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Xiaodong Cun

Publications and source records attributed to Xiaodong Cun.

At least 19 recordsLinked to original sources

EditaLive! Unified Character Video Editing for Live Streaming

Conventional video editing primarily focuses on scene-level content, whereas live streaming places greater emphasis on the human subject. However, directly applying existing video-editing methods to human-centric live streaming remains challenging, as they may introduce facial-expression inconsistencies and typically depend on multiple offline inference steps, making them unsuitable for real-time interaction. We propose EditaLive, a novel framework for real-time streaming character video editing. In detail, we start from a pretrained image animation model (Wan-Animate), which naturally decouples appearance from motion, and repurpose it as the base model for instruction-based human-centric video editing by reference frame editing and video reconstruction via the collected CharEdit-50K dataset. Besides, we adapt the model from offline bidirectional to causal streaming generation, and design an aligned self-rollout distillation strategy that compresses the model into a two-step sampler, where fixed RoPE and align forcing reduce training--inference discrepancies, and first-frame preserved sparse attention filters redundant historical information to mitigate appearance drift. Extensive experiments demonstrate that EditaLive delivers state-of-the-art editing performance with faithful preservation of facial expressions and low-latency real-time streaming inference.

cs.CV

SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery

Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, facilitating the use of computer vision techniques in biomechanics-related analysis. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.

cs.CV

Pusa V1.0: Unlocking Temporal Control in Pretrained Video Diffusion Models via Vectorized Timestep Adaptation

The rapid advancement of video diffusion models has been hindered by fundamental limitations in temporal modeling, particularly the rigid synchronization of frame evolution imposed by conventional scalar timestep variables. While task-specific adaptations and autoregressive models have sought to address these challenges, they remain constrained by computational inefficiency, catastrophic forgetting, or narrow applicability. In this work, we present \textbf{Pusa} V1.0, a versatile model that leverages \textbf{vectorized timestep adaptation (VTA)} to enable fine-grained temporal control within a unified video diffusion framework. Note that VTA is a non-destructive adaptation, which means that it fully preserves the capabilities of the base model. Unlike conventional methods like Wan-I2V, which finetune a base text-to-video (T2V) model with abundant resources to do image-to-video (I2V), we achieve comparable results in a zero-shot manner after an ultra-efficient finetuning process based on VTA. Moreover, this method also unlocks many other zero-shot capabilities simultaneously, such as start-end frames and video extension -- all without task-specific training. Meanwhile, it keeps the T2V capability from the base model. Mechanistic analyses also reveal that our approach preserves the foundation model's generative priors while surgically injecting temporal dynamics, avoiding the combinatorial explosion inherent to the vectorized timestep. This work establishes a scalable, efficient, and versatile paradigm for next-generation video synthesis, democratizing high-fidelity video generation for research and industry alike.

cs.CV

Beyond Text Prompts: Visual-to-Visual Generation as A Unified Paradigm

Humans often specify and create through visual artifacts: typography sheets, sketches, reference images, and annotated scenes. Yet modern visual generators still ask users to serialize this intent into text, a bottleneck that compresses signals like spatial structure, exact appearance, and glyph shape. We propose \textbf{\emph{visual-to-visual} (V2V)} generation, in which the user conditions a generative model with a visual specification page rather than a text prompt. The page is not an edit target, but a visual document that specifies the desired output. We introduce \textbf{V2V-Zero}, a training-free framework that exposes this interface in existing vision-language model (VLM) conditioned generators by replacing text-only conditioning with final-layer hidden states extracted from visual pages, exploiting the fact that the frozen VLM already maps both text and images into the generator's conditioning space. On GenEval, V2V-Zero reaches 0.85 with a frozen Qwen-Image backbone, closely matching its optimized text-to-image performance without fine-tuning. To evaluate the broader V2V space, we introduce \textbf{Simple-V2V Bench}, spanning seven visual-conditioning tasks and seven models, including GPT Image 2, Nano Banana 2, Seedream 5.0 Lite, open-weight baselines, and a video extension. V2V-Zero scores 32.7/100, outperforming evaluated open-weight image baselines and revealing a clear capability hierarchy: attribute binding is strong, content generation is unreliable, and structural control remains hard even for commercial systems. A HunyuanVideo-1.5 extension scores 20.2/100, showing the interface transfers beyond images. Mechanistic analysis shows the default reasoning path is primarily visually routed, with 95.0\% of conditioning-token attention mass on visual-page hidden states.

cs.CV

Seg-Agent: Test-Time Multimodal Reasoning for Training-Free Language-Guided Segmentation

Language-guided segmentation transcends the scope limitations of traditional semantic segmentation, enabling models to segment arbitrary target regions based on natural language instructions. Existing approaches typically adopt a two-stage framework: employing Multimodal Large Language Models (MLLMs) to interpret instructions and generate visual prompts, followed by foundational segmentation models (e.g., SAM) to produce masks. However, due to the limited spatial grounding capabilities of off-the-shelf MLLMs, these methods often rely on extensive training on large-scale datasets to achieve satisfactory accuracy. While recent advances have introduced reasoning mechanisms to improve performance, they predominantly operate within the textual domain, performing chain-of-thought reasoning solely based on abstract text representations without direct visual feedback. In this paper, we propose Seg-Agent, a completely training-free framework that pioneers Explicit Multimodal Chain-of-Reasoning. Unlike prior text-only reasoning, our approach constructs an interactive visual reasoning loop comprising three stages: generation, selection, and refinement. Specifically, we leverage Set-of-Mark (SoM) visual prompting to render candidate regions directly onto the image, allowing the MLLM to ``see'' and iteratively reason about spatial relationships in the visual domain rather than just the textual one. This explicit multimodal interaction enables Seg-Agent to achieve performance comparable to state-of-the-art training-based methods without any parameter updates. Furthermore, to comprehensively evaluate generalization across diverse scenarios, we introduce Various-LangSeg, a novel benchmark covering explicit semantic, generic object, and reasoning-guided segmentation tasks. Extensive experiments demonstrate the effectiveness and robustness of our method.

cs.CV

CutClaw: Agentic Hours-Long Video Editing via Music Synchronization

Editing the video content with audio alignment forms a digital human-made art in current social media. However, the time-consuming and repetitive nature of manual video editing has long been a challenge for filmmakers and professional content creators alike. In this paper, we introduce CutClaw, an autonomous multi-agent framework designed to edit hours-long raw footage into meaningful short videos that leverages the capabilities of multiple Multimodal Language Models~(MLLMs) as an agent system. It produces videos with synchronized music, followed by instructions, and a visually appealing appearance. In detail, our approach begins by employing a hierarchical multimodal decomposition that captures both fine-grained details and global structures across visual and audio footage. Then, to ensure narrative consistency, a Playwriter Agent orchestrates the whole storytelling flow and structures the long-term narrative, anchoring visual scenes to musical shifts. Finally, to construct a short edited video, Editor and Reviewer Agents collaboratively optimize the final cut via selecting fine-grained visual content based on rigorous aesthetic and semantic criteria. We conduct detailed experiments to demonstrate that CutClaw significantly outperforms state-of-the-art baselines in generating high-quality, rhythm-aligned videos. The code is available at: https://github.com/GVCLab/CutClaw.

cs.CV

LightCtrl: Training-free Controllable Video Relighting

Recent diffusion models have achieved remarkable success in image relighting, and this success has quickly been extended to video relighting. However, existing methods offer limited explicit control over illumination in the relighted output. We present LightCtrl, the first controllable video relighting method that enables explicit control of video illumination through a user-supplied light trajectory in a training-free manner. Our approach combines pre-trained diffusion models: an image relighting model processes each frame individually, followed by a video diffusion prior to enhance temporal consistency. To achieve explicit control over dynamically varying lighting, we introduce two key components. First, a Light Map Injection module samples light trajectory-specific noise and injects it into the latent representation of the source video, improving illumination coherence with the conditional light trajectory. Second, a Geometry-Aware Relighting module dynamically combines RGB and normal map latents in the frequency domain to suppress the influence of the original lighting, further enhancing adherence to the input light trajectory. Experiments show that LightCtrl produces high-quality videos with diverse illumination changes that closely follow the specified light trajectory, demonstrating improved controllability over baseline methods. Code is available at: https://github.com/GVCLab/LightCtrl.

cs.CV

GenCompositor: Generative Video Compositing with Diffusion Transformer

Video compositing combines live-action footage to create video production, serving as a crucial technique in video creation and film production. Traditional pipelines require intensive labor efforts and expert collaboration, resulting in lengthy production cycles and high manpower costs. To address this issue, we automate this process with generative models, called generative video compositing. This new task strives to adaptively inject identity and motion information of foreground video to the target video in an interactive manner, allowing users to customize the size, motion trajectory, and other attributes of the dynamic elements added in final video. Specifically, we designed a novel Diffusion Transformer (DiT) pipeline based on its intrinsic properties. To maintain consistency of the target video before and after editing, we revised a light-weight DiT-based background preservation branch with masked token injection. As to inherit dynamic elements from other sources, a DiT fusion block is proposed using full self-attention, along with a simple yet effective foreground augmentation for training. Besides, for fusing background and foreground videos with different layouts based on user control, we developed a novel position embedding, named Extended Rotary Position Embedding (ERoPE). Finally, we curated a dataset comprising 61K sets of videos for our new task, called VideoComp. This data includes complete dynamic elements and high-quality target videos. Experiments demonstrate that our method effectively realizes generative video compositing, outperforming existing possible solutions in fidelity and consistency. Project is available at https://gencompositor.github.io/

cs.CV

MLLM-4D: Towards Visual-based Spatial-Temporal Intelligence

Humans are born with vision-based 4D spatial-temporal intelligence, which enables us to perceive and reason about the evolution of 3D space over time from purely visual inputs. Despite its importance, this capability remains a significant bottleneck for current multimodal large language models (MLLMs). To tackle this challenge, we introduce MLLM-4D, a comprehensive framework designed to bridge the gaps in training data curation and model post-training for spatiotemporal understanding and reasoning. On the data front, we develop a cost-efficient data curation pipeline that repurposes existing stereo video datasets into high-quality 4D spatiotemporal instructional data. This results in the MLLM4D-2M and MLLM4D-R1-30k datasets for Supervised Fine-Tuning (SFT) and Reinforcement Fine-Tuning (RFT), alongside MLLM4D-Bench for comprehensive evaluation. Regarding model training, our post-training strategy establishes a foundational 4D understanding via SFT and further catalyzes 4D reasoning capabilities by employing Group Relative Policy Optimization (GRPO) with specialized Spatiotemporal Chain of Thought (ST-CoT) prompting and Spatiotemporal reward functions (ST-reward) without involving the modification of architecture. Extensive experiments demonstrate that MLLM-4D achieves state-of-the-art spatial-temporal understanding and reasoning capabilities from purely 2D RGB inputs. Project page: https://github.com/GVCLab/MLLM-4D.

cs.CV

EasyOmnimatte: Taming Pretrained Inpainting Diffusion Models for End-to-End Video Layered Decomposition

Existing video omnimatte methods typically rely on slow, multi-stage, or inference-time optimization pipelines that fail to fully exploit powerful generative priors, producing suboptimal decompositions. Our key insight is that, if a video inpainting model can be finetuned to remove the foreground-associated effects, then it must be inherently capable of perceiving these effects, and hence can also be finetuned for the complementary task: foreground layer decomposition with associated effects. However, although naïvely finetuning the inpainting model with LoRA applied to all blocks can produce high-quality alpha mattes, it fails to capture associated effects. Our systematic analysis reveals this arises because effect-related cues are primarily encoded in specific DiT blocks and become suppressed when LoRA is applied across all blocks. To address this, we introduce EasyOmnimatte, the first unified, end-to-end video omnimatte method. Concretely, we finetune a pretrained video inpainting diffusion model to learn dual complementary experts while keeping its original weights intact: an Effect Expert, where LoRA is applied only to effect-sensitive DiT blocks to capture the coarse structure of the foreground and associated effects, and a fully LoRA-finetuned Quality Expert learns to refine the alpha matte. During sampling, Effect Expert is used for denoising at early, high-noise steps, while Quality Expert takes over at later, low-noise steps. This design eliminates the need for two full diffusion passes, significantly reducing computational cost without compromising output quality. Ablation studies validate the effectiveness of this Dual-Expert strategy. Experiments demonstrate that EasyOmnimatte sets a new state-of-the-art for video omnimatte and enables various downstream tasks, significantly outperforming baselines in both quality and efficiency.

cs.CV

EmoCAST: Emotional Talking Portrait via Emotive Text Description

Emotional talking head synthesis aims to generate talking portrait videos with vivid expressions. Existing methods still exhibit limitations in control flexibility, motion naturalness, and expression quality. Moreover, currently available datasets are mainly collected in lab settings, further exacerbating these shortcomings and hindering real-world deployment. To address these challenges, we propose EmoCAST, a diffusion-based talking head framework for precise, text-driven emotional synthesis. Its contributions are threefold: (1) architectural modules that enable effective text control; (2) an emotional talking-head dataset that expands the framework's ability; and (3) training strategies that further improve performance. Specifically, for appearance modeling, emotional prompts are integrated through a text-guided emotive attention module, enhancing spatial knowledge to improve emotion understanding. To strengthen audio-emotion alignment, we introduce an emotive audio attention module to capture the interplay between controlled emotion and driving audio, generating emotion-aware features to guide precise facial motion synthesis. Additionally, we construct a large-scale, in-the-wild emotional talking head dataset with emotive text descriptions to optimize the framework's performance. Based on this dataset, we propose an emotion-aware sampling strategy and a progressive functional training strategy that improve the model's ability to capture nuanced expressive features and achieve accurate lip-sync. Overall, EmoCAST achieves state-of-the-art performance in generating realistic, emotionally expressive, and audio-synchronized talking-head videos. Project Page: https://github.com/GVCLab/EmoCAST

cs.CV

PersonaLive! Expressive Portrait Image Animation for Live Streaming

Current diffusion-based portrait animation models predominantly focus on enhancing visual quality and expression realism, while overlooking generation latency and real-time performance, which restricts their application range in the live streaming scenario. We propose PersonaLive, a novel diffusion-based framework towards streaming real-time portrait animation with multi-stage training recipes. Specifically, we first adopt hybrid implicit signals, namely implicit facial representations and 3D implicit keypoints, to achieve expressive image-level motion control. Then, a fewer-step appearance distillation strategy is proposed to eliminate appearance redundancy in the denoising process, greatly improving inference efficiency. Finally, we introduce an autoregressive micro-chunk streaming generation paradigm equipped with a sliding training strategy and a historical keyframe mechanism to enable low-latency and stable long-term video generation. Extensive experiments demonstrate that PersonaLive achieves state-of-the-art performance with up to 7-22x speedup over prior diffusion-based portrait animation models.

cs.CV

MV-Performer: Taming Video Diffusion Model for Faithful and Synchronized Multi-view Performer Synthesis

Recent breakthroughs in video generation, powered by large-scale datasets and diffusion techniques, have shown that video diffusion models can function as implicit 4D novel view synthesizers. Nevertheless, current methods primarily concentrate on redirecting camera trajectory within the front view while struggling to generate 360-degree viewpoint changes. In this paper, we focus on human-centric subdomain and present MV-Performer, an innovative framework for creating synchronized novel view videos from monocular full-body captures. To achieve a 360-degree synthesis, we extensively leverage the MVHumanNet dataset and incorporate an informative condition signal. Specifically, we use the camera-dependent normal maps rendered from oriented partial point clouds, which effectively alleviate the ambiguity between seen and unseen observations. To maintain synchronization in the generated videos, we propose a multi-view human-centric video diffusion model that fuses information from the reference video, partial rendering, and different viewpoints. Additionally, we provide a robust inference procedure for in-the-wild video cases, which greatly mitigates the artifacts induced by imperfect monocular depth estimation. Extensive experiments on three datasets demonstrate our MV-Performer's state-of-the-art effectiveness and robustness, setting a strong model for human-centric 4D novel view synthesis.

cs.CV

BlobCtrl: Taming Controllable Blob for Element-level Image Editing

As user expectations for image editing continue to rise, the demand for flexible, fine-grained manipulation of specific visual elements presents a challenge for current diffusion-based methods. In this work, we present BlobCtrl, a framework for element-level image editing based on a probabilistic blob-based representation. Treating blobs as visual primitives, BlobCtrl disentangles layout from appearance, affording fine-grained, controllable object-level manipulation. Our key contributions are twofold: (1) an in-context dual-branch diffusion model that separates foreground and background processing, incorporating blob representations to explicitly decouple layout and appearance, and (2) a self-supervised disentangle-then-reconstruct training paradigm with an identity-preserving loss function, along with tailored strategies to efficiently leverage blob-image pairs. To foster further research, we introduce BlobData for large-scale training and BlobBench, a benchmark for systematic evaluation. Experimental results demonstrate that BlobCtrl achieves state-of-the-art performance in a variety of element-level editing tasks, such as object addition, removal, scaling, and replacement, while maintaining computational efficiency. Project Webpage: https://liyaowei-stu.github.io/project/BlobCtrl/

cs.CV

GSFixer: Improving 3D Gaussian Splatting with Reference-Guided Video Diffusion Priors

Reconstructing 3D scenes using 3D Gaussian Splatting (3DGS) from sparse views is an ill-posed problem due to insufficient information, often resulting in noticeable artifacts. While recent approaches have sought to leverage generative priors to complete information for under-constrained regions, they struggle to generate content that remains consistent with input observations. To address this challenge, we propose GSFixer, a novel framework designed to improve the quality of 3DGS representations reconstructed from sparse inputs. The core of our approach is the reference-guided video restoration model, built upon a DiT-based video diffusion model trained on paired artifact 3DGS renders and clean frames with additional reference-based conditions. Considering the input sparse views as references, our model integrates both 2D semantic features and 3D geometric features of reference views extracted from the visual geometry foundation model, enhancing the semantic coherence and 3D consistency when fixing artifact novel views. Furthermore, considering the lack of suitable benchmarks for 3DGS artifact restoration evaluation, we present DL3DV-Res which contains artifact frames rendered using low-quality 3DGS. Extensive experiments demonstrate our GSFixer outperforms current state-of-the-art methods in 3DGS artifact restoration and sparse-view 3D reconstruction. Project page: https://github.com/GVCLab/GSFixer.

cs.CV

EF-VI: Enhancing End-Frame Injection for Video Inbetweening

Video inbetweening aims to synthesize intermediate video sequences conditioned on the given start and end frames. Current state-of-the-art methods primarily extend large-scale pre-trained Image-to-Video Diffusion Models (I2V-DMs) by incorporating the end-frame condition via direct fine-tuning or temporally bidirectional sampling. However, the former results in a weak end-frame constraint, while the latter inevitably disrupts the input representation of video frames, leading to suboptimal performance. To improve the end-frame constraint while avoiding disruption of the input representation, we propose a novel video inbetweening framework specific to recent and more powerful transformer-based I2V-DMs, termed EF-VI. It efficiently strengthens the end-frame constraint by utilizing an enhanced injection. This is based on our proposed well-designed lightweight module, termed EF-Net, which encodes only the end frame and expands it into temporally adaptive frame-wise features injected into the I2V-DM. Extensive experiments demonstrate the superiority of our EF-VI compared with other baselines.

cs.CV

4DVD: Cascaded Dense-view Video Diffusion Model for High-quality 4D Content Generation

Given the high complexity of directly generating high-dimensional data such as 4D, we present 4DVD, a cascaded video diffusion model that generates 4D content in a decoupled manner. Unlike previous multi-view video methods that directly model 3D space and temporal features simultaneously with stacked cross view/temporal attention modules, 4DVD decouples this into two subtasks: coarse multi-view layout generation and structure-aware conditional generation, and effectively unifies them. Specifically, given a monocular video, 4DVD first predicts the dense view content of its layout with superior cross-view and temporal consistency. Based on the produced layout priors, a structure-aware spatio-temporal generation branch is developed, combining these coarse structural priors with the exquisite appearance content of input monocular video to generate final high-quality dense-view videos. Benefit from this, explicit 4D representation~(such as 4D Gaussian) can be optimized accurately, enabling wider practical application. To train 4DVD, we collect a dynamic 3D object dataset, called D-Objaverse, from the Objaverse benchmark and render 16 videos with 21 frames for each object. Extensive experiments demonstrate our state-of-the-art performance on both novel view synthesis and 4D generation. Our project page is https://4dvd.github.io/

cs.CV

FairyGen: Storied Cartoon Video from a Single Child-Drawn Character

We propose FairyGen, an automatic system for generating story-driven cartoon videos from a single child's drawing, while faithfully preserving its unique artistic style. Unlike previous storytelling methods that primarily focus on character consistency and basic motion, FairyGen explicitly disentangles character modeling from stylized background generation and incorporates cinematic shot design to support expressive and coherent storytelling. Given a single character sketch, we first employ an MLLM to generate a structured storyboard with shot-level descriptions that specify environment settings, character actions, and camera perspectives. To ensure visual consistency, we introduce a style propagation adapter that captures the character's visual style and applies it to the background, faithfully retaining the character's full visual identity while synthesizing style-consistent scenes. A shot design module further enhances visual diversity and cinematic quality through frame cropping and multi-view synthesis based on the storyboard. To animate the story, we reconstruct a 3D proxy of the character to derive physically plausible motion sequences, which are then used to fine-tune an MMDiT-based image-to-video diffusion model. We further propose a two-stage motion customization adapter: the first stage learns appearance features from temporally unordered frames, disentangling identity from motion; the second stage models temporal dynamics using a timestep-shift strategy with frozen identity weights. Once trained, FairyGen directly renders diverse and coherent video scenes aligned with the storyboard. Extensive experiments demonstrate that our system produces animations that are stylistically faithful, narratively structured natural motion, highlighting its potential for personalized and engaging story animation. The code will be available at https://github.com/GVCLab/FairyGen

cs.GR