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Yichao Yan

Publications and source records attributed to Yichao Yan.

At least 37 records · Page 2Linked to original sources

Disentangled Clothed Avatar Generation with Layered Representation

Clothed avatar generation has wide applications in virtual and augmented reality, filmmaking, and more. Previous methods have achieved success in generating diverse digital avatars, however, generating avatars with disentangled components (\eg, body, hair, and clothes) has long been a challenge. In this paper, we propose LayerAvatar, the first feed-forward diffusion-based method for generating component-disentangled clothed avatars. To achieve this, we first propose a layered UV feature plane representation, where components are distributed in different layers of the Gaussian-based UV feature plane with corresponding semantic labels. This representation supports high-resolution and real-time rendering, as well as expressive animation including controllable gestures and facial expressions. Based on the well-designed representation, we train a single-stage diffusion model and introduce constrain terms to address the severe occlusion problem of the innermost human body layer. Extensive experiments demonstrate the impressive performances of our method in generating disentangled clothed avatars, and we further explore its applications in component transfer. The project page is available at: https://olivia23333.github.io/LayerAvatar/

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Perceiving and Acting in First-Person: A Dataset and Benchmark for Egocentric Human-Object-Human Interactions

Learning action models from real-world human-centric interaction datasets is important towards building general-purpose intelligent assistants with efficiency. However, most existing datasets only offer specialist interaction category and ignore that AI assistants perceive and act based on first-person acquisition. We urge that both the generalist interaction knowledge and egocentric modality are indispensable. In this paper, we embed the manual-assisted task into a vision-language-action framework, where the assistant provides services to the instructor following egocentric vision and commands. With our hybrid RGB-MoCap system, pairs of assistants and instructors engage with multiple objects and the scene following GPT-generated scripts. Under this setting, we accomplish InterVLA, the first large-scale human-object-human interaction dataset with 11.4 hours and 1.2M frames of multimodal data, spanning 2 egocentric and 5 exocentric videos, accurate human/object motions and verbal commands. Furthermore, we establish novel benchmarks on egocentric human motion estimation, interaction synthesis, and interaction prediction with comprehensive analysis. We believe that our InterVLA testbed and the benchmarks will foster future works on building AI agents in the physical world.

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Dens3R: A Foundation Model for 3D Geometry Prediction

Recent advances in dense 3D reconstruction have led to significant progress, yet achieving accurate unified geometric prediction remains a major challenge. Most existing methods are limited to predicting a single geometry quantity from input images. However, geometric quantities such as depth, surface normals, and point maps are inherently correlated, and estimating them in isolation often fails to ensure consistency, thereby limiting both accuracy and practical applicability. This motivates us to explore a unified framework that explicitly models the structural coupling among different geometric properties to enable joint regression. In this paper, we present Dens3R, a 3D foundation model designed for joint geometric dense prediction and adaptable to a wide range of downstream tasks. Dens3R adopts a two-stage training framework to progressively build a pointmap representation that is both generalizable and intrinsically invariant. Specifically, we design a lightweight shared encoder-decoder backbone and introduce position-interpolated rotary positional encoding to maintain expressive power while enhancing robustness to high-resolution inputs. By integrating image-pair matching features with intrinsic invariance modeling, Dens3R accurately regresses multiple geometric quantities such as surface normals and depth, achieving consistent geometry perception from single-view to multi-view inputs. Additionally, we propose a post-processing pipeline that supports geometrically consistent multi-view inference. Extensive experiments demonstrate the superior performance of Dens3R across various dense 3D prediction tasks and highlight its potential for broader applications.

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Multimodal Latent Diffusion Model for Complex Sewing Pattern Generation

Generating sewing patterns in garment design is receiving increasing attention due to its CG-friendly and flexible-editing nature. Previous sewing pattern generation methods have been able to produce exquisite clothing, but struggle to design complex garments with detailed control. To address these issues, we propose SewingLDM, a multi-modal generative model that generates sewing patterns controlled by text prompts, body shapes, and garment sketches. Initially, we extend the original vector of sewing patterns into a more comprehensive representation to cover more intricate details and then compress them into a compact latent space. To learn the sewing pattern distribution in the latent space, we design a two-step training strategy to inject the multi-modal conditions, \ie, body shapes, text prompts, and garment sketches, into a diffusion model, ensuring the generated garments are body-suited and detail-controlled. Comprehensive qualitative and quantitative experiments show the effectiveness of our proposed method, significantly surpassing previous approaches in terms of complex garment design and various body adaptability. Our project page: https://shengqiliu1.github.io/SewingLDM.

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Skip-Vision: Efficient and Scalable Acceleration of Vision-Language Models via Adaptive Token Skipping

Transformer-based models have driven significant advancements in Multimodal Large Language Models (MLLMs), yet their computational costs surge drastically when scaling resolution, training data, and model parameters. A key bottleneck stems from the proliferation of visual tokens required for fine-grained image understanding. We propose Skip-Vision, a unified framework addressing both training and inference inefficiencies in vision-language models. On top of conventional token compression approaches, our method introduces two complementary acceleration strategies. For training acceleration, we observe that Feed-Forward Network (FFN) computations on visual tokens induce marginal feature updates. This motivates our Skip-FFN strategy, which bypasses FFN layers for redundant visual tokens. For inference acceleration, we design a selective KV-cache removal mechanism that prunes the skipped key-value pairs during decoding while preserving model performance. Experimental results demonstrate that Skip-Vision reduces training time by up to 35\%, inference FLOPs by 75\%, and latency by 45\%, while achieving comparable or superior performance to existing methods. Our work provides a practical solution for scaling high-performance MLLMs with enhanced efficiency.

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PostEdit: Posterior Sampling for Efficient Zero-Shot Image Editing

In the field of image editing, three core challenges persist: controllability, background preservation, and efficiency. Inversion-based methods rely on time-consuming optimization to preserve the features of the initial images, which results in low efficiency due to the requirement for extensive network inference. Conversely, inversion-free methods lack theoretical support for background similarity, as they circumvent the issue of maintaining initial features to achieve efficiency. As a consequence, none of these methods can achieve both high efficiency and background consistency. To tackle the challenges and the aforementioned disadvantages, we introduce PostEdit, a method that incorporates a posterior scheme to govern the diffusion sampling process. Specifically, a corresponding measurement term related to both the initial features and Langevin dynamics is introduced to optimize the estimated image generated by the given target prompt. Extensive experimental results indicate that the proposed PostEdit achieves state-of-the-art editing performance while accurately preserving unedited regions. Furthermore, the method is both inversion- and training-free, necessitating approximately 1.5 seconds and 18 GB of GPU memory to generate high-quality results.

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Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture

Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset \textbf{TexTalk4D}, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework \textbf{TexTalker} to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.

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MARS: Mesh AutoRegressive Model for 3D Shape Detailization

State-of-the-art methods for mesh detailization predominantly utilize Generative Adversarial Networks (GANs) to generate detailed meshes from coarse ones. These methods typically learn a specific style code for each category or similar categories without enforcing geometry supervision across different Levels of Detail (LODs). Consequently, such methods often fail to generalize across a broader range of categories and cannot ensure shape consistency throughout the detailization process. In this paper, we introduce MARS, a novel approach for 3D shape detailization. Our method capitalizes on a novel multi-LOD, multi-category mesh representation to learn shape-consistent mesh representations in latent space across different LODs. We further propose a mesh autoregressive model capable of generating such latent representations through next-LOD token prediction. This approach significantly enhances the realism of the generated shapes. Extensive experiments conducted on the challenging 3D Shape Detailization benchmark demonstrate that our proposed MARS model achieves state-of-the-art performance, surpassing existing methods in both qualitative and quantitative assessments. Notably, the model's capability to generate fine-grained details while preserving the overall shape integrity is particularly commendable.

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AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D Reconstruction

Neural radiance fields have recently revolutionized novel-view synthesis and achieved high-fidelity renderings. However, these methods sacrifice the geometry for the rendering quality, limiting their further applications including relighting and deformation. How to synthesize photo-realistic rendering while reconstructing accurate geometry remains an unsolved problem. In this work, we present AniSDF, a novel approach that learns fused-granularity neural surfaces with physics-based encoding for high-fidelity 3D reconstruction. Different from previous neural surfaces, our fused-granularity geometry structure balances the overall structures and fine geometric details, producing accurate geometry reconstruction. To disambiguate geometry from reflective appearance, we introduce blended radiance fields to model diffuse and specularity following the anisotropic spherical Gaussian encoding, a physics-based rendering pipeline. With these designs, AniSDF can reconstruct objects with complex structures and produce high-quality renderings. Furthermore, our method is a unified model that does not require complex hyperparameter tuning for specific objects. Extensive experiments demonstrate that our method boosts the quality of SDF-based methods by a great scale in both geometry reconstruction and novel-view synthesis.

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EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction

Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present $\textbf{EvaSurf}$, an $\textbf{E}$fficient $\textbf{V}$iew-$\textbf{A}$ware implicit textured $\textbf{Surf}$ace reconstruction method. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with view-aware encoding to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.

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Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction

Inverse rendering methods have achieved remarkable performance in reconstructing high-fidelity 3D objects with disentangled geometries, materials, and environmental light. However, they still face huge challenges in reflective surface reconstruction. Although recent methods model the light trace to learn specularity, the ignorance of indirect illumination makes it hard to handle inter-reflections among multiple smooth objects. In this work, we propose Ref-MC2 that introduces the multi-time Monte Carlo sampling which comprehensively computes the environmental illumination and meanwhile considers the reflective light from object surfaces. To address the computation challenge as the times of Monte Carlo sampling grow, we propose a specularity-adaptive sampling strategy, significantly reducing the computational complexity. Besides the computational resource, higher geometry accuracy is also required because geometric errors accumulate multiple times. Therefore, we further introduce a reflection-aware surface model to initialize the geometry and refine it during inverse rendering. We construct a challenging dataset containing scenes with multiple objects and inter-reflections. Experiments show that our method outperforms other inverse rendering methods on various object groups. We also show downstream applications, e.g., relighting and material editing, to illustrate the disentanglement ability of our method.

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MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

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MMHead: Towards Fine-grained Multi-modal 3D Facial Animation

3D facial animation has attracted considerable attention due to its extensive applications in the multimedia field. Audio-driven 3D facial animation has been widely explored with promising results. However, multi-modal 3D facial animation, especially text-guided 3D facial animation is rarely explored due to the lack of multi-modal 3D facial animation dataset. To fill this gap, we first construct a large-scale multi-modal 3D facial animation dataset, MMHead, which consists of 49 hours of 3D facial motion sequences, speech audios, and rich hierarchical text annotations. Each text annotation contains abstract action and emotion descriptions, fine-grained facial and head movements (i.e., expression and head pose) descriptions, and three possible scenarios that may cause such emotion. Concretely, we integrate five public 2D portrait video datasets, and propose an automatic pipeline to 1) reconstruct 3D facial motion sequences from monocular videos; and 2) obtain hierarchical text annotations with the help of AU detection and ChatGPT. Based on the MMHead dataset, we establish benchmarks for two new tasks: text-induced 3D talking head animation and text-to-3D facial motion generation. Moreover, a simple but efficient VQ-VAE-based method named MM2Face is proposed to unify the multi-modal information and generate diverse and plausible 3D facial motions, which achieves competitive results on both benchmarks. Extensive experiments and comprehensive analysis demonstrate the significant potential of our dataset and benchmarks in promoting the development of multi-modal 3D facial animation.

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Revealing Directions for Text-guided 3D Face Editing

3D face editing is a significant task in multimedia, aimed at the manipulation of 3D face models across various control signals. The success of 3D-aware GAN provides expressive 3D models learned from 2D single-view images only, encouraging researchers to discover semantic editing directions in its latent space. However, previous methods face challenges in balancing quality, efficiency, and generalization. To solve the problem, we explore the possibility of introducing the strength of diffusion model into 3D-aware GANs. In this paper, we present Face Clan, a fast and text-general approach for generating and manipulating 3D faces based on arbitrary attribute descriptions. To achieve disentangled editing, we propose to diffuse on the latent space under a pair of opposite prompts to estimate the mask indicating the region of interest on latent codes. Based on the mask, we then apply denoising to the masked latent codes to reveal the editing direction. Our method offers a precisely controllable manipulation method, allowing users to intuitively customize regions of interest with the text description. Experiments demonstrate the effectiveness and generalization of our Face Clan for various pre-trained GANs. It offers an intuitive and wide application for text-guided face editing that contributes to the landscape of multimedia content creation.

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A Coding Framework and Benchmark towards Low-Bitrate Video Understanding

Video compression is indispensable to most video analysis systems. Despite saving transportation bandwidth, it also deteriorates downstream video understanding tasks, especially at low-bitrate settings. To systematically investigate this problem, we first thoroughly review the previous methods, revealing that three principles, i.e., task-decoupled, label-free, and data-emerged semantic prior, are critical to a machine-friendly coding framework but are not fully satisfied so far. In this paper, we propose a traditional-neural mixed coding framework that simultaneously fulfills all these principles, by taking advantage of both traditional codecs and neural networks (NNs). On one hand, the traditional codecs can efficiently encode the pixel signal of videos but may distort the semantic information. On the other hand, highly non-linear NNs are proficient in condensing video semantics into a compact representation. The framework is optimized by ensuring that a transportation-efficient semantic representation of the video is preserved w.r.t. the coding procedure, which is spontaneously learned from unlabeled data in a self-supervised manner. The videos collaboratively decoded from two streams (codec and NN) are of rich semantics, as well as visually photo-realistic, empirically boosting several mainstream downstream video analysis task performances without any post-adaptation procedure. Furthermore, by introducing the attention mechanism and adaptive modeling scheme, the video semantic modeling ability of our approach is further enhanced. Finally, we build a low-bitrate video understanding benchmark with three downstream tasks on eight datasets, demonstrating the notable superiority of our approach. All codes, data, and models will be available at \url{https://github.com/tianyuan168326/VCS-Pytorch}.

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HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects

Generating human-object interactions (HOIs) is critical with the tremendous advances of digital avatars. Existing datasets are typically limited to humans interacting with a single object while neglecting the ubiquitous manipulation of multiple objects. Thus, we propose HIMO, a large-scale MoCap dataset of full-body human interacting with multiple objects, containing 3.3K 4D HOI sequences and 4.08M 3D HOI frames. We also annotate HIMO with detailed textual descriptions and temporal segments, benchmarking two novel tasks of HOI synthesis conditioned on either the whole text prompt or the segmented text prompts as fine-grained timeline control. To address these novel tasks, we propose a dual-branch conditional diffusion model with a mutual interaction module for HOI synthesis. Besides, an auto-regressive generation pipeline is also designed to obtain smooth transitions between HOI segments. Experimental results demonstrate the generalization ability to unseen object geometries and temporal compositions.

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Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture

4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.

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SingingHead: A Large-scale 4D Dataset for Singing Head Animation

Singing, as a common facial movement second only to talking, can be regarded as a universal language across ethnicities and cultures, plays an important role in emotional communication, art, and entertainment. However, it is often overlooked in the field of audio-driven facial animation due to the lack of singing head datasets and the domain gap between singing and talking in rhythm and amplitude. To this end, we collect a high-quality large-scale singing head dataset, SingingHead, which consists of more than 27 hours of synchronized singing video, 3D facial motion, singing audio, and background music from 76 individuals and 8 types of music. Along with the SingingHead dataset, we benchmark existing audio-driven 3D facial animation methods and 2D talking head methods on the singing task. Furthermore, we argue that 3D and 2D facial animation tasks can be solved together, and propose a unified singing head animation framework named UniSinger to achieve both singing audio-driven 3D singing head animation and 2D singing portrait video synthesis, which achieves competitive results on both 3D and 2D benchmarks. Extensive experiments demonstrate the significance of the proposed singing-specific dataset in promoting the development of singing head animation tasks, as well as the promising performance of our unified facial animation framework.

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