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Wenping Wang

Publications and source records attributed to Wenping Wang.

At least 55 records · Page 3Linked to original sources

UNIC: Neural Garment Deformation Field for Real-time Clothed Character Animation

Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally demanding, and require costly hardware, which is not suitable for real-time applications. Recent learning-based methods tried to resolve this problem by training graph neural networks to learn the garment deformation on vertices, which, however, fail to capture the intricate deformation of complex garment meshes with complex topologies. In this paper, we introduce a novel neural deformation field-based method, named UNIC, to animate the garments of an avatar in real time, given the motion sequences. Our key idea is to learn the instance-specific neural deformation field to animate the garment meshes. Such an instance-specific learning scheme does not require UNIC to generalize to new garments but only to new motion sequences, which greatly reduces the difficulty in training and improves the deformation quality. Moreover, neural deformation fields map the 3D points to their deformation offsets, which not only avoids handling topologies of the complex garments but also injects a natural smoothness constraint in the deformation learning. Extensive experiments have been conducted on various kinds of garment meshes to demonstrate the effectiveness and efficiency of UNIC over baseline methods, making it potentially practical and useful in real-world interactive applications like video games.

cs.CV↗

MEGS$^{2}$: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning

3D Gaussian Splatting (3DGS) has emerged as a dominant novel-view synthesis technique, but its high memory consumption severely limits its applicability on edge devices. A growing number of 3DGS compression methods have been proposed to make 3DGS more efficient, yet most only focus on storage compression and fail to address the critical bottleneck of rendering memory. To address this problem, we introduce MEGS$^{2}$, a novel memory-efficient framework that tackles this challenge by jointly optimizing two key factors: the total primitive number and the parameters per primitive, achieving unprecedented memory compression. Specifically, we replace the memory-intensive spherical harmonics with lightweight, arbitrarily oriented spherical Gaussian lobes as our color representations. More importantly, we propose a unified soft pruning framework that models primitive-number and lobe-number pruning as a single constrained optimization problem. Experiments show that MEGS$^{2}$ achieves a 50% static VRAM reduction and a 40% rendering VRAM reduction compared to existing methods, while maintaining comparable rendering quality. Project page: https://megs-2.github.io/

cs.CV↗

Memory-guided Prototypical Co-occurrence Learning for Mixed Emotion Recognition

Emotion recognition from multi-modal physiological and behavioral signals plays a pivotal role in affective computing, yet most existing models remain constrained to the prediction of singular emotions in controlled laboratory settings. Real-world human emotional experiences, by contrast, are often characterized by the simultaneous presence of multiple affective states, spurring recent interest in mixed emotion recognition as an emotion distribution learning problem. Current approaches, however, often neglect the valence consistency and structured correlations inherent among coexisting emotions. To address this limitation, we propose a Memory-guided Prototypical Co-occurrence Learning (MPCL) framework that explicitly models emotion co-occurrence patterns. Specifically, we first fuse multi-modal signals via a multi-scale associative memory mechanism. To capture cross-modal semantic relationships, we construct emotion-specific prototype memory banks, yielding rich physiological and behavioral representations, and employ prototype relation distillation to ensure cross-modal alignment in the latent prototype space. Furthermore, inspired by human cognitive memory systems, we introduce a memory retrieval strategy to extract semantic-level co-occurrence associations across emotion categories. Through this bottom-up hierarchical abstraction process, our model learns affectively informative representations for accurate emotion distribution prediction. Comprehensive experiments on two public datasets demonstrate that MPCL consistently outperforms state-of-the-art methods in mixed emotion recognition, both quantitatively and qualitatively.

cs.LG↗

Joint Orientation and Weight Optimization for Robust Watertight Surface Reconstruction via Dirichlet-Regularized Winding Fields

We propose Dirichlet Winding Reconstruction (DiWR), a robust method for reconstructing watertight surfaces from unoriented point clouds with non-uniform sampling, noise, and outliers. Our method uses the generalized winding number (GWN) field as the target implicit representation and jointly optimizes point orientations, per-point area weights, and confidence coefficients in a single pipeline. The optimization minimizes the Dirichlet energy of the induced winding field together with additional GWN-based constraints, allowing DiWR to compensate for non-uniform sampling, reduce the impact of noise, and downweight outliers during reconstruction, with no reliance on separate preprocessing. We evaluate DiWR on point clouds from 3D Gaussian Splatting, a computer-vision pipeline, and corrupted graphics benchmarks. Experiments show that DiWR produces plausible watertight surfaces on these challenging inputs and outperforms both traditional multi-stage pipelines and recent joint orientation-reconstruction methods.

cs.CV↗

Filmsticking++: Rapid Film Sticking for Explicit Surface Reconstruction

Explicit surface reconstruction aims to generate a surface mesh that exactly interpolates a given point cloud. This requirement is crucial when the point cloud must lie non-negotiably on the final surface to preserve sharp features and fine geometric details. However, the task becomes substantially challenging with low-quality point clouds, due to inherent reconstruction ambiguities compounded by combinatorial complexity. A previous method using filmsticking technique by iteratively compute restricted Voronoi diagram to address these issues, ensures to produce a watertight manifold, setting a new benchmark as the state-of-the-art (SOTA) technique. Unfortunately, RVD-based filmsticking is inability to interpolate all points in the case of deep internal cavities, resulting in very likely is the generation of faulty topology. The cause of this issue is that RVD-based filmsticking has inherent limitations due to Euclidean distance metrics. In this paper, we extend the filmsticking technique, named Filmsticking++. Filmsticking++ reconstructing an explicit surface from points without normals. On one hand, Filmsticking++ break through the inherent limitations of Euclidean distance by employing a weighted-distance-based Restricted Power Diagram, which guarantees that all points are interpolated. On the other hand, we observe that as the guiding surface increasingly approximates the target shape, the external medial axis is gradually expelled outside the guiding surface. Building on this observation, we propose placing virtual sites inside the guiding surface to accelerate the expulsion of the external medial axis from its interior. To summarize, contrary to the SOTA method, Filmsticking++ demonstrates multiple benefits, including decreases computational cost, improved robustness and scalability.

cs.GR↗

EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation

Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.

cs.CV↗

FlexPara: Flexible Neural Surface Parameterization

Surface parameterization is a fundamental geometry processing task, laying the foundations for the visual presentation of 3D assets and numerous downstream shape analysis scenarios. Conventional parameterization approaches demand high-quality mesh triangulation and are restricted to certain simple topologies unless additional surface cutting and decomposition are provided. In practice, the optimal configurations (e.g., type of parameterization domains, distribution of cutting seams, number of mapping charts) may vary drastically with different surface structures and task characteristics, thus requiring more flexible and controllable processing pipelines. To this end, this paper introduces FlexPara, an unsupervised neural optimization framework to achieve both global and multi-chart surface parameterizations by establishing point-wise mappings between 3D surface points and adaptively-deformed 2D UV coordinates. We ingeniously design and combine a series of geometrically-interpretable sub-networks, with specific functionalities of cutting, deforming, unwrapping, and wrapping, to construct a bi-directional cycle mapping framework for global parameterization without the need for manually specified cutting seams. Furthermore, we construct a multi-chart parameterization framework with adaptively-learned chart assignment. Extensive experiments demonstrate the universality, superiority, and inspiring potential of our neural surface parameterization paradigm. The code will be publicly available at https://github.com/AidenZhao/FlexPara

cs.CV↗

MeshMosaic: Scaling Artist Mesh Generation via Local-to-Global Assembly

Scaling artist-designed meshes to high triangle numbers remains challenging for autoregressive generative models. Existing transformer-based methods suffer from long-sequence bottlenecks and limited quantization resolution, primarily due to the large number of tokens required and constrained quantization granularity. These issues prevent faithful reproduction of fine geometric details and structured density patterns. We introduce MeshMosaic, a novel local-to-global framework for artist mesh generation that scales to over 100K triangles--substantially surpassing prior methods, which typically handle only around 8K faces. MeshMosaic first segments shapes into patches, generating each patch autoregressively and leveraging shared boundary conditions to promote coherence, symmetry, and seamless connectivity between neighboring regions. This strategy enhances scalability to high-resolution meshes by quantizing patches individually, resulting in more symmetrical and organized mesh density and structure. Extensive experiments across multiple public datasets demonstrate that MeshMosaic significantly outperforms state-of-the-art methods in both geometric fidelity and user preference, supporting superior detail representation and practical mesh generation for real-world applications.

cs.GR↗

Dynamic Gaussian Scene Reconstruction from Unsynchronized Videos

Multi-view video reconstruction plays a vital role in computer vision, enabling applications in film production, virtual reality, and motion analysis. While recent advances such as 4D Gaussian Splatting (4DGS) have demonstrated impressive capabilities in dynamic scene reconstruction, they typically rely on the assumption that input video streams are temporally synchronized. However, in real-world scenarios, this assumption often fails due to factors like camera trigger delays or independent recording setups, leading to temporal misalignment across views and reduced reconstruction quality. To address this challenge, a novel temporal alignment strategy is proposed for high-quality 4DGS reconstruction from unsynchronized multi-view videos. Our method features a coarse-to-fine alignment module that estimates and compensates for each camera's time shift. The method first determines a coarse, frame-level offset and then refines it to achieve sub-frame accuracy. This strategy can be integrated as a readily integrable module into existing 4DGS frameworks, enhancing their robustness when handling asynchronous data. Experiments show that our approach effectively processes temporally misaligned videos and significantly enhances baseline methods.

cs.CV↗

MOSPA: Human Motion Generation Driven by Spatial Audio

Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse, realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation

cs.GR↗

End-to-end Speech Recognition with similar length speech and text

The mismatch of speech length and text length poses a challenge in automatic speech recognition (ASR). In previous research, various approaches have been employed to align text with speech, including the utilization of Connectionist Temporal Classification (CTC). In earlier work, a key frame mechanism (KFDS) was introduced, utilizing intermediate CTC outputs to guide downsampling and preserve keyframes, but traditional methods (CTC) failed to align speech and text appropriately when downsampling speech to a text-similar length. In this paper, we focus on speech recognition in those cases where the length of speech aligns closely with that of the corresponding text. To address this issue, we introduce two methods for alignment: a) Time Independence Loss (TIL) and b) Aligned Cross Entropy (AXE) Loss, which is based on edit distance. To enhance the information on keyframes, we incorporate frame fusion by applying weights and summing the keyframe with its context 2 frames. Experimental results on AISHELL-1 and AISHELL-2 dataset subsets show that the proposed methods outperform the previous work and achieve a reduction of at least 86\% in the number of frames.

cs.CL↗

MATStruct: High-Quality Medial Mesh Computation via Structure-aware Variational Optimization

We propose a novel optimization framework for computing the medial axis transform that simultaneously preserves the medial structure and ensures high medial mesh quality. The medial structure, consisting of interconnected sheets, seams, and junctions, provides a natural volumetric decomposition of a 3D shape. Our method introduces a structure-aware, particle-based optimization pipeline guided by the restricted power diagram (RPD), which partitions the input volume into convex cells whose dual encodes the connectivity of the medial mesh. Structure-awareness is enforced through a spherical quadratic error metric (SQEM) projection that constrains the movement of medial spheres, while a Gaussian kernel energy encourages an even spatial distribution. Compared to feature-preserving methods such as MATFP and MATTopo, our approach produces cleaner and more accurate medial structures with significantly improved mesh quality. In contrast to voxel-based, point-cloud-based, and variational methods, our framework is the first to integrate structural awareness into the optimization process, yielding medial meshes with superior geometric fidelity, topological correctness, and explicit structural decomposition.

cs.GR↗

WonderHuman: Hallucinating Unseen Parts in Dynamic 3D Human Reconstruction

In this paper, we present WonderHuman to reconstruct dynamic human avatars from a monocular video for high-fidelity novel view synthesis. Previous dynamic human avatar reconstruction methods typically require the input video to have full coverage of the observed human body. However, in daily practice, one typically has access to limited viewpoints, such as monocular front-view videos, making it a cumbersome task for previous methods to reconstruct the unseen parts of the human avatar. To tackle the issue, we present WonderHuman, which leverages 2D generative diffusion model priors to achieve high-quality, photorealistic reconstructions of dynamic human avatars from monocular videos, including accurate rendering of unseen body parts. Our approach introduces a Dual-Space Optimization technique, applying Score Distillation Sampling (SDS) in both canonical and observation spaces to ensure visual consistency and enhance realism in dynamic human reconstruction. Additionally, we present a View Selection strategy and Pose Feature Injection to enforce the consistency between SDS predictions and observed data, ensuring pose-dependent effects and higher fidelity in the reconstructed avatar. In the experiments, our method achieves SOTA performance in producing photorealistic renderings from the given monocular video, particularly for those challenging unseen parts. The project page and source code can be found at https://wyiguanw.github.io/WonderHuman/.

cs.CV↗

Towards More Accurate Diffusion Model Acceleration with A Timestep Tuner

A diffusion model, which is formulated to produce an image using thousands of denoising steps, usually suffers from a slow inference speed. Existing acceleration algorithms simplify the sampling by skipping most steps yet exhibit considerable performance degradation. By viewing the generation of diffusion models as a discretized integral process, we argue that the quality drop is partly caused by applying an inaccurate integral direction to a timestep interval. To rectify this issue, we propose a \textbf{timestep tuner} that helps find a more accurate integral direction for a particular interval at the minimum cost. Specifically, at each denoising step, we replace the original parameterization by conditioning the network on a new timestep, enforcing the sampling distribution towards the real one. Extensive experiments show that our plug-in design can be trained efficiently and boost the inference performance of various state-of-the-art acceleration methods, especially when there are few denoising steps. For example, when using 10 denoising steps on LSUN Bedroom dataset, we improve the FID of DDIM from 9.65 to 6.07, simply by adopting our method for a more appropriate set of timesteps. Code is available at \href{https://github.com/THU-LYJ-Lab/time-tuner}{https://github.com/THU-LYJ-Lab/time-tuner}.

cs.CV↗

SMaRt: Improving GANs with Score Matching Regularity

Generative adversarial networks (GANs) usually struggle in learning from highly diverse data, whose underlying manifold is complex. In this work, we revisit the mathematical foundations of GANs, and theoretically reveal that the native adversarial loss for GAN training is insufficient to fix the problem of \textit{subsets with positive Lebesgue measure of the generated data manifold lying out of the real data manifold}. Instead, we find that score matching serves as a promising solution to this issue thanks to its capability of persistently pushing the generated data points towards the real data manifold. We thereby propose to improve the optimization of GANs with score matching regularity (SMaRt). Regarding the empirical evidences, we first design a toy example to show that training GANs by the aid of a ground-truth score function can help reproduce the real data distribution more accurately, and then confirm that our approach can consistently boost the synthesis performance of various state-of-the-art GANs on real-world datasets with pre-trained diffusion models acting as the approximate score function. For instance, when training Aurora on the ImageNet $64\times64$ dataset, we manage to improve FID from 8.87 to 7.11, on par with the performance of one-step consistency model. Code is available at \href{https://github.com/thuxmf/SMaRt}{https://github.com/thuxmf/SMaRt}.

cs.LG↗

T-MLP: Tailed Multi-Layer Perceptron for Level-of-Detail Signal Representation

Level-of-detail (LoD) representation is critical for efficiently modeling and transmitting various types of signals, such as images and 3D shapes. In this work, we propose a novel network architecture that enables LoD signal representation. Our approach builds on a modified Multi-Layer Perceptron (MLP), which inherently operates at a single scale and thus lacks native LoD support. Specifically, we introduce the Tailed Multi-Layer Perceptron (T-MLP), which extends the MLP by attaching an output branch, also called tail, to each hidden layer. Each tail refines the residual between the current prediction and the ground-truth signal, so that the accumulated outputs across layers correspond to the target signals at different LoDs, enabling multi-scale modeling with supervision from only a single-resolution signal. Extensive experiments demonstrate that our T-MLP outperforms existing neural LoD baselines across diverse signal representation tasks.

cs.LG↗

NeuVAS: Neural Implicit Surfaces for Variational Shape Modeling

Neural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method.

cs.GR↗

CrossGen: Learning and Generating Cross Fields for Quad Meshing

Cross fields play a critical role in various geometry processing tasks, especially for quad mesh generation. Existing methods for cross field generation often struggle to balance computational efficiency with generation quality, using slow per-shape optimization. We introduce CrossGen, a novel framework that supports both feed-forward prediction and latent generative modeling of cross fields for quad meshing by unifying geometry and cross field representations within a joint latent space. Our method enables extremely fast computation of high-quality cross fields of general input shapes, typically within one second without per-shape optimization. Our method assumes a point-sampled surface, also called a {\em point-cloud surface}, as input, so we can accommodate various surface representations by a straightforward point sampling process. Using an auto-encoder network architecture, we encode input point-cloud surfaces into a sparse voxel grid with fine-grained latent spaces, which are decoded into both SDF-based surface geometry and cross fields(see the teaser figure). We also contribute a dataset of models with both high-quality signed distance fields (SDFs) representations and their corresponding cross fields, and use it to train our network. Once trained, the network is capable of computing a cross field of an input surface in a feed-forward manner, ensuring high geometric fidelity, noise resilience, and rapid inference. Furthermore, leveraging the same unified latent representation, we incorporate a diffusion model for computing cross fields of new shapes generated from partial input, such as sketches. To demonstrate its practical applications, we validate CrossGen on the quad mesh generation task for a large variety of surface shapes. Experimental results...

cs.GR↗