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Yikai Wang

Publications and source records attributed to Yikai Wang.

At least 73 records · Page 4Linked to original sources

Towards Enhanced Image Inpainting: Mitigating Unwanted Object Insertion and Preserving Color Consistency

Recent advances in image inpainting increasingly use generative models to handle large irregular masks. However, these models can create unrealistic inpainted images due to two main issues: (1) Unwanted object insertion: Even with unmasked areas as context, generative models may still generate arbitrary objects in the masked region that don't align with the rest of the image. (2) Color inconsistency: Inpainted regions often have color shifts that causes a smeared appearance, reducing image quality. Retraining the generative model could help solve these issues, but it's costly since state-of-the-art latent-based diffusion and rectified flow models require a three-stage training process: training a VAE, training a generative U-Net or transformer, and fine-tuning for inpainting. Instead, this paper proposes a post-processing approach, dubbed as ASUKA (Aligned Stable inpainting with UnKnown Areas prior), to improve inpainting models. To address unwanted object insertion, we leverage a Masked Auto-Encoder (MAE) for reconstruction-based priors. This mitigates object hallucination while maintaining the model's generation capabilities. To address color inconsistency, we propose a specialized VAE decoder that treats latent-to-image decoding as a local harmonization task, significantly reducing color shifts for color-consistent inpainting. We validate ASUKA on SD 1.5 and FLUX inpainting variants with Places2 and MISATO, our proposed diverse collection of datasets. Results show that ASUKA mitigates object hallucination and improves color consistency over standard diffusion and rectified flow models and other inpainting methods.

cs.CV↗

FlowDreamer: A RGB-D World Model with Flow-based Motion Representations for Robot Manipulation

This paper investigates training better visual world models for robot manipulation, i.e., models that can predict future visual observations by conditioning on past frames and robot actions. Specifically, we consider world models that operate on RGB-D frames (RGB-D world models). As opposed to canonical approaches that handle dynamics prediction mostly implicitly and reconcile it with visual rendering in a single model, we introduce FlowDreamer, which adopts 3D scene flow as explicit motion representations. FlowDreamer first predicts 3D scene flow from past frame and action conditions with a U-Net, and then a diffusion model will predict the future frame utilizing the scene flow. FlowDreamer is trained end-to-end despite its modularized nature. We conduct experiments on 4 different benchmarks, covering both video prediction and visual planning tasks. The results demonstrate that FlowDreamer achieves better performance compared to other baseline RGB-D world models by 7% on semantic similarity, 11% on pixel quality, and 6% on success rate in various robot manipulation domains.

cs.RO↗

JEN-1: Text-Guided Universal Music Generation with Omnidirectional Diffusion Models

Music generation has attracted growing interest with the advancement of deep generative models. However, generating music conditioned on textual descriptions, known as text-to-music, remains challenging due to the complexity of musical structures and high sampling rate requirements. Despite the task's significance, prevailing generative models exhibit limitations in music quality, computational efficiency, and generalization. This paper introduces JEN-1, a universal high-fidelity model for text-to-music generation. JEN-1 is a diffusion model incorporating both autoregressive and non-autoregressive training. Through in-context learning, JEN-1 performs various generation tasks including text-guided music generation, music inpainting, and continuation. Evaluations demonstrate JEN-1's superior performance over state-of-the-art methods in text-music alignment and music quality while maintaining computational efficiency. Our demos are available at https://jenmusic.ai/audio-demos

cs.SD↗

MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation

In this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, MeshGen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model's controllability and generalization ability, allowing it to perform well even with limited public datasets. For the texture generation, MeshGen employs a reference attention-based multi-view ControlNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures. See our code at https://github.com/heheyas/MeshGen, project page https://heheyas.github.io/MeshGen

cs.GR↗

3D StreetUnveiler with Semantic-aware 2DGS -- a simple baseline

Unveiling an empty street from crowded observations captured by in-car cameras is crucial for autonomous driving. However, removing all temporarily static objects, such as stopped vehicles and standing pedestrians, presents a significant challenge. Unlike object-centric 3D inpainting, which relies on thorough observation in a small scene, street scene cases involve long trajectories that differ from previous 3D inpainting tasks. The camera-centric moving environment of captured videos further complicates the task due to the limited degree and time duration of object observation. To address these obstacles, we introduce StreetUnveiler to reconstruct an empty street. StreetUnveiler learns a 3D representation of the empty street from crowded observations. Our representation is based on the hard-label semantic 2D Gaussian Splatting (2DGS) for its scalability and ability to identify Gaussians to be removed. We inpaint rendered image after removing unwanted Gaussians to provide pseudo-labels and subsequently re-optimize the 2DGS. Given its temporal continuous movement, we divide the empty street scene into observed, partial-observed, and unobserved regions, which we propose to locate through a rendered alpha map. This decomposition helps us to minimize the regions that need to be inpainted. To enhance the temporal consistency of the inpainting, we introduce a novel time-reversal framework to inpaint frames in reverse order and use later frames as references for earlier frames to fully utilize the long-trajectory observations. Our experiments conducted on the street scene dataset successfully reconstructed a 3D representation of the empty street. The mesh representation of the empty street can be extracted for further applications. The project page and more visualizations can be found at: https://streetunveiler.github.io

cs.CV↗

Video4DGen: Enhancing Video and 4D Generation through Mutual Optimization

The advancement of 4D (i.e., sequential 3D) generation opens up new possibilities for lifelike experiences in various applications, where users can explore dynamic objects or characters from any viewpoint. Meanwhile, video generative models are receiving particular attention given their ability to produce realistic and imaginative frames. These models are also observed to exhibit strong 3D consistency, indicating the potential to act as world simulators. In this work, we present Video4DGen, a novel framework that excels in generating 4D representations from single or multiple generated videos as well as generating 4D-guided videos. This framework is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. The 4D outputs generated by Video4DGen are represented using our proposed Dynamic Gaussian Surfels (DGS), which optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. We design warped-state geometric regularization and refinements on Gaussian surfels, to preserve the structural integrity and fine-grained appearance details. To perform 4D generation from multiple videos and capture representation across spatial, temporal, and pose dimensions, we design multi-video alignment, root pose optimization, and pose-guided frame sampling strategies. The leveraging of continuous warping fields also enables a precise depiction of pose, motion, and deformation over per-video frames. Further, to improve the overall fidelity from the observation of all camera poses, Video4DGen performs novel-view video generation guided by the 4D content, with the proposed confidence-filtered DGS to enhance the quality of generated sequences. With the ability of 4D and video generation, Video4DGen offers a powerful tool for applications in virtual reality, animation, and beyond.

cs.GR↗

ReasonGrounder: LVLM-Guided Hierarchical Feature Splatting for Open-Vocabulary 3D Visual Grounding and Reasoning

Open-vocabulary 3D visual grounding and reasoning aim to localize objects in a scene based on implicit language descriptions, even when they are occluded. This ability is crucial for tasks such as vision-language navigation and autonomous robotics. However, current methods struggle because they rely heavily on fine-tuning with 3D annotations and mask proposals, which limits their ability to handle diverse semantics and common knowledge required for effective reasoning. In this work, we propose ReasonGrounder, an LVLM-guided framework that uses hierarchical 3D feature Gaussian fields for adaptive grouping based on physical scale, enabling open-vocabulary 3D grounding and reasoning. ReasonGrounder interprets implicit instructions using large vision-language models (LVLM) and localizes occluded objects through 3D Gaussian splatting. By incorporating 2D segmentation masks from the SAM and multi-view CLIP embeddings, ReasonGrounder selects Gaussian groups based on object scale, enabling accurate localization through both explicit and implicit language understanding, even in novel, occluded views. We also contribute ReasoningGD, a new dataset containing over 10K scenes and 2 million annotations for evaluating open-vocabulary 3D grounding and amodal perception under occlusion. Experiments show that ReasonGrounder significantly improves 3D grounding accuracy in real-world scenarios.

cs.CV↗

FB-4D: Spatial-Temporal Coherent Dynamic 3D Content Generation with Feature Banks

With the rapid advancements in diffusion models and 3D generation techniques, dynamic 3D content generation has become a crucial research area. However, achieving high-fidelity 4D (dynamic 3D) generation with strong spatial-temporal consistency remains a challenging task. Inspired by recent findings that pretrained diffusion features capture rich correspondences, we propose FB-4D, a novel 4D generation framework that integrates a Feature Bank mechanism to enhance both spatial and temporal consistency in generated frames. In FB-4D, we store features extracted from previous frames and fuse them into the process of generating subsequent frames, ensuring consistent characteristics across both time and multiple views. To ensure a compact representation, the Feature Bank is updated by a proposed dynamic merging mechanism. Leveraging this Feature Bank, we demonstrate for the first time that generating additional reference sequences through multiple autoregressive iterations can continuously improve generation performance. Experimental results show that FB-4D significantly outperforms existing methods in terms of rendering quality, spatial-temporal consistency, and robustness. It surpasses all multi-view generation tuning-free approaches by a large margin and achieves performance on par with training-based methods.

cs.CV↗

FlexWorld: Progressively Expanding 3D Scenes for Flexiable-View Synthesis

Generating flexible-view 3D scenes, including 360° rotation and zooming, from single images is challenging due to a lack of 3D data. To this end, we introduce FlexWorld, a novel framework consisting of two key components: (1) a strong video-to-video (V2V) diffusion model to generate high-quality novel view images from incomplete input rendered from a coarse scene, and (2) a progressive expansion process to construct a complete 3D scene. In particular, leveraging an advanced pre-trained video model and accurate depth-estimated training pairs, our V2V model can generate novel views under large camera pose variations. Building upon it, FlexWorld progressively generates new 3D content and integrates it into the global scene through geometry-aware scene fusion. Extensive experiments demonstrate the effectiveness of FlexWorld in generating high-quality novel view videos and flexible-view 3D scenes from single images, achieving superior visual quality under multiple popular metrics and datasets compared to existing state-of-the-art methods. Qualitatively, we highlight that FlexWorld can generate high-fidelity scenes with flexible views like 360° rotations and zooming. Project page: https://ml-gsai.github.io/FlexWorld.

cs.CV↗

DeepMesh: Auto-Regressive Artist-mesh Creation with Reinforcement Learning

Triangle meshes play a crucial role in 3D applications for efficient manipulation and rendering. While auto-regressive methods generate structured meshes by predicting discrete vertex tokens, they are often constrained by limited face counts and mesh incompleteness. To address these challenges, we propose DeepMesh, a framework that optimizes mesh generation through two key innovations: (1) an efficient pre-training strategy incorporating a novel tokenization algorithm, along with improvements in data curation and processing, and (2) the introduction of Reinforcement Learning (RL) into 3D mesh generation to achieve human preference alignment via Direct Preference Optimization (DPO). We design a scoring standard that combines human evaluation with 3D metrics to collect preference pairs for DPO, ensuring both visual appeal and geometric accuracy. Conditioned on point clouds and images, DeepMesh generates meshes with intricate details and precise topology, outperforming state-of-the-art methods in both precision and quality. Project page: https://zhaorw02.github.io/DeepMesh/

cs.CV↗

Adaptive Pruning of Pretrained Transformer via Differential Inclusions

Large transformers have demonstrated remarkable success, making it necessary to compress these models to reduce inference costs while preserving their perfor-mance. Current compression algorithms prune transformers at fixed compression ratios, requiring a unique pruning process for each ratio, which results in high computational costs. In contrast, we propose pruning of pretrained transformers at any desired ratio within a single pruning stage, based on a differential inclusion for a mask parameter. This dynamic can generate the whole regularization solution path of the mask parameter, whose support set identifies the network structure. Therefore, the solution path identifies a Transformer weight family with various sparsity levels, offering greater flexibility and customization. In this paper, we introduce such an effective pruning method, termed SPP (Solution Path Pruning). To achieve effective pruning, we segment the transformers into paired modules, including query-key pairs, value-projection pairs, and sequential linear layers, and apply low-rank compression to these pairs, maintaining the output structure while enabling structural compression within the inner states. Extensive experiments conducted on various well-known transformer backbones have demonstrated the efficacy of SPP.

cs.LG↗

EMOS: Embodiment-aware Heterogeneous Multi-robot Operating System with LLM Agents

Heterogeneous multi-robot systems (HMRS) have emerged as a powerful approach for tackling complex tasks that single robots cannot manage alone. Current large-language-model-based multi-agent systems (LLM-based MAS) have shown success in areas like software development and operating systems, but applying these systems to robot control presents unique challenges. In particular, the capabilities of each agent in a multi-robot system are inherently tied to the physical composition of the robots, rather than predefined roles. To address this issue, we introduce a novel multi-agent framework designed to enable effective collaboration among heterogeneous robots with varying embodiments and capabilities, along with a new benchmark named Habitat-MAS. One of our key designs is $\textit{Robot Resume}$: Instead of adopting human-designed role play, we propose a self-prompted approach, where agents comprehend robot URDF files and call robot kinematics tools to generate descriptions of their physics capabilities to guide their behavior in task planning and action execution. The Habitat-MAS benchmark is designed to assess how a multi-agent framework handles tasks that require embodiment-aware reasoning, which includes 1) manipulation, 2) perception, 3) navigation, and 4) comprehensive multi-floor object rearrangement. The experimental results indicate that the robot's resume and the hierarchical design of our multi-agent system are essential for the effective operation of the heterogeneous multi-robot system within this intricate problem context.

cs.RO↗

Advanced representation learning for flow field analysis and reconstruction

In this paper we present advanced representation learning study on integrating deep learning techniques and sparse approximation, including diffusion models, for advanced flow field analysis and reconstruction. Key applications include super-resolution flow field reconstruction, flow field inpainting, fluid-structure interaction, transient and internal flow analyses, and reduced-order modeling. The study introduces two novel methods: flow diffusions for super-resolution tasks and a sparsity-boosted low-rank model for flow field inpainting. By leveraging cutting-edge methodologies in computational fluid dynamics (CFD), the proposed approaches improve accuracy, computational efficiency, and adaptability, offering deeper insights into complex flow dynamics.

physics.flu-dyn↗

MeshAnything V2: Artist-Created Mesh Generation With Adjacent Mesh Tokenization

Meshes are the de facto 3D representation in the industry but are labor-intensive to produce. Recently, a line of research has focused on autoregressively generating meshes. This approach processes meshes into a sequence composed of vertices and then generates them vertex by vertex, similar to how a language model generates text. These methods have achieved some success but still struggle to generate complex meshes. One primary reason for this limitation is their inefficient tokenization methods. To address this issue, we introduce MeshAnything V2, an advanced mesh generation model designed to create Artist-Created Meshes that align precisely with specified shapes. A key innovation behind MeshAnything V2 is our novel Adjacent Mesh Tokenization (AMT) method. Unlike traditional approaches that represent each face using three vertices, AMT optimizes this by employing a single vertex wherever feasible, effectively reducing the token sequence length by about half on average. This not only streamlines the tokenization process but also results in more compact and well-structured sequences, enhancing the efficiency of mesh generation. With these improvements, MeshAnything V2 effectively doubles the face limit compared to previous models, delivering superior performance without increasing computational costs. We will make our code and models publicly available. Project Page: https://buaacyw.github.io/meshanything-v2/

cs.CV↗

Repositioning the Subject within Image

Current image manipulation primarily centers on static manipulation, such as replacing specific regions within an image or altering its overall style. In this paper, we introduce an innovative dynamic manipulation task, subject repositioning. This task involves relocating a user-specified subject to a desired position while preserving the image's fidelity. Our research reveals that the fundamental sub-tasks of subject repositioning, which include filling the void left by the repositioned subject, reconstructing obscured portions of the subject and blending the subject to be consistent with surrounding areas, can be effectively reformulated as a unified, prompt-guided inpainting task. Consequently, we can employ a single diffusion generative model to address these sub-tasks using various task prompts learned through our proposed task inversion technique. Additionally, we integrate pre-processing and post-processing techniques to further enhance the quality of subject repositioning. These elements together form our SEgment-gEnerate-and-bLEnd (SEELE) framework. To assess SEELE's effectiveness in subject repositioning, we assemble a real-world subject repositioning dataset called ReS. Results of SEELE on ReS demonstrate its efficacy. Code and ReS dataset are available at https://yikai-wang.github.io/seele/.

cs.CV↗

AnimateAnything: Consistent and Controllable Animation for Video Generation

We present a unified controllable video generation approach AnimateAnything that facilitates precise and consistent video manipulation across various conditions, including camera trajectories, text prompts, and user motion annotations. Specifically, we carefully design a multi-scale control feature fusion network to construct a common motion representation for different conditions. It explicitly converts all control information into frame-by-frame optical flows. Then we incorporate the optical flows as motion priors to guide final video generation. In addition, to reduce the flickering issues caused by large-scale motion, we propose a frequency-based stabilization module. It can enhance temporal coherence by ensuring the video's frequency domain consistency. Experiments demonstrate that our method outperforms the state-of-the-art approaches. For more details and videos, please refer to the webpage: https://yu-shaonian.github.io/Animate_Anything/.

cs.CV↗

LLaMA-Mesh: Unifying 3D Mesh Generation with Language Models

This work explores expanding the capabilities of large language models (LLMs) pretrained on text to generate 3D meshes within a unified model. This offers key advantages of (1) leveraging spatial knowledge already embedded in LLMs, derived from textual sources like 3D tutorials, and (2) enabling conversational 3D generation and mesh understanding. A primary challenge is effectively tokenizing 3D mesh data into discrete tokens that LLMs can process seamlessly. To address this, we introduce LLaMA-Mesh, a novel approach that represents the vertex coordinates and face definitions of 3D meshes as plain text, allowing direct integration with LLMs without expanding the vocabulary. We construct a supervised fine-tuning (SFT) dataset enabling pretrained LLMs to (1) generate 3D meshes from text prompts, (2) produce interleaved text and 3D mesh outputs as required, and (3) understand and interpret 3D meshes. Our work is the first to demonstrate that LLMs can be fine-tuned to acquire complex spatial knowledge for 3D mesh generation in a text-based format, effectively unifying the 3D and text modalities. LLaMA-Mesh achieves mesh generation quality on par with models trained from scratch while maintaining strong text generation performance.

cs.LG↗

Unified Lexical Representation for Interpretable Visual-Language Alignment

Visual-Language Alignment (VLA) has gained a lot of attention since CLIP's groundbreaking work. Although CLIP performs well, the typical direct latent feature alignment lacks clarity in its representation and similarity scores. On the other hand, lexical representation, a vector whose element represents the similarity between the sample and a word from the vocabulary, is a natural sparse representation and interpretable, providing exact matches for individual words. However, lexical representations are difficult to learn due to no ground-truth supervision and false-discovery issues, and thus requires complex design to train effectively. In this paper, we introduce LexVLA, a more interpretable VLA framework by learning a unified lexical representation for both modalities without complex design. We use DINOv2 as our visual model for its local-inclined features and Llama 2, a generative language model, to leverage its in-context lexical prediction ability. To avoid the false discovery, we propose an overuse penalty to refrain the lexical representation from falsely frequently activating meaningless words. We demonstrate that these two pre-trained uni-modal models can be well-aligned by fine-tuning on the modest multi-modal dataset and avoid intricate training configurations. On cross-modal retrieval benchmarks, LexVLA, trained on the CC-12M multi-modal dataset, outperforms baselines fine-tuned on larger datasets (e.g., YFCC15M) and those trained from scratch on even bigger datasets (e.g., 1.1B data, including CC-12M). We conduct extensive experiments to analyze LexVLA. Codes are available at https://github.com/Clementine24/LexVLA.

cs.CV↗