Searcharxiv⌕ Search

arXiv subjects

Wenxiong Kang

Publications and source records attributed to Wenxiong Kang.

At least 19 recordsLinked to original sources

SRENet: Spectral Re-Entry Network for Point Cloud Action Recognition

Recognizing human actions from point cloud sequences is critical for 3D perception driven applications such as autonomous driving and human-computer interaction. However, the irregular structure and temporal inconsistency of point clouds pose unique challenges for spatio-temporal representation learning, especially in capturing both global motion context and fine-grained temporal dynamics. We propose SRENet, a spectral-aware framework designed to explicitly learn both global context and fine-grained temporal dynamics of motion from a frequency perspective for action recognition. SRENet introduces a Spectral Decomposition Block (SDeBlock) that performs wavelet-based analysis along temporal and spatial axes, disentangling features into low- and high-frequency components with frequency-specific attention. To recover residual dynamics and re-align temporal frequency structures distorted during semantic fusion, a Spectral Re-entry Block (SReBlock) performs secondary temporal decomposition. Furthermore, a spectral-aware learning strategy is devised to enhance discriminability in both frequency subspaces via contrastive loss and a curriculum schedule that gradually shifts focus from low- to high-frequency spaces in line with coarse to detailed motion patterns. Extensive experiments on MSR-Action3D, NTU-RGBD and NTU-RGBD120 demonstrate that SRENet achieves state-of-the-art performance, validating the effectiveness of frequency modeling in point cloud-based action understanding.

cs.CV↗

Human Identification at a Distance: Challenges, Methods and Results on the Competition HID 2025

Human identification at a distance (HID) is challenging because traditional biometric modalities such as face and fingerprints are often difficult to acquire in real-world scenarios. Gait recognition provides a practical alternative, as it can be captured reliably at a distance. To promote progress in gait recognition and provide a fair evaluation platform, the International Competition on Human Identification at a Distance (HID) has been organized annually since 2020. Since 2023, the competition has adopted the challenging SUSTech-Competition dataset, which features substantial variations in clothing, carried objects, and view angles. No dedicated training data are provided, requiring participants to train their models using external datasets. Each year, the competition applies a different random seed to generate distinct evaluation splits, which reduces the risk of overfitting and supports a fair assessment of cross-domain generalization. While HID 2023 and HID 2024 already used this dataset, HID 2025 explicitly examined whether algorithmic advances could surpass the accuracy limits observed previously. Despite the heightened difficulty, participants achieved further improvements, and the best-performing method reached 94.2% accuracy, setting a new benchmark on this dataset. We also analyze key technical trends and outline potential directions for future research in gait recognition.

cs.CV↗

Pb4U-GNet: Resolution-Adaptive Garment Simulation via Propagation-before-Update Graph Network

Garment simulation is fundamental to various applications in computer vision and graphics, from virtual try-on to digital human modelling. However, conventional physics-based methods remain computationally expensive, hindering their application in time-sensitive scenarios. While graph neural networks (GNNs) offer promising acceleration, existing approaches exhibit poor cross-resolution generalisation, demonstrating significant performance degradation on higher-resolution meshes beyond the training distribution. This stems from two key factors: (1) existing GNNs employ fixed message-passing depth that fails to adapt information aggregation to mesh density variation, and (2) vertex-wise displacement magnitudes are inherently resolution-dependent in garment simulation. To address these issues, we introduce Propagation-before-Update Graph Network (Pb4U-GNet), a resolution-adaptive framework that decouples message propagation from feature updates. Pb4U-GNet incorporates two key mechanisms: (1) dynamic propagation depth control, adjusting message-passing iterations based on mesh resolution, and (2) geometry-aware update scaling, which scales predictions according to local mesh characteristics. Extensive experiments show that even trained solely on low-resolution meshes, Pb4U-GNet exhibits strong generalisability across diverse mesh resolutions, addressing a fundamental challenge in neural garment simulation.

cs.CV↗

SplatCo: Structure-View Collaborative Gaussian Splatting for Detail-Preserving Rendering of Large-Scale Unbounded Scenes

We present SplatCo, a structure-view collaborative Gaussian splatting framework for high-fidelity rendering of complex outdoor scenes. SplatCo builds upon three novel components: 1) a cross-structure collaboration module that combines global tri-plane representations, which capture coarse scene layouts, with local context grid features representing fine details. This fusion is achieved through a hierarchical compensation mechanism, ensuring both global spatial awareness and local detail preservation; 2) a cross-view pruning mechanism that removes overfitted or inaccurate Gaussians based on structural consistency, thereby improving storage efficiency and preventing rendering artifacts; 3) a structure view co-learning module that aggregates structural gradients with view gradients,thereby steering the optimization of Gaussian geometric and appearance attributes more robustly. By combining these key components, SplatCo effectively achieves high-fidelity rendering for large-scale scenes. Code and project page are available at https://splatco-tech.github.io.

cs.CV↗

GLDiTalker: Speech-Driven 3D Facial Animation with Graph Latent Diffusion Transformer

Speech-driven talking head generation is a critical yet challenging task with applications in augmented reality and virtual human modeling. While recent approaches using autoregressive and diffusion-based models have achieved notable progress, they often suffer from modality inconsistencies, particularly misalignment between audio and mesh, leading to reduced motion diversity and lip-sync accuracy. To address this, we propose GLDiTalker, a novel speech-driven 3D facial animation model based on a Graph Latent Diffusion Transformer. GLDiTalker resolves modality misalignment by diffusing signals within a quantized spatiotemporal latent space. It employs a two-stage training pipeline: the Graph-Enhanced Quantized Space Learning Stage ensures lip-sync accuracy, while the Space-Time Powered Latent Diffusion Stage enhances motion diversity. Together, these stages enable GLDiTalker to generate realistic, temporally stable 3D facial animations. Extensive evaluations on standard benchmarks demonstrate that GLDiTalker outperforms existing methods, achieving superior results in both lip-sync accuracy and motion diversity.

cs.CV↗

M3DHMR: Monocular 3D Hand Mesh Recovery

Monocular 3D hand mesh recovery is challenging due to high degrees of freedom of hands, 2D-to-3D ambiguity and self-occlusion. Most existing methods are either inefficient or less straightforward for predicting the position of 3D mesh vertices. Thus, we propose a new pipeline called Monocular 3D Hand Mesh Recovery (M3DHMR) to directly estimate the positions of hand mesh vertices. M3DHMR provides 2D cues for 3D tasks from a single image and uses a new spiral decoder consist of several Dynamic Spiral Convolution (DSC) Layers and a Region of Interest (ROI) Layer. On the one hand, DSC Layers adaptively adjust the weights based on the vertex positions and extract the vertex features in both spatial and channel dimensions. On the other hand, ROI Layer utilizes the physical information and refines mesh vertices in each predefined hand region separately. Extensive experiments on popular dataset FreiHAND demonstrate that M3DHMR significantly outperforms state-of-the-art real-time methods.

cs.CV↗

B2N3D: Progressive Learning from Binary to N-ary Relationships for 3D Object Grounding

Localizing 3D objects using natural language is essential for robotic scene understanding. The descriptions often involve multiple spatial relationships to distinguish similar objects, making 3D-language alignment difficult. Current methods only model relationships for pairwise objects, ignoring the global perceptual significance of n-ary combinations in multi-modal relational understanding. To address this, we propose a novel progressive relational learning framework for 3D object grounding. We extend relational learning from binary to n-ary to identify visual relations that match the referential description globally. Given the absence of specific annotations for referred objects in the training data, we design a grouped supervision loss to facilitate n-ary relational learning. In the scene graph created with n-ary relationships, we use a multi-modal network with hybrid attention mechanisms to further localize the target within the n-ary combinations. Experiments and ablation studies on the ReferIt3D and ScanRefer benchmarks demonstrate that our method outperforms the state-of-the-art, and proves the advantages of the n-ary relational perception in 3D localization.

cs.CV↗

Gesplat: Robust Pose-Free 3D Reconstruction via Geometry-Guided Gaussian Splatting

Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have advanced 3D reconstruction and novel view synthesis, but remain heavily dependent on accurate camera poses and dense viewpoint coverage. These requirements limit their applicability in sparse-view settings, where pose estimation becomes unreliable and supervision is insufficient. To overcome these challenges, we introduce Gesplat, a 3DGS-based framework that enables robust novel view synthesis and geometrically consistent reconstruction from unposed sparse images. Unlike prior works that rely on COLMAP for sparse point cloud initialization, we leverage the VGGT foundation model to obtain more reliable initial poses and dense point clouds. Our approach integrates several key innovations: 1) a hybrid Gaussian representation with dual position-shape optimization enhanced by inter-view matching consistency; 2) a graph-guided attribute refinement module to enhance scene details; and 3) flow-based depth regularization that improves depth estimation accuracy for more effective supervision. Comprehensive quantitative and qualitative experiments demonstrate that our approach achieves more robust performance on both forward-facing and large-scale complex datasets compared to other pose-free methods.

cs.CV↗

Instance-Aware Robust Consistency Regularization for Semi-Supervised Nuclei Instance Segmentation

Nuclei instance segmentation in pathological images is crucial for downstream tasks such as tumor microenvironment analysis. However, the high cost and scarcity of annotated data limit the applicability of fully supervised methods, while existing semi-supervised methods fail to adequately regularize consistency at the instance level, lack leverage of the inherent prior knowledge of pathological structures, and are prone to introducing noisy pseudo-labels during training. In this paper, we propose an Instance-Aware Robust Consistency Regularization Network (IRCR-Net) for accurate instance-level nuclei segmentation. Specifically, we introduce the Matching-Driven Instance-Aware Consistency (MIAC) and Prior-Driven Instance-Aware Consistency (PIAC) mechanisms to refine the nuclei instance segmentation result of the teacher and student subnetwork, particularly for densely distributed and overlapping nuclei. We incorporate morphological prior knowledge of nuclei in pathological images and utilize these priors to assess the quality of pseudo-labels generated from unlabeled data. Low-quality pseudo-labels are discarded, while high-quality predictions are enhanced to reduce pseudo-label noise and benefit the network's robust training. Experimental results demonstrate that the proposed method significantly enhances semi-supervised nuclei instance segmentation performance across multiple public datasets compared to existing approaches, even surpassing fully supervised methods in some scenarios.

cs.CV↗

LSVG: Language-Guided Scene Graphs with 2D-Assisted Multi-Modal Encoding for 3D Visual Grounding

3D visual grounding aims to localize the unique target described by natural languages in 3D scenes. The significant gap between 3D and language modalities makes it a notable challenge to distinguish multiple similar objects through the described spatial relationships. Current methods attempt to achieve cross-modal understanding in complex scenes via a target-centered learning mechanism, ignoring the modeling of referred objects. We propose a novel 3D visual grounding framework that constructs language-guided scene graphs with referred object discrimination to improve relational perception. The framework incorporates a dual-branch visual encoder that leverages pre-trained 2D semantics to enhance and supervise the multi-modal 3D encoding. Furthermore, we employ graph attention to promote relationship-oriented information fusion in cross-modal interaction. The learned object representations and scene graph structure enable effective alignment between 3D visual content and textual descriptions. Experimental results on popular benchmarks demonstrate our superior performance compared to state-of-the-art methods, especially in handling the challenges of multiple similar distractors.

cs.CV↗

EmoFace: Emotion-Content Disentangled Speech-Driven 3D Talking Face Animation

The creation of increasingly vivid 3D talking face has become a hot topic in recent years. Currently, most speech-driven works focus on lip synchronisation but neglect to effectively capture the correlations between emotions and facial motions. To address this problem, we propose a two-stream network called EmoFace, which consists of an emotion branch and a content branch. EmoFace employs a novel Mesh Attention mechanism to analyse and fuse the emotion features and content features. Particularly, a newly designed spatio-temporal graph-based convolution, SpiralConv3D, is used in Mesh Attention to learn potential temporal and spatial feature dependencies between mesh vertices. In addition, to the best of our knowledge, it is the first time to introduce a new self-growing training scheme with intermediate supervision to dynamically adjust the ratio of groundtruth adopted in the 3D face animation task. Comprehensive quantitative and qualitative evaluations on our high-quality 3D emotional facial animation dataset, 3D-RAVDESS ($4.8863\times 10^{-5}$mm for LVE and $0.9509\times 10^{-5}$mm for EVE), together with the public dataset VOCASET ($2.8669\times 10^{-5}$mm for LVE and $0.4664\times 10^{-5}$mm for EVE), demonstrate that our approach achieves state-of-the-art performance.

cs.CV↗

EA-3DGS: Efficient and Adaptive 3D Gaussians with Highly Enhanced Quality for outdoor scenes

Efficient scene representations are essential for many real-world applications, especially those involving spatial measurement. Although current NeRF-based methods have achieved impressive results in reconstructing building-scale scenes, they still suffer from slow training and inference speeds due to time-consuming stochastic sampling. Recently, 3D Gaussian Splatting (3DGS) has demonstrated excellent performance with its high-quality rendering and real-time speed, especially for objects and small-scale scenes. However, in outdoor scenes, its point-based explicit representation lacks an effective adjustment mechanism, and the millions of Gaussian points required often lead to memory constraints during training. To address these challenges, we propose EA-3DGS, a high-quality real-time rendering method designed for outdoor scenes. First, we introduce a mesh structure to regulate the initialization of Gaussian components by leveraging an adaptive tetrahedral mesh that partitions the grid and initializes Gaussian components on each face, effectively capturing geometric structures in low-texture regions. Second, we propose an efficient Gaussian pruning strategy that evaluates each 3D Gaussian's contribution to the view and prunes accordingly. To retain geometry-critical Gaussian points, we also present a structure-aware densification strategy that densifies Gaussian points in low-curvature regions. Additionally, we employ vector quantization for parameter quantization of Gaussian components, significantly reducing disk space requirements with only a minimal impact on rendering quality. Extensive experiments on 13 scenes, including eight from four public datasets (MatrixCity-Aerial, Mill-19, Tanks \& Temples, WHU) and five self-collected scenes acquired through UAV photogrammetry measurement from SCUT-CA and plateau regions, further demonstrate the superiority of our method.

cs.CV↗

GSsplat: Generalizable Semantic Gaussian Splatting for Novel-view Synthesis in 3D Scenes

The semantic synthesis of unseen scenes from multiple viewpoints is crucial for research in 3D scene understanding. Current methods are capable of rendering novel-view images and semantic maps by reconstructing generalizable Neural Radiance Fields. However, they often suffer from limitations in speed and segmentation performance. We propose a generalizable semantic Gaussian Splatting method (GSsplat) for efficient novel-view synthesis. Our model predicts the positions and attributes of scene-adaptive Gaussian distributions from once input, replacing the densification and pruning processes of traditional scene-specific Gaussian Splatting. In the multi-task framework, a hybrid network is designed to extract color and semantic information and predict Gaussian parameters. To augment the spatial perception of Gaussians for high-quality rendering, we put forward a novel offset learning module through group-based supervision and a point-level interaction module with spatial unit aggregation. When evaluated with varying numbers of multi-view inputs, GSsplat achieves state-of-the-art performance for semantic synthesis at the fastest speed.

cs.GR↗

PhysMamba: State Space Duality Model for Remote Physiological Measurement

Remote Photoplethysmography (rPPG) enables non-contact physiological signal extraction from facial videos, offering applications in psychological state analysis, medical assistance, and anti-face spoofing. However, challenges such as motion artifacts, lighting variations, and noise limit its real-world applicability. To address these issues, we propose PhysMamba, a novel dual-pathway time-frequency interaction model based on Synergistic State Space Duality (SSSD), which for the first time integrates state space models with attention mechanisms in a dual-branch framework. Combined with a Multi-Scale Query (MQ) mechanism, PhysMamba achieves efficient information exchange and enhanced feature representation, ensuring robustness under noisy and dynamic conditions. Experiments on PURE, UBFC-rPPG, and MMPD datasets demonstrate that PhysMamba outperforms state-of-the-art methods, offering superior accuracy and generalization. This work lays a strong foundation for practical applications in non-contact health monitoring, including real-time remote patient care.

cs.CV↗

Pseudo-label Refinement for Improving Self-Supervised Learning Systems

Self-supervised learning systems have gained significant attention in recent years by leveraging clustering-based pseudo-labels to provide supervision without the need for human annotations. However, the noise in these pseudo-labels caused by the clustering methods poses a challenge to the learning process leading to degraded performance. In this work, we propose a pseudo-label refinement (SLR) algorithm to address this issue. The cluster labels from the previous epoch are projected to the current epoch cluster-labels space and a linear combination of the new label and the projected label is computed as a soft refined label containing the information from the previous epoch clusters as well as from the current epoch. In contrast to the common practice of using the maximum value as a cluster/class indicator, we employ hierarchical clustering on these soft pseudo-labels to generate refined hard-labels. This approach better utilizes the information embedded in the soft labels, outperforming the simple maximum value approach for hard label generation. The effectiveness of the proposed SLR algorithm is evaluated in the context of person re-identification (Re-ID) using unsupervised domain adaptation (UDA). Experimental results demonstrate that the modified Re-ID baseline, incorporating the SLR algorithm, achieves significantly improved mean Average Precision (mAP) performance in various UDA tasks, including real-to-synthetic, synthetic-to-real, and different real-to-real scenarios. These findings highlight the efficacy of the SLR algorithm in enhancing the performance of self-supervised learning systems.

cs.CV↗

4DStyleGaussian: Zero-shot 4D Style Transfer with Gaussian Splatting

3D neural style transfer has gained significant attention for its potential to provide user-friendly stylization with spatial consistency. However, existing 3D style transfer methods often fall short in terms of inference efficiency, generalization ability, and struggle to handle dynamic scenes with temporal consistency. In this paper, we introduce 4DStyleGaussian, a novel 4D style transfer framework designed to achieve real-time stylization of arbitrary style references while maintaining reasonable content affinity, multi-view consistency, and temporal coherence. Our approach leverages an embedded 4D Gaussian Splatting technique, which is trained using a reversible neural network for reducing content loss in the feature distillation process. Utilizing the 4D embedded Gaussians, we predict a 4D style transformation matrix that facilitates spatially and temporally consistent style transfer with Gaussian Splatting. Experiments demonstrate that our method can achieve high-quality and zero-shot stylization for 4D scenarios with enhanced efficiency and spatial-temporal consistency.

cs.CV↗

Improving 3D Finger Traits Recognition via Generalizable Neural Rendering

3D biometric techniques on finger traits have become a new trend and have demonstrated a powerful ability for recognition and anti-counterfeiting. Existing methods follow an explicit 3D pipeline that reconstructs the models first and then extracts features from 3D models. However, these explicit 3D methods suffer from the following problems: 1) Inevitable information dropping during 3D reconstruction; 2) Tight coupling between specific hardware and algorithm for 3D reconstruction. It leads us to a question: Is it indispensable to reconstruct 3D information explicitly in recognition tasks? Hence, we consider this problem in an implicit manner, leaving the nerve-wracking 3D reconstruction problem for learnable neural networks with the help of neural radiance fields (NeRFs). We propose FingerNeRF, a novel generalizable NeRF for 3D finger biometrics. To handle the shape-radiance ambiguity problem that may result in incorrect 3D geometry, we aim to involve extra geometric priors based on the correspondence of binary finger traits like fingerprints or finger veins. First, we propose a novel Trait Guided Transformer (TGT) module to enhance the feature correspondence with the guidance of finger traits. Second, we involve extra geometric constraints on the volume rendering loss with the proposed Depth Distillation Loss and Trait Guided Rendering Loss. To evaluate the performance of the proposed method on different modalities, we collect two new datasets: SCUT-Finger-3D with finger images and SCUT-FingerVein-3D with finger vein images. Moreover, we also utilize the UNSW-3D dataset with fingerprint images for evaluation. In experiments, our FingerNeRF can achieve 4.37% EER on SCUT-Finger-3D dataset, 8.12% EER on SCUT-FingerVein-3D dataset, and 2.90% EER on UNSW-3D dataset, showing the superiority of the proposed implicit method in 3D finger biometrics.

cs.CV↗

ControLRM: Fast and Controllable 3D Generation via Large Reconstruction Model

Despite recent advancements in 3D generation methods, achieving controllability still remains a challenging issue. Current approaches utilizing score-distillation sampling are hindered by laborious procedures that consume a significant amount of time. Furthermore, the process of first generating 2D representations and then mapping them to 3D lacks internal alignment between the two forms of representation. To address these challenges, we introduce ControLRM, an end-to-end feed-forward model designed for rapid and controllable 3D generation using a large reconstruction model (LRM). ControLRM comprises a 2D condition generator, a condition encoding transformer, and a triplane decoder transformer. Instead of training our model from scratch, we advocate for a joint training framework. In the condition training branch, we lock the triplane decoder and reuses the deep and robust encoding layers pretrained with millions of 3D data in LRM. In the image training branch, we unlock the triplane decoder to establish an implicit alignment between the 2D and 3D representations. To ensure unbiased evaluation, we curate evaluation samples from three distinct datasets (G-OBJ, GSO, ABO) rather than relying on cherry-picking manual generation. The comprehensive experiments conducted on quantitative and qualitative comparisons of 3D controllability and generation quality demonstrate the strong generalization capacity of our proposed approach.

cs.CV↗