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Xiaoguang Han

Publications and source records attributed to Xiaoguang Han.

At least 37 records · Page 2Linked to original sources

Kinema4D: Kinematic 4D World Modeling for Spatiotemporal Embodied Simulation

Simulating robot-world interactions is a cornerstone of Embodied AI. Recently, a few works have shown promise in leveraging video generations to transcend the rigid visual/physical constraints of traditional simulators. However, they primarily operate in 2D space or are guided by static environmental cues, ignoring the fundamental reality that robot-world interactions are inherently 4D spatiotemporal events that require precise interactive modeling. To restore this 4D essence while ensuring the precise robot control, we introduce Kinema4D, a new action-conditioned 4D generative robotic simulator that disentangles the robot-world interaction into: i) Precise 4D representation of robot controls: we drive a URDF-based 3D robot via kinematics, producing a precise 4D robot control trajectory. ii) Generative 4D modeling of environmental reactions: we project the 4D robot trajectory into a pointmap as a spatiotemporal visual signal, controlling the generative model to synthesize complex environments' reactive dynamics into synchronized RGB/pointmap sequences. To facilitate training, we curated a large-scale dataset called Robo4D-200k, comprising 201,426 robot interaction episodes with high-quality 4D annotations. Extensive experiments demonstrate that our method effectively simulates physically-plausible, geometry-consistent, and embodiment-agnostic interactions that faithfully mirror diverse real-world dynamics. For the first time, it shows potential zero-shot transfer capability, providing a high-fidelity foundation for advancing next-generation embodied simulation.

cs.RO↗

LHM++: An Efficient Large Human Reconstruction Model for Pose-free Images to 3D

Reconstructing animatable 3D humans from casually captured images of articulated subjects without camera or pose information is highly practical but remains challenging due to view misalignment, occlusions, and the absence of structural priors. In this work, we present LHM++, an efficient large-scale human reconstruction model that generates high-quality, animatable 3D avatars within seconds from one or multiple pose-free images. At its core is an Encoder-Decoder Point-Image Transformer architecture that progressively encodes and decodes 3D geometric point features to improve efficiency, while fusing hierarchical 3D point features with image features through multimodal attention. The fused features are decoded into 3D Gaussian splats to recover detailed geometry and appearance. To further enhance visual fidelity, we introduce a lightweight 3D-aware neural animation renderer that refines the rendering quality of reconstructed avatars in real time. Extensive experiments show that our method produces high-fidelity, animatable 3D humans without requiring camera or pose annotations. Our code and project page are available at https://lingtengqiu.github.io/LHM++/

cs.CV↗

EI-Part: Explode for Completion and Implode for Refinement

Part-level 3D generation is crucial for various downstream applications, including gaming, film production, and industrial design. However, decomposing a 3D shape into geometrically plausible and meaningful components remains a significant challenge. Previous part-based generation methods often struggle to produce well-constructed parts, exhibiting poor structural coherence, geometric implausibility, inaccuracy, or inefficiency. To address these challenges, we introduce EI-Part, a novel framework specifically designed to generate high-quality 3D shapes with components, characterized by strong structural coherence, geometric plausibility, geometric fidelity, and generation efficiency. We propose utilizing distinct representations at different stages: an Explode state for part completion and an Implode state for geometry refinement. This strategy fully leverages spatial resolution, enabling flexible part completion and fine geometric detail generation. To maintain structural coherence between parts, a self-attention mechanism is incorporated in both exploded and imploded states, facilitating effective information perception and feature fusion among components during generation. Extensive experiments on multiple benchmarks demonstrate that EI-Part efficiently produces semantically meaningful and structurally coherent parts with fine-grained geometric details, achieving state-of-the-art performance in part-level 3D generation. Project page: https://cvhadessun.github.io/EI-Part/

cs.CV↗

TexSpot: 3D Texture Enhancement with Spatially-uniform Point Latent Representation

High-quality 3D texture generation remains a fundamental challenge due to the view-inconsistency inherent in current mainstream multi-view diffusion pipelines. Existing representations either rely on UV maps, which suffer from distortion during unwrapping, or point-based methods, which tightly couple texture fidelity to geometric density that limits high-resolution texture generation. To address these limitations, we introduce TexSpot, a diffusion-based texture enhancement framework. At its core is Texlet, a novel 3D texture representation that merges the geometric expressiveness of point-based 3D textures with the compactness of UV-based representation. Each Texlet latent vector encodes a local texture patch via a 2D encoder and is further aggregated using a 3D encoder to incorporate global shape context. A cascaded 3D-to-2D decoder reconstructs high-quality texture patches, enabling the Texlet space learning. Leveraging this representation, we train a diffusion transformer conditioned on Texlets to refine and enhance textures produced by multi-view diffusion methods. Extensive experiments demonstrate that TexSpot significantly improves visual fidelity, geometric consistency, and robustness over existing state-of-the-art 3D texture generation and enhancement approaches. Project page: https://texlet-arch.github.io/TexSpot-page.

cs.CV↗

HyPlaneHead: Rethinking Tri-plane-like Representations in Full-Head Image Synthesis

Tri-plane-like representations have been widely adopted in 3D-aware GANs for head image synthesis and other 3D object/scene modeling tasks due to their efficiency. However, querying features via Cartesian coordinate projection often leads to feature entanglement, which results in mirroring artifacts. A recent work, SphereHead, attempted to address this issue by introducing spherical tri-planes based on a spherical coordinate system. While it successfully mitigates feature entanglement, SphereHead suffers from uneven mapping between the square feature maps and the spherical planes, leading to inefficient feature map utilization during rendering and difficulties in generating fine image details. Moreover, both tri-plane and spherical tri-plane representations share a subtle yet persistent issue: feature penetration across convolutional channels can cause interference between planes, particularly when one plane dominates the others. These challenges collectively prevent tri-plane-based methods from reaching their full potential. In this paper, we systematically analyze these problems for the first time and propose innovative solutions to address them. Specifically, we introduce a novel hybrid-plane (hy-plane for short) representation that combines the strengths of both planar and spherical planes while avoiding their respective drawbacks. We further enhance the spherical plane by replacing the conventional theta-phi warping with a novel near-equal-area warping strategy, which maximizes the effective utilization of the square feature map. In addition, our generator synthesizes a single-channel unified feature map instead of multiple feature maps in separate channels, thereby effectively eliminating feature penetration. With a series of technical improvements, our hy-plane representation enables our method, HyPlaneHead, to achieve state-of-the-art performance in full-head image synthesis.

cs.CV↗

Condition Matters in Full-head 3D GANs

Conditioning is crucial for stable training of full-head 3D GANs. Without any conditioning signal, the model suffers from severe mode collapse, making it impractical to training. However, a series of previous full-head 3D GANs conventionally choose the view angle as the conditioning input, which leads to a bias in the learned 3D full-head space along the conditional view direction. This is evident in the significant differences in generation quality and diversity between the conditional view and non-conditional views of the generated 3D heads, resulting in global incoherence across different head regions. In this work, we propose to use view-invariant semantic feature as the conditioning input, thereby decoupling the generative capability of 3D heads from the viewing direction. To construct a view-invariant semantic condition for each training image, we create a novel synthesized head image dataset. We leverage FLUX.1 Kontext to extend existing high-quality frontal face datasets to a wide range of view angles. The image clip feature extracted from the frontal view is then used as a shared semantic condition across all views in the extended images, ensuring semantic alignment while eliminating directional bias. This also allows supervision from different views of the same subject to be consolidated under a shared semantic condition, which accelerates training and enhances the global coherence of the generated 3D heads. Moreover, as GANs often experience slower improvements in diversity once the generator learns a few modes that successfully fool the discriminator, our semantic conditioning encourages the generator to follow the true semantic distribution, thereby promoting continuous learning and diverse generation. Extensive experiments on full-head synthesis and single-view GAN inversion demonstrate that our method achieves significantly higher fidelity, diversity, and generalizability.

cs.CV↗

UniMo: Unified Motion Generation and Understanding with Chain of Thought

Existing 3D human motion generation and understanding methods often exhibit limited interpretability, restricting effective mutual enhancement between these inherently related tasks. While current unified frameworks based on large language models (LLMs) leverage linguistic priors, they frequently encounter challenges in semantic alignment and task coherence. Moreover, the next-token prediction paradigm in LLMs is ill-suited for motion sequences, causing cumulative prediction errors. To address these limitations, we propose UniMo, a novel framework that integrates motion-language information and interpretable chain of thought (CoT) reasoning into the LLM via supervised fine-tuning (SFT). We further introduce reinforcement learning with Group Relative Policy Optimization (GRPO) as a post-training strategy that optimizes over groups of tokens to enforce structural correctness and semantic alignment, mitigating cumulative errors in motion token prediction. Extensive experiments demonstrate that UniMo significantly outperforms existing unified and task-specific models, achieving state-of-the-art performance in both motion generation and understanding.

cs.AI↗

[Draft] High-order estimation-based properties and high-order observers for labeled finite-state automata

In this paper, we consider labeled finite-state automata (LFSAs), extend some state estimation-based properties from a single agent to a finite ordered set of agents. We also extend the notion of observer to \emph{high-order observer} using our \emph{concurrent composition}. As a result, a general framework for characterizing high-order estimation-based properties is built, in which each agent infers its preceding agent's estimation via all agents in front. The high-order observer plays the role of a basic tool to verify such properties. In more detail, in our general framework, the system's structure is publicly known to all agents $A_1,\dots,A_n$; each agent $A_i$ has its own observable event set $E_i$, and additionally knows all its preceding agents' observable events but can only observe its own observable events. The intuitive meaning of our high-order observer is to characterize what agent $A_n$ knows about what $A_{n-1}$ knows about \dots what $A_2$ knows about $A_1$'s state estimate of the system. This general framework can be regarded as an automata representation of dynamic epistemic logic. Compared with the classical representation of dynamic epistemic logic based on fragments of logic, our representation has advantages in property verification and flexibly changing agents to enforce properties. As case studies, this general framework applies to basic properties such as current-state opacity, strong current-state opacity, regular-language-based opacity, critical observability, high-order opacity, etc. Special cases for which verification can be done more efficiently are also discussed.

cs.FL↗

ViSA: 3D-Aware Video Shading for Real-Time Upper-Body Avatar Creation

Generating high-fidelity upper-body 3D avatars from one-shot input image remains a significant challenge. Current 3D avatar generation methods, which rely on large reconstruction models, are fast and capable of producing stable body structures, but they often suffer from artifacts such as blurry textures and stiff, unnatural motion. In contrast, generative video models show promising performance by synthesizing photorealistic and dynamic results, but they frequently struggle with unstable behavior, including body structural errors and identity drift. To address these limitations, we propose a novel approach that combines the strengths of both paradigms. Our framework employs a 3D reconstruction model to provide robust structural and appearance priors, which in turn guides a real-time autoregressive video diffusion model for rendering. This process enables the model to synthesize high-frequency, photorealistic details and fluid dynamics in real time, effectively reducing texture blur and motion stiffness while preventing the structural inconsistencies common in video generation methods. By uniting the geometric stability of 3D reconstruction with the generative capabilities of video models, our method produces high-fidelity digital avatars with realistic appearance and dynamic, temporally coherent motion. Experiments demonstrate that our approach significantly reduces artifacts and achieves substantial improvements in visual quality over leading methods, providing a robust and efficient solution for real-time applications such as gaming and virtual reality. Project page: https://lhyfst.github.io/visa

cs.CV↗

LoFA: Learning to Predict Personalized Priors for Fast Adaptation of Visual Generative Models

Personalizing visual generative models to meet specific user needs has gained increasing attention, yet current methods like Low-Rank Adaptation (LoRA) remain impractical due to their demand for task-specific data and lengthy optimization. While a few hypernetwork-based approaches attempt to predict adaptation weights directly, they struggle to map fine-grained user prompts to complex LoRA distributions, limiting their practical applicability. To bridge this gap, we propose LoFA, a general framework that efficiently predicts personalized priors for fast model adaptation. We first identify a key property of LoRA: structured distribution patterns emerge in the relative changes between LoRA and base model parameters. Building on this, we design a two-stage hypernetwork: first predicting relative distribution patterns that capture key adaptation regions, then using these to guide final LoRA weight prediction. Extensive experiments demonstrate that our method consistently predicts high-quality personalized priors within seconds, across multiple tasks and user prompts, even outperforming conventional LoRA that requires hours of processing. Project page: https://jaeger416.github.io/lofa/.

cs.CV↗

LumiTex: Towards High-Fidelity PBR Texture Generation with Illumination Context

Physically-based rendering (PBR) provides a principled standard for realistic material-lighting interactions in computer graphics. Despite recent advances in generating PBR textures, existing methods fail to address two fundamental challenges: 1) materials decomposition from image prompts under limited illumination cues, and 2) seamless and view-consistent texture completion. To this end, we propose LumiTex, an end-to-end framework that comprises three key components: (1) a multi-branch generation scheme that disentangles albedo and metallic-roughness under shared illumination priors for robust material understanding, (2) a lighting-aware material attention mechanism that injects illumination context into the decoding process for physically grounded generation of albedo, metallic, and roughness maps, and (3) a geometry-guided inpainting module based on a large view synthesis model that enriches texture coverage and ensures seamless, view-consistent UV completion. Extensive experiments demonstrate that LumiTex achieves state-of-the-art performance in texture quality, surpassing both existing open-source and commercial methods.

cs.CV↗

AvatarTex: High-Fidelity Facial Texture Reconstruction from Single-Image Stylized Avatars

We present AvatarTex, a high-fidelity facial texture reconstruction framework capable of generating both stylized and photorealistic textures from a single image. Existing methods struggle with stylized avatars due to the lack of diverse multi-style datasets and challenges in maintaining geometric consistency in non-standard textures. To address these limitations, AvatarTex introduces a novel three-stage diffusion-to-GAN pipeline. Our key insight is that while diffusion models excel at generating diversified textures, they lack explicit UV constraints, whereas GANs provide a well-structured latent space that ensures style and topology consistency. By integrating these strengths, AvatarTex achieves high-quality topology-aligned texture synthesis with both artistic and geometric coherence. Specifically, our three-stage pipeline first completes missing texture regions via diffusion-based inpainting, refines style and structure consistency using GAN-based latent optimization, and enhances fine details through diffusion-based repainting. To address the need for a stylized texture dataset, we introduce TexHub, a high-resolution collection of 20,000 multi-style UV textures with precise UV-aligned layouts. By leveraging TexHub and our structured diffusion-to-GAN pipeline, AvatarTex establishes a new state-of-the-art in multi-style facial texture reconstruction. TexHub will be released upon publication to facilitate future research in this field.

cs.CV↗

ReconViaGen: Towards Accurate Multi-view 3D Object Reconstruction via Generation

Existing multi-view 3D object reconstruction methods heavily rely on sufficient overlap between input views, where occlusions and sparse coverage in practice frequently yield severe reconstruction incompleteness. Recent advancements in diffusion-based 3D generative techniques offer the potential to address these limitations by leveraging learned generative priors to hallucinate invisible parts of objects, thereby generating plausible 3D structures. However, the stochastic nature of the inference process limits the accuracy and reliability of generation results, preventing existing reconstruction frameworks from integrating such 3D generative priors. In this work, we comprehensively analyze the reasons why diffusion-based 3D generative methods fail to achieve high consistency, including (a) the insufficiency in constructing and leveraging cross-view connections when extracting multi-view image features as conditions, and (b) the poor controllability of iterative denoising during local detail generation, which easily leads to plausible but inconsistent fine geometric and texture details with inputs. Accordingly, we propose ReconViaGen to innovatively integrate reconstruction priors into the generative framework and devise several strategies that effectively address these issues. Extensive experiments demonstrate that our ReconViaGen can reconstruct complete and accurate 3D models consistent with input views in both global structure and local details.Project page: https://jiahao620.github.io/reconviagen.

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↗

StrucADT: Generating Structure-controlled 3D Point Clouds with Adjacency Diffusion Transformer

In the field of 3D point cloud generation, numerous 3D generative models have demonstrated the ability to generate diverse and realistic 3D shapes. However, the majority of these approaches struggle to generate controllable 3D point cloud shapes that meet user-specific requirements, hindering the large-scale application of 3D point cloud generation. To address the challenge of lacking control in 3D point cloud generation, we are the first to propose controlling the generation of point clouds by shape structures that comprise part existences and part adjacency relationships. We manually annotate the adjacency relationships between the segmented parts of point cloud shapes, thereby constructing a StructureGraph representation. Based on this StructureGraph representation, we introduce StrucADT, a novel structure-controllable point cloud generation model, which consists of StructureGraphNet module to extract structure-aware latent features, cCNF Prior module to learn the distribution of the latent features controlled by the part adjacency, and Diffusion Transformer module conditioned on the latent features and part adjacency to generate structure-consistent point cloud shapes. Experimental results demonstrate that our structure-controllable 3D point cloud generation method produces high-quality and diverse point cloud shapes, enabling the generation of controllable point clouds based on user-specified shape structures and achieving state-of-the-art performance in controllable point cloud generation on the ShapeNet dataset.

cs.GR↗

VC-Agent: An Interactive Agent for Customized Video Dataset Collection

Facing scaling laws, video data from the internet becomes increasingly important. However, collecting extensive videos that meet specific needs is extremely labor-intensive and time-consuming. In this work, we study the way to expedite this collection process and propose VC-Agent, the first interactive agent that is able to understand users' queries and feedback, and accordingly retrieve/scale up relevant video clips with minimal user input. Specifically, considering the user interface, our agent defines various user-friendly ways for the user to specify requirements based on textual descriptions and confirmations. As for agent functions, we leverage existing multi-modal large language models to connect the user's requirements with the video content. More importantly, we propose two novel filtering policies that can be updated when user interaction is continually performed. Finally, we provide a new benchmark for personalized video dataset collection, and carefully conduct the user study to verify our agent's usage in various real scenarios. Extensive experiments demonstrate the effectiveness and efficiency of our agent for customized video dataset collection. Project page: https://allenyidan.github.io/vcagent_page/.

cs.AI↗

IntrinsicReal: Adapting IntrinsicAnything from Synthetic to Real Objects

Estimating albedo (a.k.a., intrinsic image decomposition) from single RGB images captured in real-world environments (e.g., the MVImgNet dataset) presents a significant challenge due to the absence of paired images and their ground truth albedos. Therefore, while recent methods (e.g., IntrinsicAnything) have achieved breakthroughs by harnessing powerful diffusion priors, they remain predominantly trained on large-scale synthetic datasets (e.g., Objaverse) and applied directly to real-world RGB images, which ignores the large domain gap between synthetic and real-world data and leads to suboptimal generalization performance. In this work, we address this gap by proposing IntrinsicReal, a novel domain adaptation framework that bridges the above-mentioned domain gap for real-world intrinsic image decomposition. Specifically, our IntrinsicReal adapts IntrinsicAnything to the real domain by fine-tuning it using its high-quality output albedos selected by a novel dual pseudo-labeling strategy: i) pseudo-labeling with an absolute confidence threshold on classifier predictions, and ii) pseudo-labeling using the relative preference ranking of classifier predictions for individual input objects. This strategy is inspired by human evaluation, where identifying the highest-quality outputs is straightforward, but absolute scores become less reliable for sub-optimal cases. In these situations, relative comparisons of outputs become more accurate. To implement this, we propose a novel two-phase pipeline that sequentially applies these pseudo-labeling techniques to effectively adapt IntrinsicAnything to the real domain. Experimental results show that our IntrinsicReal significantly outperforms existing methods, achieving state-of-the-art results for albedo estimation on both synthetic and real-world datasets.

cs.GR↗

Stable-Sim2Real: Exploring Simulation of Real-Captured 3D Data with Two-Stage Depth Diffusion

3D data simulation aims to bridge the gap between simulated and real-captured 3D data, which is a fundamental problem for real-world 3D visual tasks. Most 3D data simulation methods inject predefined physical priors but struggle to capture the full complexity of real data. An optimal approach involves learning an implicit mapping from synthetic to realistic data in a data-driven manner, but progress in this solution has met stagnation in recent studies. This work explores a new solution path of data-driven 3D simulation, called Stable-Sim2Real, based on a novel two-stage depth diffusion model. The initial stage finetunes Stable-Diffusion to generate the residual between the real and synthetic paired depth, producing a stable but coarse depth, where some local regions may deviate from realistic patterns. To enhance this, both the synthetic and initial output depth are fed into a second-stage diffusion, where diffusion loss is adjusted to prioritize these distinct areas identified by a 3D discriminator. We provide a new benchmark scheme to evaluate 3D data simulation methods. Extensive experiments show that training the network with the 3D simulated data derived from our method significantly enhances performance in real-world 3D visual tasks. Moreover, the evaluation demonstrates the high similarity between our 3D simulated data and real-captured patterns. Project page: https://mutianxu.github.io/stable-sim2real/.

cs.CV↗