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Yihong Lin

Publications and source records attributed to Yihong Lin.

7 recordsLinked to original sources

Learn2Chat: Rethinking Dyadic Talking Heads via Interaction-Modulated Monologic Priors

Dyadic conversational motion generation is essential for realistic interactive digital humans. Existing approaches typically model conversational behaviors within unified dyadic generators. However, such holistic formulations tend to couple self-speech-driven motion with partner-responsive social feedback, leaving the interaction-specific component implicit and underutilizing the speech-motion correspondence already learned by pretrained monologic motion models. We propose Learn2Chat, a unified framework that models dyadic motion as interaction modulation over pretrained monologic motion priors. This design separates intrinsic speech-driven motion from social interaction effects and enables more structured interaction modeling. Specifically, we introduce a Monologic-Anchored Motion Factorization scheme that leverages the semantic motion manifold learned from monologic data to disentangle audio-driven motion dynamics from interaction-induced modulation, yielding clean interaction representations from dyadic sequences. On top of this representation space, a Cross-Attentive Interaction Latent Prediction module maps paired speech signals to interaction latents through cross-branch attention and interaction alignment. During inference, the predicted interaction latents modulate canonical monologic motion to generate coherent and synchronized dyadic behaviors in a data-efficient manner. Extensive experiments on the DualTalk benchmark demonstrate that Learn2Chat achieves state-of-the-art performance across both quantitative metrics and perceptual evaluations. Moreover, the framework is model-agnostic and seamlessly integrates with diverse pretrained monologic motion backbones, highlighting the effectiveness of prior reuse and interaction adaptation for scalable conversational motion generation. More visual results are available on the project page.

cs.GR

Beyond Inference Intervention: Identity-Decoupled Diffusion for Face Anonymization

Face anonymization aims to conceal identity information while preserving non-identity attributes. Mainstream diffusion models rely on inference-time interventions such as negative guidance or energy-based optimization, which are applied post-training to suppress identity features. These interventions often introduce distribution shifts and entangle identity with non-identity attributes, degrading visual fidelity and data utility. To address this, we propose \textbf{ID\textsuperscript{2}Face}, a training-centric anonymization framework that removes the need for inference-time optimization. The rationale of our method is to learn a structured latent space where identity and non-identity information are explicitly disentangled, enabling direct and controllable anonymization at inference. To this end, we design a conditional diffusion model with an identity-masked learning scheme. An Identity-Decoupled Latent Recomposer uses an Identity Variational Autoencoder to model identity features, while non-identity attributes are extracted from same-identity pairs and aligned through bidirectional latent alignment. An Identity-Guided Latent Harmonizer then fuses these representations via soft-gating conditioned on noisy feature prediction. The model is trained with a recomposition-based reconstruction loss to enforce disentanglement. At inference, anonymization is achieved by sampling a random identity vector from the learned identity space. To further suppress identity leakage, we introduce an Orthogonal Identity Mapping strategy that enforces orthogonality between sampled and source identity vectors. Experiments demonstrate that ID\textsuperscript{2}Face outperforms existing methods in visual quality, identity suppression, and utility preservation.

cs.CV

M3DHMR: Monocular 3D Hand Mesh Recovery

Monocular 3D hand mesh recovery is challenging due to high degrees of freedom of hands, 2D-to-3D ambiguity and self-occlusion. Most existing methods are either inefficient or less straightforward for predicting the position of 3D mesh vertices. Thus, we propose a new pipeline called Monocular 3D Hand Mesh Recovery (M3DHMR) to directly estimate the positions of hand mesh vertices. M3DHMR provides 2D cues for 3D tasks from a single image and uses a new spiral decoder consist of several Dynamic Spiral Convolution (DSC) Layers and a Region of Interest (ROI) Layer. On the one hand, DSC Layers adaptively adjust the weights based on the vertex positions and extract the vertex features in both spatial and channel dimensions. On the other hand, ROI Layer utilizes the physical information and refines mesh vertices in each predefined hand region separately. Extensive experiments on popular dataset FreiHAND demonstrate that M3DHMR significantly outperforms state-of-the-art real-time methods.

cs.CV

RecDreamer: Consistent Text-to-3D Generation via Uniform Score Distillation

Current text-to-3D generation methods based on score distillation often suffer from geometric inconsistencies, leading to repeated patterns across different poses of 3D assets. This issue, known as the Multi-Face Janus problem, arises because existing methods struggle to maintain consistency across varying poses and are biased toward a canonical pose. While recent work has improved pose control and approximation, these efforts are still limited by this inherent bias, which skews the guidance during generation. To address this, we propose a solution called RecDreamer, which reshapes the underlying data distribution to achieve a more consistent pose representation. The core idea behind our method is to rectify the prior distribution, ensuring that pose variation is uniformly distributed rather than biased toward a canonical form. By modifying the prescribed distribution through an auxiliary function, we can reconstruct the density of the distribution to ensure compliance with specific marginal constraints. In particular, we ensure that the marginal distribution of poses follows a uniform distribution, thereby eliminating the biases introduced by the prior knowledge. We incorporate this rectified data distribution into existing score distillation algorithms, a process we refer to as uniform score distillation. To efficiently compute the posterior distribution required for the auxiliary function, RecDreamer introduces a training-free classifier that estimates pose categories in a plug-and-play manner. Additionally, we utilize various approximation techniques for noisy states, significantly improving system performance. Our experimental results demonstrate that RecDreamer effectively mitigates the Multi-Face Janus problem, leading to more consistent 3D asset generation across different poses.

cs.CV

EmoFace: Emotion-Content Disentangled Speech-Driven 3D Talking Face Animation

The creation of increasingly vivid 3D talking face has become a hot topic in recent years. Currently, most speech-driven works focus on lip synchronisation but neglect to effectively capture the correlations between emotions and facial motions. To address this problem, we propose a two-stream network called EmoFace, which consists of an emotion branch and a content branch. EmoFace employs a novel Mesh Attention mechanism to analyse and fuse the emotion features and content features. Particularly, a newly designed spatio-temporal graph-based convolution, SpiralConv3D, is used in Mesh Attention to learn potential temporal and spatial feature dependencies between mesh vertices. In addition, to the best of our knowledge, it is the first time to introduce a new self-growing training scheme with intermediate supervision to dynamically adjust the ratio of groundtruth adopted in the 3D face animation task. Comprehensive quantitative and qualitative evaluations on our high-quality 3D emotional facial animation dataset, 3D-RAVDESS ($4.8863\times 10^{-5}$mm for LVE and $0.9509\times 10^{-5}$mm for EVE), together with the public dataset VOCASET ($2.8669\times 10^{-5}$mm for LVE and $0.4664\times 10^{-5}$mm for EVE), demonstrate that our approach achieves state-of-the-art performance.

cs.CV

GLDiTalker: Speech-Driven 3D Facial Animation with Graph Latent Diffusion Transformer

Speech-driven talking head generation is a critical yet challenging task with applications in augmented reality and virtual human modeling. While recent approaches using autoregressive and diffusion-based models have achieved notable progress, they often suffer from modality inconsistencies, particularly misalignment between audio and mesh, leading to reduced motion diversity and lip-sync accuracy. To address this, we propose GLDiTalker, a novel speech-driven 3D facial animation model based on a Graph Latent Diffusion Transformer. GLDiTalker resolves modality misalignment by diffusing signals within a quantized spatiotemporal latent space. It employs a two-stage training pipeline: the Graph-Enhanced Quantized Space Learning Stage ensures lip-sync accuracy, while the Space-Time Powered Latent Diffusion Stage enhances motion diversity. Together, these stages enable GLDiTalker to generate realistic, temporally stable 3D facial animations. Extensive evaluations on standard benchmarks demonstrate that GLDiTalker outperforms existing methods, achieving superior results in both lip-sync accuracy and motion diversity.

cs.CV

STMR: Spiral Transformer for Hand Mesh Reconstruction

Recent advancements in both transformer-based methods and spiral neighbor sampling techniques have greatly enhanced hand mesh reconstruction. Transformers excel in capturing complex vertex relationships, and spiral neighbor sampling is vital for utilizing topological structures. This paper ingeniously integrates spiral sampling into the Transformer architecture, enhancing its ability to leverage mesh topology for superior performance in hand mesh reconstruction, resulting in substantial accuracy boosts. STMR employs a single image encoder for model efficiency. To augment its information extraction capability, we design the multi-scale pose feature extraction (MSPFE) module, which facilitates the extraction of rich pose features, ultimately enhancing the model's performance. Moreover, the proposed predefined pose-to-vertex lifting (PPVL) method improves vertex feature representation, further boosting reconstruction performance. Extensive experiments on the FreiHAND dataset demonstrate the state-of-the-art performance and unparalleled inference speed of STMR compared with similar backbone methods, showcasing its efficiency and effectiveness. The code is available at https://github.com/SmallXieGithub/STMR.

cs.CV