Searcharxiv⌕ Search

arXiv subjects

Xingyi Yang

Publications and source records attributed to Xingyi Yang.

At least 37 records · Page 2Linked to original sources

Test3R: Learning to Reconstruct 3D at Test Time

Dense matching methods like DUSt3R regress pairwise pointmaps for 3D reconstruction. However, the reliance on pairwise prediction and the limited generalization capability inherently restrict the global geometric consistency. In this work, we introduce Test3R, a surprisingly simple test-time learning technique that significantly boosts geometric accuracy. Using image triplets ($I_1,I_2,I_3$), Test3R generates reconstructions from pairs ($I_1,I_2$) and ($I_1,I_3$). The core idea is to optimize the network at test time via a self-supervised objective: maximizing the geometric consistency between these two reconstructions relative to the common image $I_1$. This ensures the model produces cross-pair consistent outputs, regardless of the inputs. Extensive experiments demonstrate that our technique significantly outperforms previous state-of-the-art methods on the 3D reconstruction and multi-view depth estimation tasks. Moreover, it is universally applicable and nearly cost-free, making it easily applied to other models and implemented with minimal test-time training overhead and parameter footprint. Code is available at https://github.com/nopQAQ/Test3R.

cs.CV↗

Image Editing As Programs with Diffusion Models

While diffusion models have achieved remarkable success in text-to-image generation, they encounter significant challenges with instruction-driven image editing. Our research highlights a key challenge: these models particularly struggle with structurally inconsistent edits that involve substantial layout changes. To mitigate this gap, we introduce Image Editing As Programs (IEAP), a unified image editing framework built upon the Diffusion Transformer (DiT) architecture. At its core, IEAP approaches instructional editing through a reductionist lens, decomposing complex editing instructions into sequences of atomic operations. Each operation is implemented via a lightweight adapter sharing the same DiT backbone and is specialized for a specific type of edit. Programmed by a vision-language model (VLM)-based agent, these operations collaboratively support arbitrary and structurally inconsistent transformations. By modularizing and sequencing edits in this way, IEAP generalizes robustly across a wide range of editing tasks, from simple adjustments to substantial structural changes. Extensive experiments demonstrate that IEAP significantly outperforms state-of-the-art methods on standard benchmarks across various editing scenarios. In these evaluations, our framework delivers superior accuracy and semantic fidelity, particularly for complex, multi-step instructions. Codes are available at https://github.com/YujiaHu1109/IEAP.

cs.CV↗

Minute-Long Videos with Dual Parallelisms

Diffusion Transformer (DiT)-based video diffusion models generate high-quality videos at scale but incur prohibitive processing latency and memory costs for long videos. To address this, we propose a novel distributed inference strategy, termed DualParal. The core idea is that, instead of generating an entire video on a single GPU, we parallelize both temporal frames and model layers across GPUs. However, a naive implementation of this division faces a key limitation: since diffusion models require synchronized noise levels across frames, this implementation leads to the serialization of original parallelisms. We leverage a block-wise denoising scheme to handle this. Namely, we process a sequence of frame blocks through the pipeline with progressively decreasing noise levels. Each GPU handles a specific block and layer subset while passing previous results to the next GPU, enabling asynchronous computation and communication. To further optimize performance, we incorporate two key enhancements. Firstly, a feature cache is implemented on each GPU to store and reuse features from the prior block as context, minimizing inter-GPU communication and redundant computation. Secondly, we employ a coordinated noise initialization strategy, ensuring globally consistent temporal dynamics by sharing initial noise patterns across GPUs without extra resource costs. Together, these enable fast, artifact-free, and infinitely long video generation. Applied to the latest diffusion transformer video generator, our method efficiently produces 1,025-frame videos with up to 6.54$\times$ lower latency and 1.48$\times$ lower memory cost on 8$\times$RTX 4090 GPUs.

cs.CV↗

Flash Sculptor: Modular 3D Worlds from Objects

Existing text-to-3D and image-to-3D models often struggle with complex scenes involving multiple objects and intricate interactions. Although some recent attempts have explored such compositional scenarios, they still require an extensive process of optimizing the entire layout, which is highly cumbersome if not infeasible at all. To overcome these challenges, we propose Flash Sculptor in this paper, a simple yet effective framework for compositional 3D scene/object reconstruction from a single image. At the heart of Flash Sculptor lies a divide-and-conquer strategy, which decouples compositional scene reconstruction into a sequence of sub-tasks, including handling the appearance, rotation, scale, and translation of each individual instance. Specifically, for rotation, we introduce a coarse-to-fine scheme that brings the best of both worlds--efficiency and accuracy--while for translation, we develop an outlier-removal-based algorithm that ensures robust and precise parameters in a single step, without any iterative optimization. Extensive experiments demonstrate that Flash Sculptor achieves at least a 3 times speedup over existing compositional 3D methods, while setting new benchmarks in compositional 3D reconstruction performance. Codes are available at https://github.com/YujiaHu1109/Flash-Sculptor.

cs.CV↗

1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering

4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) \textbf{Short-Lifespan Gaussians}: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) \textbf{Inactive Gaussians}: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present \textbf{4DGS-1K}, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering. Compared to vanilla 4DGS, our method achieves a $41\times$ reduction in storage and $9\times$ faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality. Please see our project page at https://4DGS-1K.github.io.

cs.CV↗

OminiControl2: Efficient Conditioning for Diffusion Transformers

Fine-grained control of text-to-image diffusion transformer models (DiT) remains a critical challenge for practical deployment. While recent advances such as OminiControl and others have enabled a controllable generation of diverse control signals, these methods face significant computational inefficiency when handling long conditional inputs. We present OminiControl2, an efficient framework that achieves efficient image-conditional image generation. OminiControl2 introduces two key innovations: (1) a dynamic compression strategy that streamlines conditional inputs by preserving only the most semantically relevant tokens during generation, and (2) a conditional feature reuse mechanism that computes condition token features only once and reuses them across denoising steps. These architectural improvements preserve the original framework's parameter efficiency and multi-modal versatility while dramatically reducing computational costs. Our experiments demonstrate that OminiControl2 reduces conditional processing overhead by over 90% compared to its predecessor, achieving an overall 5.9$\times$ speedup in multi-conditional generation scenarios. This efficiency enables the practical implementation of complex, multi-modal control for high-quality image synthesis with DiT models.

cs.CV↗

Mixture of Experts Made Intrinsically Interpretable

Neurons in large language models often exhibit \emph{polysemanticity}, simultaneously encoding multiple unrelated concepts and obscuring interpretability. Instead of relying on post-hoc methods, we present \textbf{MoE-X}, a Mixture-of-Experts (MoE) language model designed to be \emph{intrinsically} interpretable. Our approach is motivated by the observation that, in language models, wider networks with sparse activations are more likely to capture interpretable factors. However, directly training such large sparse networks is computationally prohibitive. MoE architectures offer a scalable alternative by activating only a subset of experts for any given input, inherently aligning with interpretability objectives. In MoE-X, we establish this connection by rewriting the MoE layer as an equivalent sparse, large MLP. This approach enables efficient scaling of the hidden size while maintaining sparsity. To further enhance interpretability, we enforce sparse activation within each expert and redesign the routing mechanism to prioritize experts with the highest activation sparsity. These designs ensure that only the most salient features are routed and processed by the experts. We evaluate MoE-X on chess and natural language tasks, showing that it achieves performance comparable to dense models while significantly improving interpretability. MoE-X achieves a perplexity better than GPT-2, with interpretability surpassing even sparse autoencoder (SAE)-based approaches.

cs.LG↗

GraphBridge: Towards Arbitrary Transfer Learning in GNNs

Graph neural networks (GNNs) are conventionally trained on a per-domain, per-task basis. It creates a significant barrier in transferring the acquired knowledge to different, heterogeneous data setups. This paper introduces GraphBridge, a novel framework to enable knowledge transfer across disparate tasks and domains in GNNs, circumventing the need for modifications to task configurations or graph structures. Specifically, GraphBridge allows for the augmentation of any pre-trained GNN with prediction heads and a bridging network that connects the input to the output layer. This architecture not only preserves the intrinsic knowledge of the original model but also supports outputs of arbitrary dimensions. To mitigate the negative transfer problem, GraphBridge merges the source model with a concurrently trained model, thereby reducing the source bias when applied to the target domain. Our method is thoroughly evaluated across diverse transfer learning scenarios, including Graph2Graph, Node2Node, Graph2Node, and graph2point-cloud. Empirical validation, conducted over 16 datasets representative of these scenarios, confirms the framework's capacity for task- and domain-agnostic transfer learning within graph-like data, marking a significant advancement in the field of GNNs. Code is available at https://github.com/jujulili888/GraphBridge.

cs.LG↗

Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling

Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.

cs.CV↗

Few-shot Implicit Function Generation via Equivariance

Implicit Neural Representations (INRs) have emerged as a powerful framework for representing continuous signals. However, generating diverse INR weights remains challenging due to limited training data. We introduce Few-shot Implicit Function Generation, a new problem setup that aims to generate diverse yet functionally consistent INR weights from only a few examples. This is challenging because even for the same signal, the optimal INRs can vary significantly depending on their initializations. To tackle this, we propose EquiGen, a framework that can generate new INRs from limited data. The core idea is that functionally similar networks can be transformed into one another through weight permutations, forming an equivariance group. By projecting these weights into an equivariant latent space, we enable diverse generation within these groups, even with few examples. EquiGen implements this through an equivariant encoder trained via contrastive learning and smooth augmentation, an equivariance-guided diffusion process, and controlled perturbations in the equivariant subspace. Experiments on 2D image and 3D shape INR datasets demonstrate that our approach effectively generates diverse INR weights while preserving their functional properties in few-shot scenarios.

cs.CV↗

GFlow: Recovering 4D World from Monocular Video

Recovering 4D world from monocular video is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view videos, known camera parameters, or static scenes. In this paper, we relax all these constraints and tackle a highly ambitious but practical task: With only one monocular video without camera parameters, we aim to recover the dynamic 3D world alongside the camera poses. To solve this, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video to a 4D scene, as a flow of 3D Gaussians through space and time. GFlow starts by segmenting the video into still and moving parts, then alternates between optimizing camera poses and the dynamics of the 3D Gaussian points. This method ensures consistency among adjacent points and smooth transitions between frames. Since dynamic scenes always continually introduce new visual content, we present prior-driven initialization and pixel-wise densification strategy for Gaussian points to integrate new content. By combining all those techniques, GFlow transcends the boundaries of 4D recovery from causal videos; it naturally enables tracking of points and segmentation of moving objects across frames. Additionally, GFlow estimates the camera poses for each frame, enabling novel view synthesis by changing camera pose. This capability facilitates extensive scene-level or object-level editing, highlighting GFlow's versatility and effectiveness. Visit our project page at: https://littlepure2333.github.io/GFlow

cs.CV↗

AdvAnchor: Enhancing Diffusion Model Unlearning with Adversarial Anchors

Security concerns surrounding text-to-image diffusion models have driven researchers to unlearn inappropriate concepts through fine-tuning. Recent fine-tuning methods typically align the prediction distributions of unsafe prompts with those of predefined text anchors. However, these techniques exhibit a considerable performance trade-off between eliminating undesirable concepts and preserving other concepts. In this paper, we systematically analyze the impact of diverse text anchors on unlearning performance. Guided by this analysis, we propose AdvAnchor, a novel approach that generates adversarial anchors to alleviate the trade-off issue. These adversarial anchors are crafted to closely resemble the embeddings of undesirable concepts to maintain overall model performance, while selectively excluding defining attributes of these concepts for effective erasure. Extensive experiments demonstrate that AdvAnchor outperforms state-of-the-art methods. Our code is publicly available at https://anonymous.4open.science/r/AdvAnchor.

cs.LG↗

Language Model as Visual Explainer

In this paper, we present Language Model as Visual Explainer LVX, a systematic approach for interpreting the internal workings of vision models using a tree-structured linguistic explanation, without the need for model training. Central to our strategy is the collaboration between vision models and LLM to craft explanations. On one hand, the LLM is harnessed to delineate hierarchical visual attributes, while concurrently, a text-to-image API retrieves images that are most aligned with these textual concepts. By mapping the collected texts and images to the vision model's embedding space, we construct a hierarchy-structured visual embedding tree. This tree is dynamically pruned and grown by querying the LLM using language templates, tailoring the explanation to the model. Such a scheme allows us to seamlessly incorporate new attributes while eliminating undesired concepts based on the model's representations. When applied to testing samples, our method provides human-understandable explanations in the form of attribute-laden trees. Beyond explanation, we retrained the vision model by calibrating it on the generated concept hierarchy, allowing the model to incorporate the refined knowledge of visual attributes. To access the effectiveness of our approach, we introduce new benchmarks and conduct rigorous evaluations, demonstrating its plausibility, faithfulness, and stability.

cs.CV↗

Neural Point Process for Learning Spatiotemporal Event Dynamics

Learning the dynamics of spatiotemporal events is a fundamental problem. Neural point processes enhance the expressivity of point process models with deep neural networks. However, most existing methods only consider temporal dynamics without spatial modeling. We propose Deep Spatiotemporal Point Process (\ours{}), a deep dynamics model that integrates spatiotemporal point processes. Our method is flexible, efficient, and can accurately forecast irregularly sampled events over space and time. The key construction of our approach is the nonparametric space-time intensity function, governed by a latent process. The intensity function enjoys closed form integration for the density. The latent process captures the uncertainty of the event sequence. We use amortized variational inference to infer the latent process with deep networks. Using synthetic datasets, we validate our model can accurately learn the true intensity function. On real-world benchmark datasets, our model demonstrates superior performance over state-of-the-art baselines. Our code and data can be found at the https://github.com/Rose-STL-Lab/DeepSTPP.

cs.LG↗

Neural Metamorphosis

This paper introduces a new learning paradigm termed Neural Metamorphosis (NeuMeta), which aims to build self-morphable neural networks. Contrary to crafting separate models for different architectures or sizes, NeuMeta directly learns the continuous weight manifold of neural networks. Once trained, we can sample weights for any-sized network directly from the manifold, even for previously unseen configurations, without retraining. To achieve this ambitious goal, NeuMeta trains neural implicit functions as hypernetworks. They accept coordinates within the model space as input, and generate corresponding weight values on the manifold. In other words, the implicit function is learned in a way, that the predicted weights is well-performed across various models sizes. In training those models, we notice that, the final performance closely relates on smoothness of the learned manifold. In pursuit of enhancing this smoothness, we employ two strategies. First, we permute weight matrices to achieve intra-model smoothness, by solving the Shortest Hamiltonian Path problem. Besides, we add a noise on the input coordinates when training the implicit function, ensuring models with various sizes shows consistent outputs. As such, NeuMeta shows promising results in synthesizing parameters for various network configurations. Our extensive tests in image classification, semantic segmentation, and image generation reveal that NeuMeta sustains full-size performance even at a 75% compression rate.

cs.CV↗

Vista3D: Unravel the 3D Darkside of a Single Image

We embark on the age-old quest: unveiling the hidden dimensions of objects from mere glimpses of their visible parts. To address this, we present Vista3D, a framework that realizes swift and consistent 3D generation within a mere 5 minutes. At the heart of Vista3D lies a two-phase approach: the coarse phase and the fine phase. In the coarse phase, we rapidly generate initial geometry with Gaussian Splatting from a single image. In the fine phase, we extract a Signed Distance Function (SDF) directly from learned Gaussian Splatting, optimizing it with a differentiable isosurface representation. Furthermore, it elevates the quality of generation by using a disentangled representation with two independent implicit functions to capture both visible and obscured aspects of objects. Additionally, it harmonizes gradients from 2D diffusion prior with 3D-aware diffusion priors by angular diffusion prior composition. Through extensive evaluation, we demonstrate that Vista3D effectively sustains a balance between the consistency and diversity of the generated 3D objects. Demos and code will be available at https://github.com/florinshen/Vista3D.

cs.CV↗

Kolmogorov-Arnold Transformer

Transformers stand as the cornerstone of mordern deep learning. Traditionally, these models rely on multi-layer perceptron (MLP) layers to mix the information between channels. In this paper, we introduce the Kolmogorov-Arnold Transformer (KAT), a novel architecture that replaces MLP layers with Kolmogorov-Arnold Network (KAN) layers to enhance the expressiveness and performance of the model. Integrating KANs into transformers, however, is no easy feat, especially when scaled up. Specifically, we identify three key challenges: (C1) Base function. The standard B-spline function used in KANs is not optimized for parallel computing on modern hardware, resulting in slower inference speeds. (C2) Parameter and Computation Inefficiency. KAN requires a unique function for each input-output pair, making the computation extremely large. (C3) Weight initialization. The initialization of weights in KANs is particularly challenging due to their learnable activation functions, which are critical for achieving convergence in deep neural networks. To overcome the aforementioned challenges, we propose three key solutions: (S1) Rational basis. We replace B-spline functions with rational functions to improve compatibility with modern GPUs. By implementing this in CUDA, we achieve faster computations. (S2) Group KAN. We share the activation weights through a group of neurons, to reduce the computational load without sacrificing performance. (S3) Variance-preserving initialization. We carefully initialize the activation weights to make sure that the activation variance is maintained across layers. With these designs, KAT scales effectively and readily outperforms traditional MLP-based transformers.

cs.LG↗

FlashSplat: 2D to 3D Gaussian Splatting Segmentation Solved Optimally

This study addresses the challenge of accurately segmenting 3D Gaussian Splatting from 2D masks. Conventional methods often rely on iterative gradient descent to assign each Gaussian a unique label, leading to lengthy optimization and sub-optimal solutions. Instead, we propose a straightforward yet globally optimal solver for 3D-GS segmentation. The core insight of our method is that, with a reconstructed 3D-GS scene, the rendering of the 2D masks is essentially a linear function with respect to the labels of each Gaussian. As such, the optimal label assignment can be solved via linear programming in closed form. This solution capitalizes on the alpha blending characteristic of the splatting process for single step optimization. By incorporating the background bias in our objective function, our method shows superior robustness in 3D segmentation against noises. Remarkably, our optimization completes within 30 seconds, about 50$\times$ faster than the best existing methods. Extensive experiments demonstrate the efficiency and robustness of our method in segmenting various scenes, and its superior performance in downstream tasks such as object removal and inpainting. Demos and code will be available at https://github.com/florinshen/FlashSplat.

cs.CV↗