy, our token-efficient formulation scales to objects with up to 300 parts and sequence lengths up to 256k tokens. This substantially extends the scale of part-aware 3D generation while preserving compositional structure and enabling fine-grained part-level control. Our method achieves higher mesh quality than baseline autoregressive and diffusion models, showing that compressed discrete part tokens improve not only scalability but also the achievable fidelity of generated geometry. These results suggest that LLM native token-efficient autoregressive modeling is a compelling alternative to diffusion for large-scale part-aware 3D generation. The project page is available at https://expmaster.github.io/megaparts_webpage.

cs.CV

Posterior Continuation with Noise-Conditioned Frequency Exposure for Diffusion Inverse Problems

Diffusion posterior sampling solves inverse problems by combining a pretrained diffusion prior with measurement-consistency guidance. However, full-band guidance can be unreliable at high noise levels, where clean estimates contain score-induced errors and high-frequency measurement directions are weakly identifiable. We argue that posterior guidance should expose measurement frequencies according to the instantaneous diffusion noise level. Based on this principle, we propose a posterior continuation framework that constructs a family of intermediate posteriors whose likelihood emphasizes currently reliable frequency bands and gradually returns to full-band consistency. We instantiate this framework with a stabilized sampler that combines a diffusion predictor, frequency-limited likelihood refinement, and a Haar-domain commitment rule that commits reliable coarse corrections while deferring weakly identifiable details. Across super-resolution, inpainting, and deblurring, our method achieves competitive-to-state-of-the-art restoration performance, including up to 5 dB PSNR improvement on motion deblurring over strong baselines in evaluations on FFHQ and ImageNet.

cs.CV

Disentangled Clothed Avatar Generation with Layered Representation

Clothed avatar generation has wide applications in virtual and augmented reality, filmmaking, and more. Previous methods have achieved success in generating diverse digital avatars, however, generating avatars with disentangled components (\eg, body, hair, and clothes) has long been a challenge. In this paper, we propose LayerAvatar, the first feed-forward diffusion-based method for generating component-disentangled clothed avatars. To achieve this, we first propose a layered UV feature plane representation, where components are distributed in different layers of the Gaussian-based UV feature plane with corresponding semantic labels. This representation supports high-resolution and real-time rendering, as well as expressive animation including controllable gestures and facial expressions. Based on the well-designed representation, we train a single-stage diffusion model and introduce constrain terms to address the severe occlusion problem of the innermost human body layer. Extensive experiments demonstrate the impressive performances of our method in generating disentangled clothed avatars, and we further explore its applications in component transfer. The project page is available at: https://olivia23333.github.io/LayerAvatar/

cs.CV

SingingHead: A Large-scale 4D Dataset for Singing Head Animation

Singing, as a common facial movement second only to talking, can be regarded as a universal language across ethnicities and cultures, plays an important role in emotional communication, art, and entertainment. However, it is often overlooked in the field of audio-driven facial animation due to the lack of singing head datasets and the domain gap between singing and talking in rhythm and amplitude. To this end, we collect a high-quality large-scale singing head dataset, SingingHead, which consists of more than 27 hours of synchronized singing video, 3D facial motion, singing audio, and background music from 76 individuals and 8 types of music. Along with the SingingHead dataset, we benchmark existing audio-driven 3D facial animation methods and 2D talking head methods on the singing task. Furthermore, we argue that 3D and 2D facial animation tasks can be solved together, and propose a unified singing head animation framework named UniSinger to achieve both singing audio-driven 3D singing head animation and 2D singing portrait video synthesis, which achieves competitive results on both 3D and 2D benchmarks. Extensive experiments demonstrate the significance of the proposed singing-specific dataset in promoting the development of singing head animation tasks, as well as the promising performance of our unified facial animation framework.

cs.CV

$E^{3}$Gen: Efficient, Expressive and Editable Avatars Generation

This paper aims to introduce 3D Gaussian for efficient, expressive, and editable digital avatar generation. This task faces two major challenges: (1) The unstructured nature of 3D Gaussian makes it incompatible with current generation pipelines; (2) the expressive animation of 3D Gaussian in a generative setting that involves training with multiple subjects remains unexplored. In this paper, we propose a novel avatar generation method named $E^3$Gen, to effectively address these challenges. First, we propose a novel generative UV features plane representation that encodes unstructured 3D Gaussian onto a structured 2D UV space defined by the SMPL-X parametric model. This novel representation not only preserves the representation ability of the original 3D Gaussian but also introduces a shared structure among subjects to enable generative learning of the diffusion model. To tackle the second challenge, we propose a part-aware deformation module to achieve robust and accurate full-body expressive pose control. Extensive experiments demonstrate that our method achieves superior performance in avatar generation and enables expressive full-body pose control and editing. Our project page is https://olivia23333.github.io/E3Gen.

cs.CV

YOLOP: You Only Look Once for Panoptic Driving Perception

A panoptic driving perception system is an essential part of autonomous driving. A high-precision and real-time perception system can assist the vehicle in making the reasonable decision while driving. We present a panoptic driving perception network (YOLOP) to perform traffic object detection, drivable area segmentation and lane detection simultaneously. It is composed of one encoder for feature extraction and three decoders to handle the specific tasks. Our model performs extremely well on the challenging BDD100K dataset, achieving state-of-the-art on all three tasks in terms of accuracy and speed. Besides, we verify the effectiveness of our multi-task learning model for joint training via ablative studies. To our best knowledge, this is the first work that can process these three visual perception tasks simultaneously in real-time on an embedded device Jetson TX2(23 FPS) and maintain excellent accuracy. To facilitate further research, the source codes and pre-trained models are released at https://github.com/hustvl/YOLOP.

cs.CV