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Yang-Tian Sun

Publications and source records attributed to Yang-Tian Sun.

13 recordsLinked to original sources

Monocular Depth Estimation from a Single Image: Progress and Opportunities

Monocular depth estimation has long stood as a fundamental challenge in computer vision, enabling a wide range of applications including 3D reconstruction, robotics, autonomous driving, and augmented reality. This survey traces the field's evolution from early learning-based methods to the emergence of transformative foundation models. We begin by framing the problem, distinguishing between relative and metric depth estimation, and highlighting the key challenges that have shaped a decade of research. We then present common problem formulations and introduce the most widely used datasets, covering indoor, outdoor, and synthetic data. Following this, we review major advances prior to the foundation model era, distilling core insights from influential methods that contributed to improvements in accuracy, efficiency, and robustness. The survey then turns to the recent surge of foundation-model-based approaches, categorizing them into discriminative and generative paradigms and emphasizing the critical roles of large-scale pretraining (e.g., DINOv3) and synthetic data. We compare representative models using both quantitative benchmarks and qualitative examples, and discuss natural extensions to video-based depth estimation. Further, to illustrate real-world impact, we highlight the integration of depth estimation into applications such as visual SLAM, content generation, and robot perception. Finally, we outline open challenges and promising research directions as the field advances further into the era of foundation models.

cs.CV

Dynamic Important Example Mining for Reinforcement Finetuning

Reinforcement fine-tuning (RFT) is increasingly used to strengthen the reasoning abilities of large models, yet its effectiveness is bound by how training data are selected and used. Most data-centric RFT methods rely on static or heuristic sample selection, implicitly assuming a sample's value is fixed over training. This overlooks the non-stationary dynamics of policy learning and can lead to suboptimal updates. We propose Dynamic Important Example Mining (DIEM), a principled and fully automated framework that makes data utilization adaptive throughout RFT. DIEM integrates two components into each optimization step: (i) a gradient-alignment importance estimator that efficiently approximates each sample's marginal contribution to policy improvement; and (ii) a constrained batch reweighting scheme that maximizes aggregate utility while preserving the update's gradient magnitude to stabilize optimization. Across several reasoning benchmarks, DIEM consistently outperforms strong static and dynamic baselines. The code will be released via https://github.com/hrtan/DIEM.

cs.AI

Stabilizing Streaming Video Geometry via Dynamic Feature Normalization

Consistent 3D geometry estimation from streaming RGB input is crucial for real-world applications such as autonomous driving, embodied AI, and large-scale reconstruction. While modern monocular geometry foundation models achieve strong single-image accuracy, they exhibit severe temporal inconsistency on continuous input, notably dominated by scale--shift drifting. Through targeted empirical analysis, we trace this instability to its root cause: fluctuations in latent feature statistics, whose mean and variance directly determine the predicted depth's scale and shift. Building on this insight, we introduce Dynamic Feature Normalization (DyFN), a lightweight, causal recurrent module that dynamically and robustly modulates feature statistics to maintain stable geometry over time. We adapt powerful pretrained monocular geometry models for streaming by finetuning only DyFN, a mere 2\% additional parameters, while keeping the backbone frozen, thereby achieving temporal consistency without compromising single-image accuracy. Extensive experiments across four benchmarks show that DyFN effectively eliminates temporal artifacts such as disjointed layering and positional jitter, and achieves state-of-the-art temporal stability, improving over prior streaming methods by up to 14\% and even outperforming heavier non-causal video baselines. Project Page: https://shawlyu.github.io/DyFN

cs.CV

Repurposing 3D Generative Model for Autoregressive Layout Generation

We introduce LaviGen, a framework that repurposes 3D generative models for 3D layout generation. Unlike previous methods that infer object layouts from textual descriptions, LaviGen operates directly in the native 3D space, formulating layout generation as an autoregressive process that explicitly models geometric relations and physical constraints among objects, producing coherent and physically plausible 3D scenes. To further enhance this process, we propose an adapted 3D diffusion model that integrates scene, object, and instruction information and employs a dual-guidance self-rollout distillation mechanism to improve efficiency and spatial accuracy. Extensive experiments on the LayoutVLM benchmark show LaviGen achieves superior 3D layout generation performance, with 19% higher physical plausibility than the state of the art and 65% faster computation. Our code is publicly available at https://github.com/fenghora/LaviGen.

cs.CV

Stereo World Model: Camera-Guided Stereo Video Generation

We present StereoWorld, a camera-conditioned stereo world model that jointly learns appearance and binocular geometry for end-to-end stereo video generation.Unlike monocular RGB or RGBD approaches, StereoWorld operates exclusively within the RGB modality, while simultaneously grounding geometry directly from disparity. To efficiently achieve consistent stereo generation, our approach introduces two key designs: (1) a unified camera-frame RoPE that augments latent tokens with camera-aware rotary positional encoding, enabling relative, view- and time-consistent conditioning while preserving pretrained video priors via a stable attention initialization; and (2) a stereo-aware attention decomposition that factors full 4D attention into 3D intra-view attention plus horizontal row attention, leveraging the epipolar prior to capture disparity-aligned correspondences with substantially lower compute. Across benchmarks, StereoWorld improves stereo consistency, disparity accuracy, and camera-motion fidelity over strong monocular-then-convert pipelines, achieving more than 3x faster generation with an additional 5% gain in viewpoint consistency. Beyond benchmarks, StereoWorld enables end-to-end binocular VR rendering without depth estimation or inpainting, enhances embodied policy learning through metric-scale depth grounding, and is compatible with long-video distillation for extended interactive stereo synthesis.

cs.CV

UniGeo: Taming Video Diffusion for Unified Consistent Geometry Estimation

Recently, methods leveraging diffusion model priors to assist monocular geometric estimation (e.g., depth and normal) have gained significant attention due to their strong generalization ability. However, most existing works focus on estimating geometric properties within the camera coordinate system of individual video frames, neglecting the inherent ability of diffusion models to determine inter-frame correspondence. In this work, we demonstrate that, through appropriate design and fine-tuning, the intrinsic consistency of video generation models can be effectively harnessed for consistent geometric estimation. Specifically, we 1) select geometric attributes in the global coordinate system that share the same correspondence with video frames as the prediction targets, 2) introduce a novel and efficient conditioning method by reusing positional encodings, and 3) enhance performance through joint training on multiple geometric attributes that share the same correspondence. Our results achieve superior performance in predicting global geometric attributes in videos and can be directly applied to reconstruction tasks. Even when trained solely on static video data, our approach exhibits the potential to generalize to dynamic video scenes.

cs.CV

Deformable Radial Kernel Splatting

Recently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians' inherent radial symmetry and smoothness constraints limit their ability to represent complex shapes, often requiring thousands of primitives to approximate detailed geometry. We introduce Deformable Radial Kernel (DRK), which extends Gaussian splatting into a more general and flexible framework. Through learnable radial bases with adjustable angles and scales, DRK efficiently models diverse shape primitives while enabling precise control over edge sharpness and boundary curvature. iven DRK's planar nature, we further develop accurate ray-primitive intersection computation for depth sorting and introduce efficient kernel culling strategies for improved rasterization efficiency. Extensive experiments demonstrate that DRK outperforms existing methods in both representation efficiency and rendering quality, achieving state-of-the-art performance while dramatically reducing primitive count.

cs.CV

3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting

In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is incorporating an implicit signed distance field (SDF) within 3D Gaussians to enable them to be aligned and jointly optimized. First, we introduce a differentiable SDF-to-opacity transformation function that converts SDF values into corresponding Gaussians' opacities. This function connects the SDF and 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. During learning, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only provides sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with those derived from 3D Gaussians. This consistency regularization introduces supervisory signals to locations not covered by discrete 3D Gaussians, effectively eliminating redundant surfaces outside the Gaussian sampling range. Our extensive experimental results demonstrate that our 3DGSR method enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities. The code will be available at https://github.com/CVMI-Lab/3DGSR.

cs.CV

Splatter a Video: Video Gaussian Representation for Versatile Processing

Video representation is a long-standing problem that is crucial for various down-stream tasks, such as tracking,depth prediction,segmentation,view synthesis,and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation-video Gaussian representation -- that embeds a video into 3D Gaussians. Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting. Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation. Project page: https://sunyangtian.github.io/spatter_a_video_web/

cs.CV

SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes

Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/

cs.CV

Total-Decom: Decomposed 3D Scene Reconstruction with Minimal Interaction

Scene reconstruction from multi-view images is a fundamental problem in computer vision and graphics. Recent neural implicit surface reconstruction methods have achieved high-quality results; however, editing and manipulating the 3D geometry of reconstructed scenes remains challenging due to the absence of naturally decomposed object entities and complex object/background compositions. In this paper, we present Total-Decom, a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit-explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decomposition. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demonstrate its potential for downstream applications, such as animation and scene editing. The code is available at https://github.com/CVMI-Lab/Total-Decom.git.

cs.CV

Human Motion Transfer with 3D Constraints and Detail Enhancement

We propose a new method for realistic human motion transfer using a generative adversarial network (GAN), which generates a motion video of a target character imitating actions of a source character, while maintaining high authenticity of the generated results. We tackle the problem by decoupling and recombining the posture information and appearance information of both the source and target characters. The innovation of our approach lies in the use of the projection of a reconstructed 3D human model as the condition of GAN to better maintain the structural integrity of transfer results in different poses. We further introduce a detail enhancement net to enhance the details of transfer results by exploiting the details in real source frames. Extensive experiments show that our approach yields better results both qualitatively and quantitatively than the state-of-the-art methods.

cs.GR

NeRF-Editing: Geometry Editing of Neural Radiance Fields

Implicit neural rendering, especially Neural Radiance Field (NeRF), has shown great potential in novel view synthesis of a scene. However, current NeRF-based methods cannot enable users to perform user-controlled shape deformation in the scene. While existing works have proposed some approaches to modify the radiance field according to the user's constraints, the modification is limited to color editing or object translation and rotation. In this paper, we propose a method that allows users to perform controllable shape deformation on the implicit representation of the scene, and synthesizes the novel view images of the edited scene without re-training the network. Specifically, we establish a correspondence between the extracted explicit mesh representation and the implicit neural representation of the target scene. Users can first utilize well-developed mesh-based deformation methods to deform the mesh representation of the scene. Our method then utilizes user edits from the mesh representation to bend the camera rays by introducing a tetrahedra mesh as a proxy, obtaining the rendering results of the edited scene. Extensive experiments demonstrate that our framework can achieve ideal editing results not only on synthetic data, but also on real scenes captured by users.

cs.GR