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Xuangeng Chu

Publications and source records attributed to Xuangeng Chu.

At least 19 recordsLinked to original sources

AlayaWorld: Interactive Long-Horizon World Modeling - Full Technical Report (v1.1)

This report presents an improved version of AlayaWorld. While the backbone architecture, chunk-wise autoregressive generation scheme, and training data remain unchanged from the previous release, we substantially revise how conditioning signals are represented and integrated into the model. The new design is guided by a simple principle: conditioning signals should match the generated content as closely as possible in both latent representation and temporal structure. To this end, we make two major changes. First, we replace the previous depth-warping-based spatial memory with a streaming 3D point-cache renderer. Second, we redesign the conditioning pipeline so that visual conditions are encoded in the same causal-VAE latent space, with temporal statistics consistent with those of the generated video. Concretely, the new version introduces six modifications: (1) replacing static-frame image conditioning with motion-aware latent conditioning; (2) causally encoding re-rendered spatial memory as a continuous sequence; (3) aligning the temporal-memory window in pixel space; (4) adopting hard memory dropout that removes memory tokens rather than zeroing them; (5) unifying the VAE encoding and decoding protocol across training and inference; and (6) removing the camera AdaLN branch, such that viewpoint control is provided entirely through the re-rendered spatial condition.

cs.AI

HelloWorld: Enabling Socially Interactive Characters in Video World Models

Despite the remarkable recent progress of video world models, social interaction between users and the characters within these worlds remains unsupported. To fill this gap, we present HelloWorld, a video world model that enables social interaction with in-world characters. With a single button press, users can prompt the on-screen character to respond toward the camera, e.g., turning to the viewer, waving, nodding, or speaking a short greeting. To make these interactions natural, we propose a self-distillation pipeline that finetunes the video generation model on data synthesized by itself. Each synthesized clip contains both social interactions and camera motion, allowing the model to learn camera-pose conditioning without degrading interaction quality. At inference, we further introduce a training-free module that determines when the interaction occurs. Upon a button press, it modulates the cross-attention masks of the DiT so that the interaction-related text prompt attends only to the frames within the press window, temporally localizing the character's response. We further build HelloWorldBench, a 400-sample benchmark with three social interaction metrics alongside three conventional metrics, for evaluation. Experiments demonstrate that HelloWorld surpasses a variety of baselines in interaction quality, while maintaining state-of-the-art picture aesthetics and camera-pose following. Project page: https://github.com/AlayaLab/HelloWorld

cs.CV

AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report

Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly. It enable us to create customized, explorable, and continuously evolving virtual world from text, an image, or video. Realizing this vision requires four tightly coupled capabilities: interaction, persistent spatiotemporal consistency, stable long-horizon generation, and efficient response. We present AlayaWorld, an interactive long-horizon video world model that generates 24-fps video at 540p and 720p. Built on a 15B video diffusion transformer, AlayaWorld generates short latent chunks autoregressively under camera trajectories and switchable text prompts. Its bounded visual context combines a persistent sink frame, compressed temporal history, geometry-aligned spatial memory, and recent-frame conditioning. To reduce long-term drift, the model is trained with corrupted histories and prediction residuals collected from its own roll-outs. We further introduce a discrete autoregressive distillation formulation that combines distribution-matching distillation, self-forcing++, and consistency distillation, reducing inference from approximately 30 sampling steps to four steps per chunk. On iWorld-Bench, AlayaWorld achieves the best performance over long-horizon generation. Conceived as a full-stack, open-source, and long-term project, AlayaWorld is intended to provide an extensible foundation for future research on interactive video world models.

cs.AI

AlayaWorld: Long-Horizon and Playable Video World Generation

Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after deployment. Recent advances in video world models offer a fundamentally different paradigm. Rather than explicitly authoring every component of a virtual environment, these models autoregressively synthesize future observations conditioned on the current world state and user interactions, enabling playable worlds to be generated online. Trained on both gameplay recordings and real-world videos, they can capture diverse visual appearances and physical dynamics, opening new opportunities for interactive applications beyond gaming, including embodied intelligence. In this paper, we present \textbf{AlayaWorld}, a full-stack open-source framework for building interactive generative worlds. AlayaWorld enables open-ended real-time interaction, allowing users to freely navigate and perform diverse actions such as combat, spell casting, and monster summoning. The framework unifies the complete development-from data preparation model architecture, model training, inference acceleration, and deployment-within a modular and extensible architecture. Alongside the framework, we release reproducible pipelines, reference implementations, evaluation tools, and comprehensive documentation, establishing a practical foundation for future research and real-time applications of generative world models.

cs.CV

CapTalk: Text-Guided Stylization and Speech-Driven 3D Head Animation

Audio-driven 3D facial animation aims to generate synchronized lip movements and vivid facial expressions from arbitrary audio clips. While existing methods can produce synchronized lip motions, they often rely on predefined identity or style latent features, which limits users' ability to freely control speaking styles. Moreover, applying a fixed style or identity to an entire audio segment typically results in facial animation styles that do not adapt to the emotional content of the audio. To address these challenges, we revisit the entanglement between style and emotion, construct a large-scale dataset with textual descriptions of both style and emotion, and propose a novel talking head generation framework that enables separate control over style and emotion. Our model takes as input both textual descriptions of speaking style and character emotion, as well as the driving audio stream, enabling real-time generation of highly synchronized lip movements and facial expressions that match the provided descriptions. Furthermore, our model supports dynamic emotion control during inference, allowing it to handle scenarios where the target emotion changes throughout the speech.

cs.CV

RAWild: Sensor-Agnostic RAW Object Detection via Physics-Guided Curve and Grid Modeling

Camera sensor RAW data offers intrinsic advantages for object detection, including deeper bit depth, preserved physical information, and freedom from image signal processor (ISP) distortions. However, varying exposure conditions, spectral sensitivities, and bit depths across devices introduce substantially larger domain gaps than sRGB, making sensor-agnostic generalization a fundamental challenge. In this study, we present \textbf{RAWild}, a physics-guided global-local tone mapping framework for sensor-agnostic RAW object detection. By factoring sensor-induced variations into a global tonal correction and a spatially adaptive local color adjustment, both driven by RAW distribution priors, our framework enables a single network to train jointly across heterogeneous sensors. To further support cross-sensor generalization, we construct a physics-based RAW simulation pipeline that synthesizes realistic sensor outputs spanning diverse spectral sensitivities, illuminants, and sensor non-idealities. Extensive experiments across multiple RAW benchmarks covering bit depths from 10 to 24 demonstrate state-of-the-art (SOTA) performance under single-dataset, mixed-dataset, and challenging robustness settings.

cs.CV

PersonaGesture: Single-Reference Co-Speech Gesture Personalization for Unseen Speakers

We propose PersonaGesture, a diffusion-based pipeline for single-reference co-speech gesture personalization of unseen speakers. Given target speech and one motion clip from a new speaker, the model must synthesize gestures that follow the new utterance while retaining speaker-specific pose choices, without per-speaker optimization. This setting is useful for avatars and virtual agents, but it is hard because the reference mixes stable speaker habits with utterance-specific trajectories. PersonaGesture consists of two key components, Adaptive Style Infusion (ASI) and Implicit Distribution Rectification (IDR), to separate temporal identity evidence from residual statistic correction. A Style Perceiver first encodes the variable-length reference into compact speaker-memory tokens. ASI injects these tokens into denoising through zero-initialized residual cross-attention, enabling style evidence to affect motion formation without replacing the pretrained speech-to-motion prior. Building on this, IDR applies a length-aware diagonal affine map in latent space to correct residual channel-wise moments estimated from the same reference. Across BEAT2 and ZeroEGGS, we evaluate quantitative metrics, reference-identity controls, same-audio diagnostics, qualitative comparisons, and human preference. Experiments show that separating denoising-time speaker memory from conservative post-generation moment correction improves unseen-speaker personalization over collapsed style codes, full-reference attention, and one-clip finetuning. Project: https://xiangyue-zhang.github.io/PersonaGesture.

cs.CV

FluxFlow: Conservative Flow-Matching for Astronomical Image Super-Resolution

Ground-to-space astronomical super-resolution requires recovering space-quality images from ground-based observations that are simultaneously limited by pixel sampling resolution and atmospheric seeing, which imposes a stochastic, spatially varying PSF that cannot be resolved through upsampling alone. Existing methods rely on synthetic training pairs that fail to capture real atmospheric statistics and are prone to either over-smoothed reconstructions or hallucination sources with no physical counterpart in the observed sky. We propose FluxFlow, a conservative pixel-space flow-matching framework that incorporates observation uncertainty and source-region importance weights during training, and a training-free Wiener-regularized test-time correction to suppress hallucination sources while preserving recovered detail. We further construct the DESI--HST Dataset, the large-scale real-world benchmark comprising 19,500 real co-registered ground-to-space image pairs with real atmospheric PSF variation. Experiments demonstrate that FluxFlow consistently outperforms existing baseline methods in both photometric and scientific accuracy.

cs.CV

Personalizing Causal Audio-Driven Facial Motion via Dynamic Multi-modal Retrieval

Audio-driven facial animation is essential for immersive digital interaction, yet existing frameworks fail to reconcile real-time streaming with high-fidelity personalization. Current methods often rely on latency-inducing audio look-ahead, or require high user compliance to pre-encode static embeddings that fails to capture dynamic idiosyncrasies. We present an end-to-end causal framework for personalizing causal facial motion generation via dynamic multi-modal style retrieval, enabling ultra-low latency while uniquely leveraging unstructured style references. We introduce two key innovations: (1) a temporal hierarchical motion representation that captures global temporal context and high-frequency details while maintaining decoding causality, and (2) a multi-modal style retriever that jointly queries audio and motion to dynamically extract stylistic priors without breaking causality. This mechanism allows for scalable personalization with total flexibility regarding the number and contents of templates. By integrating these components into a causal autoregressive architecture, our method significantly outperforms state-of-the-art approaches in lip-sync accuracy, identity consistency, and perceived realism, supported by extensive quantitative evaluations and user studies.

cs.GR

NTIRE 2026 3D Restoration and Reconstruction in Real-world Adverse Conditions: RealX3D Challenge Results

This paper presents a comprehensive review of the NTIRE 2026 3D Restoration and Reconstruction (3DRR) Challenge, detailing the proposed methods and results. The challenge seeks to identify robust reconstruction pipelines that are robust under real-world adverse conditions, specifically extreme low-light and smoke-degraded environments, as captured by our RealX3D benchmark. A total of 279 participants registered for the competition, of whom 33 teams submitted valid results. We thoroughly evaluate the submitted approaches against state-of-the-art baselines, revealing significant progress in 3D reconstruction under adverse conditions. Our analysis highlights shared design principles among top-performing methods and provides insights into effective strategies for handling 3D scene degradation.

cs.CV

DyaDiT: A Multi-Modal Diffusion Transformer for Socially Favorable Dyadic Gesture Generation

Generating realistic conversational gestures are essential for achieving natural, socially engaging interactions with digital humans. However, existing methods typically map a single audio stream to a single speaker's motion, without considering social context or modeling the mutual dynamics between two people engaging in conversation. We present DyaDiT, a multi-modal diffusion transformer that generates contextually appropriate human motion from dyadic audio signals. Trained on Seamless Interaction Dataset, DyaDiT takes dyadic audio with optional social-context tokens to produce context-appropriate motion. It fuses information from both speakers to capture interaction dynamics, uses a motion dictionary to encode motion priors, and can optionally utilize the conversational partner's gestures to produce more responsive motion. We evaluate DyaDiT on standard motion generation metrics and conduct quantitative user studies, demonstrating that it not only surpasses existing methods on objective metrics but is also strongly preferred by users, highlighting its robustness and socially favorable motion generation. Code and models will be released upon acceptance.

cs.CV

Unifying Color and Lightness Correction with View-Adaptive Curve Adjustment for Robust 3D Novel View Synthesis

High-quality image acquisition in real-world environments remains challenging due to complex illumination variations and inherent limitations of camera imaging pipelines. These issues are exacerbated in multi-view capture, where differences in lighting, sensor responses, and image signal processor (ISP) configurations introduce photometric and chromatic inconsistencies that violate the assumptions of photometric consistency underlying modern 3D novel view synthesis (NVS) methods, including Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), leading to degraded reconstruction and rendering quality. We propose Luminance-GS++, a 3DGS-based framework for robust NVS under diverse illumination conditions. Our method combines a globally view-adaptive lightness adjustment with a local pixel-wise residual refinement for precise color correction. We further design unsupervised objectives that jointly enforce lightness correction and multi-view geometric and photometric consistency. Extensive experiments demonstrate state-of-the-art performance across challenging scenarios, including low-light, overexposure, and complex luminance and chromatic variations. Unlike prior approaches that modify the underlying representation, our method preserves the explicit 3DGS formulation, improving reconstruction fidelity while maintaining real-time rendering efficiency.

cs.CV

Denoising the Deep Sky: Physics-Based CCD Noise Formation for Astronomical Imaging

Astronomical imaging remains noise-limited under practical observing conditions. Standard calibration pipelines remove structured artifacts but largely leave stochastic noise unresolved. Although learning-based denoising has shown strong potential, progress is constrained by scarce paired training data and the requirement for physically interpretable models in scientific workflows. We propose a physics-based noise synthesis framework tailored to CCD noise formation in the telescope. The pipeline models photon shot noise, photo-response non-uniformity, dark-current noise, readout effects, and localized outliers arising from cosmic-ray hits and hot pixels. To obtain low-noise inputs for synthesis, we stack multiple unregistered exposures to produce high-SNR bases. Realistic noisy counterparts synthesized from these bases using our noise model enable the construction of abundant paired datasets for supervised learning. Extensive experiments on our real-world multi-band dataset curated from two ground-based telescopes demonstrate the effectiveness of our framework in both photometric and scientific accuracy.

astro-ph.IM

RealX3D: A Physically-Degraded 3D Benchmark for Multi-view Visual Restoration and Reconstruction

We introduce RealX3D, a real-capture benchmark for multi-view visual restoration and 3D reconstruction under diverse physical degradations. RealX3D groups corruptions into four families, including illumination, scattering, occlusion, and blurring, and captures each at multiple severity levels using a unified acquisition protocol that yields pixel-aligned LQ/GT views. Each scene includes high-resolution capture, RAW images, and dense laser scans, from which we derive world-scale meshes and metric depth. Benchmarking a broad range of optimization-based and feed-forward methods shows substantial degradation in reconstruction quality under physical corruptions, underscoring the fragility of current multi-view pipelines in real-world challenging environments.

cs.CV

Towards Interactive Intelligence for Digital Humans

We introduce Interactive Intelligence, a novel paradigm of digital human that is capable of personality-aligned expression, adaptive interaction, and self-evolution. To realize this, we present Mio (Multimodal Interactive Omni-Avatar), an end-to-end framework composed of five specialized modules: Thinker, Talker, Face Animator, Body Animator, and Renderer. This unified architecture integrates cognitive reasoning with real-time multimodal embodiment to enable fluid, consistent interaction. Furthermore, we establish a new benchmark to rigorously evaluate the capabilities of interactive intelligence. Extensive experiments demonstrate that our framework achieves superior performance compared to state-of-the-art methods across all evaluated dimensions. Together, these contributions move digital humans beyond superficial imitation toward intelligent interaction.

cs.CV

UniLS: End-to-End Audio-Driven Avatars for Unified Listening and Speaking

Generating lifelike conversational avatars requires modeling not just isolated speakers, but the dynamic, reciprocal interaction of speaking and listening. However, modeling the listener is exceptionally challenging: direct audio-driven training fails, producing stiff, static listening motions. This failure stems from a fundamental imbalance: the speaker's motion is strongly driven by speech audio, while the listener's motion primarily follows an internal motion prior and is only loosely guided by external speech. This challenge has led most methods to focus on speak-only generation. The only prior attempt at joint generation relies on extra speaker's motion to produce the listener. This design is not end-to-end, thereby hindering the real-time applicability. To address this limitation, we present UniLS, the first end-to-end framework for generating unified speak-listen expressions, driven by only dual-track audio. Our method introduces a novel two-stage training paradigm. Stage 1 first learns the internal motion prior by training an audio-free autoregressive generator, capturing the spontaneous dynamics of natural facial motion. Stage 2 then introduces the dual-track audio, fine-tuning the generator to modulate the learned motion prior based on external speech cues. Extensive evaluations show UniLS achieves state-of-the-art speaking accuracy. More importantly, it delivers up to 44.1\% improvement in listening metrics, generating significantly more diverse and natural listening expressions. This effectively mitigates the stiffness problem and provides a practical, high-fidelity audio-driven solution for interactive digital humans. Code and demos are available at https://xg-chu.site/project_unils/.

cs.CV

I2-NeRF: Learning Neural Radiance Fields Under Physically-Grounded Media Interactions

Participating in efforts to endow generative AI with the 3D physical world perception, we propose I2-NeRF, a novel neural radiance field framework that enhances isometric and isotropic metric perception under media degradation. While existing NeRF models predominantly rely on object-centric sampling, I2-NeRF introduces a reverse-stratified upsampling strategy to achieve near-uniform sampling across 3D space, thereby preserving isometry. We further present a general radiative formulation for media degradation that unifies emission, absorption, and scattering into a particle model governed by the Beer-Lambert attenuation law. By composing the direct and media-induced in-scatter radiance, this formulation extends naturally to complex media environments such as underwater, haze, and even low-light scenes. By treating light propagation uniformly in both vertical and horizontal directions, I2-NeRF enables isotropic metric perception and can even estimate medium properties such as water depth. Experiments on real-world datasets demonstrate that our method significantly improves both reconstruction fidelity and physical plausibility compared to existing approaches.

cs.CV

ARTalk: Speech-Driven 3D Head Animation via Autoregressive Model

Speech-driven 3D facial animation aims to generate realistic lip movements and facial expressions for 3D head models from arbitrary audio clips. Although existing diffusion-based methods are capable of producing natural motions, their slow generation speed limits their application potential. In this paper, we introduce a novel autoregressive model that achieves real-time generation of highly synchronized lip movements and realistic head poses and eye blinks by learning a mapping from speech to a multi-scale motion codebook. Furthermore, our model can adapt to unseen speaking styles, enabling the creation of 3D talking avatars with unique personal styles beyond the identities seen during training. Extensive evaluations and user studies demonstrate that our method outperforms existing approaches in lip synchronization accuracy and perceived quality.

cs.CV