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Yi-Hua Huang

Publications and source records attributed to Yi-Hua Huang.

18 recordsLinked to original sources

Mira-Scene: Pixel-Aligned Layouts for Generative 3D Scene Reconstruction

Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision. We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense canonical-to-scene correspondences from which object transformations are recovered through robust geometric alignment. Because CCM operates in bounded canonical space, it provides a stable prediction target that can be trained from scalable object-level 3D data without requiring scene-level layout annotations. Mira-Scene further introduces a multimodal diffusion transformer that jointly generates object geometry and CCMs, using modality-specific expert streams with shared attention and positional encoding to promote geometry-layout consistency. Experiments on indoor, outdoor, synthetic, and in-the-wild scenes show that Mira-Scene substantially outperforms strong baselines in layout accuracy, achieving relative gains of 39.8% in 3D-IoU and 16.5% in 2D-IoU over SAM3D, using limited open-source training data.

cs.CV↗

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↗

ArtiMo: Agent-Driven Articulated Mesh Animation

Animating articulated 3D meshes via text requires satisfying strict kinematic constraints, modeling causal interactions between parts, and achieving instruction fidelity. Due to the absence of task-specific training data and explicit articulation supervision, existing data-driven mesh animation methods are largely inapplicable to this setting. To address this, we propose ArtiMo, a novel agent-driven framework for text-guided articulated mesh animation. Operating in a zero-shot manner, ArtiMo develops an agentic pipeline powered by Large Language and Vision-Language Models (LLMs/VLMs) to orchestrate motion generation. By synergizing the explicit kinematic constraints of URDF with the agent's reasoning and planning capabilities, it effectively produces causally coherent part motions and interactions without requiring model fine-tuning. To ensure motion correctness, the agent additionally utilizes a visual self-improvement mechanism: generated animations are rendered into compact keyframes and motion cues, enabling the VLM to iteratively diagnose and correct errors. Furthermore, we contribute a new benchmark dataset spanning 21 articulated object categories, featuring high-quality motion annotations enriched with causal relationships. Extensive experiments demonstrate that ArtiMo significantly outperforms baselines, particularly on complex, causally driven motions. The project page is available at https://zou-2004.github.io/ArtiMo/.

cs.CV↗

Geometry-Instructed Video Editing

Object-level geometric edits, including translating, rotating, scaling, duplicating, or removing an object, are routine operations in digital content creation (DCC) workflows, yet they remain unreliable in generative video editing. The key challenge lies in specifying the target object's 3D state change unambiguously across viewpoint and time, while consistently updating geometry-dependent secondary effects such as shadows and reflections. We introduce GIVE, a geometry-instructed video editing framework that represents edits through a unified object-state formulation. Two video-aligned geometry streams describe the target object before and after editing: a depth-box encoding coarse 3D placement and extent, and an orientation-box providing an appearance-agnostic orientation cue. Together, these streams provide a compact pre/post geometric specification for object-state transitions. To provide paired supervision for learning these edits, we build a scalable graphics-engine pipeline that executes object-level edit programs and renders controlled before/after pairs, isolating the intended geometric edit while keeping secondary effects consistent with the transformation. Experimental results demonstrate that GIVE produces faithful geometric edits with temporal coherence and consistent secondary effects across operators in a unified framework, and shows promising transfer to in-the-wild videos. Project page: https://geometry-instructed-video-editing.github.io/give/

cs.CV↗

OmniGameArena: A Unified UE5 Benchmark for VLM Game Agents with Improvement Dynamics

Vision-language model (VLM) agents are increasingly deployed in interactive game environments. Yet game benchmarks for VLM agents typically report a single first-attempt score per (agent, game) pair, focus on single-agent Solo play, and lack unified protocols for evaluating heterogeneous agent classes (commercial VLMs, open-weight VLMs, and specialized game policies) on the same footing. We address these gaps with OmniGameArena, a real-time benchmark of twelve newly built Unreal Engine 5 games spanning Solo (7), PvP (3), and Coop (2) with unified action interfaces, and the Improvement Dynamics Curve (IDC), an agentic-reflection harness in which a tool-using reflector LLM autonomously refines a bounded skill prompt across multiple rounds. Beyond cold-start leaderboard scores, IDC exposes two additional observables for each (agent, game) pair: how the score evolves across reflection rounds, and how the learned skill behaves on held-out task variants. We report these observables for twelve VLM agents on the cold-start leaderboard and four top agents under IDC.

cs.CV↗

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↗

AniGen: Unified $S^3$ Fields for Animatable 3D Asset Generation

Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen, a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent $S^3$ Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage: https://yihua7.github.io/AniGen-web/

cs.GR↗

ObjectMorpher: 3D-Aware Image Editing via Deformable 3DGS Models

Achieving precise, object-level control in image editing remains challenging: 2D methods lack 3D awareness and often yield ambiguous or implausible results, while existing 3D-aware approaches rely on heavy optimization or incomplete monocular reconstructions. We present ObjectMorpher, a unified, interactive framework that converts ambiguous 2D edits into geometry-grounded operations. ObjectMorpher lifts target instances with an image-to-3D generator into editable 3D Gaussian Splatting (3DGS), enabling fast, identity-preserving manipulation. Users drag control points; a graph-based non-rigid deformation with as-rigid-as-possible (ARAP) constraints ensures physically sensible shape and pose changes. A composite diffusion module harmonizes lighting, color, and boundaries for seamless reintegration. Across diverse categories, ObjectMorpher delivers fine-grained, photorealistic edits with superior controllability and efficiency, outperforming 2D drag and 3D-aware baselines on KID, LPIPS, SIFID, and user preference.

cs.CV↗

How Far are AI-generated Videos from Simulating the 3D Visual World: A Learned 3D Evaluation Approach

Recent advancements in video diffusion models enable the generation of photorealistic videos with impressive 3D consistency and temporal coherence. However, the extent to which these AI-generated videos simulate the 3D visual world remains underexplored. In this paper, we introduce Learned 3D Evaluation (L3DE), an objective, quantifiable, and interpretable method for assessing AI-generated videos' ability to simulate the real world in terms of 3D visual qualities and consistencies, without requiring manually labeled defects or quality annotations. Instead of relying on 3D reconstruction, which is prone to failure with in-the-wild videos, L3DE employs a 3D convolutional network, trained on monocular 3D cues of motion, depth, and appearance, to distinguish real from synthetic videos. Confidence scores from L3DE quantify the gap between real and synthetic videos in terms of 3D visual coherence, while a gradient-based visualization pinpoints unrealistic regions, improving interpretability. We validate L3DE through extensive experiments, demonstrating strong alignment with 3D reconstruction quality and human judgments. Our evaluations on leading generative models (e.g., Kling, Sora, and MiniMax) reveal persistent simulation gaps and subtle inconsistencies. Beyond generative video assessment, L3DE extends to broader applications: benchmarking video generation models, serving as a deepfake detector, and enhancing video synthesis by inpainting flagged inconsistencies. Project page: https://justin-crchang.github.io/l3de-project-page/

cs.CV↗

2D Instance Editing in 3D Space

Generative models have achieved significant progress in advancing 2D image editing, demonstrating exceptional precision and realism. However, they often struggle with consistency and object identity preservation due to their inherent pixel-manipulation nature. To address this limitation, we introduce a novel "2D-3D-2D" framework. Our approach begins by lifting 2D objects into 3D representation, enabling edits within a physically plausible, rigidity-constrained 3D environment. The edited 3D objects are then reprojected and seamlessly inpainted back into the original 2D image. In contrast to existing 2D editing methods, such as DragGAN and DragDiffusion, our method directly manipulates objects in a 3D environment. Extensive experiments highlight that our framework surpasses previous methods in general performance, delivering highly consistent edits while robustly preserving object identity.

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↗

Learning Critically: Selective Self Distillation in Federated Learning on Non-IID Data

Federated learning (FL) enables multiple clients to collaboratively train a global model while keeping local data decentralized. Data heterogeneity (non-IID) across clients has imposed significant challenges to FL, which makes local models re-optimize towards their own local optima and forget the global knowledge, resulting in performance degradation and convergence slowdown. Many existing works have attempted to address the non-IID issue by adding an extra global-model-based regularizing item to the local training but without an adaption scheme, which is not efficient enough to achieve high performance with deep learning models. In this paper, we propose a Selective Self-Distillation method for Federated learning (FedSSD), which imposes adaptive constraints on the local updates by self-distilling the global model's knowledge and selectively weighting it by evaluating the credibility at both the class and sample level. The convergence guarantee of FedSSD is theoretically analyzed and extensive experiments are conducted on three public benchmark datasets, which demonstrates that FedSSD achieves better generalization and robustness in fewer communication rounds, compared with other state-of-the-art FL methods.

cs.LG↗

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↗

NeRF-Texture: Synthesizing Neural Radiance Field Textures

Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. In addition to generating NeRF textures over a planar domain, our method can also synthesize NeRF textures over curved surfaces, which are practically useful. Experimental results and evaluations demonstrate the effectiveness of our approach.

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↗

StylizedNeRF: Consistent 3D Scene Stylization as Stylized NeRF via 2D-3D Mutual Learning

3D scene stylization aims at generating stylized images of the scene from arbitrary novel views following a given set of style examples, while ensuring consistency when rendered from different views. Directly applying methods for image or video stylization to 3D scenes cannot achieve such consistency. Thanks to recently proposed neural radiance fields (NeRF), we are able to represent a 3D scene in a consistent way. Consistent 3D scene stylization can be effectively achieved by stylizing the corresponding NeRF. However, there is a significant domain gap between style examples which are 2D images and NeRF which is an implicit volumetric representation. To address this problem, we propose a novel mutual learning framework for 3D scene stylization that combines a 2D image stylization network and NeRF to fuse the stylization ability of 2D stylization network with the 3D consistency of NeRF. We first pre-train a standard NeRF of the 3D scene to be stylized and replace its color prediction module with a style network to obtain a stylized NeRF. It is followed by distilling the prior knowledge of spatial consistency from NeRF to the 2D stylization network through an introduced consistency loss. We also introduce a mimic loss to supervise the mutual learning of the NeRF style module and fine-tune the 2D stylization decoder. In order to further make our model handle ambiguities of 2D stylization results, we introduce learnable latent codes that obey the probability distributions conditioned on the style. They are attached to training samples as conditional inputs to better learn the style module in our novel stylized NeRF. Experimental results demonstrate that our method is superior to existing approaches in both visual quality and long-range consistency.

cs.GR↗