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Ying He

Publications and source records attributed to Ying He.

At least 55 records · Page 3Linked to original sources

FlexPara: Flexible Neural Surface Parameterization

Surface parameterization is a fundamental geometry processing task, laying the foundations for the visual presentation of 3D assets and numerous downstream shape analysis scenarios. Conventional parameterization approaches demand high-quality mesh triangulation and are restricted to certain simple topologies unless additional surface cutting and decomposition are provided. In practice, the optimal configurations (e.g., type of parameterization domains, distribution of cutting seams, number of mapping charts) may vary drastically with different surface structures and task characteristics, thus requiring more flexible and controllable processing pipelines. To this end, this paper introduces FlexPara, an unsupervised neural optimization framework to achieve both global and multi-chart surface parameterizations by establishing point-wise mappings between 3D surface points and adaptively-deformed 2D UV coordinates. We ingeniously design and combine a series of geometrically-interpretable sub-networks, with specific functionalities of cutting, deforming, unwrapping, and wrapping, to construct a bi-directional cycle mapping framework for global parameterization without the need for manually specified cutting seams. Furthermore, we construct a multi-chart parameterization framework with adaptively-learned chart assignment. Extensive experiments demonstrate the universality, superiority, and inspiring potential of our neural surface parameterization paradigm. The code will be publicly available at https://github.com/AidenZhao/FlexPara

cs.CV↗

MonoCloth: Reconstruction and Animation of Cloth-Decoupled Human Avatars from Monocular Videos

Reconstructing realistic 3D human avatars from monocular videos is a challenging task due to the limited geometric information and complex non-rigid motion involved. We present MonoCloth, a new method for reconstructing and animating clothed human avatars from monocular videos. To overcome the limitations of monocular input, we introduce a part-based decomposition strategy that separates the avatar into body, face, hands, and clothing. This design reflects the varying levels of reconstruction difficulty and deformation complexity across these components. Specifically, we focus on detailed geometry recovery for the face and hands. For clothing, we propose a dedicated cloth simulation module that captures garment deformation using temporal motion cues and geometric constraints. Experimental results demonstrate that MonoCloth improves both visual reconstruction quality and animation realism compared to existing methods. Furthermore, thanks to its part-based design, MonoCloth also supports additional tasks such as clothing transfer, underscoring its versatility and practical utility.

cs.CV↗

MIND: Material Interface Generation from UDFs for Non-Manifold Surface Reconstruction

Unsigned distance fields (UDFs) are widely used in 3D deep learning due to their ability to represent shapes with arbitrary topology. While prior work has largely focused on learning UDFs from point clouds or multi-view images, extracting meshes from UDFs remains challenging, as the learned fields rarely attain exact zero distances. A common workaround is to reconstruct signed distance fields (SDFs) locally from UDFs to enable surface extraction via Marching Cubes. However, this often introduces topological artifacts such as holes or spurious components. Moreover, local SDFs are inherently incapable of representing non-manifold geometry, leading to complete failure in such cases. To address this gap, we propose MIND (Material Interface from Non-manifold Distance fields), a novel algorithm for generating material interfaces directly from UDFs, enabling non-manifold mesh extraction from a global perspective. The core of our method lies in deriving a meaningful spatial partitioning from the UDF, where the target surface emerges as the interface between distinct regions. We begin by computing a two-signed local field to distinguish the two sides of manifold patches, and then extend this to a multi-labeled global field capable of separating all sides of a non-manifold structure. By combining this multi-labeled field with the input UDF, we construct material interfaces that support non-manifold mesh extraction via a multi-labeled Marching Cubes algorithm. Extensive experiments on UDFs generated from diverse data sources, including point cloud reconstruction, multi-view reconstruction, and medial axis transforms, demonstrate that our approach robustly handles complex non-manifold surfaces and significantly outperforms existing methods. The source code is available at https://github.com/jjjkkyz/MIND.

cs.CV↗

A Survey of Deep Learning-based Point Cloud Denoising

Accurate 3D geometry acquisition is essential for a wide range of applications, such as computer graphics, autonomous driving, robotics, and augmented reality. However, raw point clouds acquired in real-world environments are often corrupted with noise due to various factors such as sensor, lighting, material, environment etc, which reduces geometric fidelity and degrades downstream performance. Point cloud denoising is a fundamental problem, aiming to recover clean point sets while preserving underlying structures. Classical optimization-based methods, guided by hand-crafted filters or geometric priors, have been extensively studied but struggle to handle diverse and complex noise patterns. Recent deep learning approaches leverage neural network architectures to learn distinctive representations and demonstrate strong outcomes, particularly on complex and large-scale point clouds. Provided these significant advances, this survey provides a comprehensive and up-to-date review of deep learning-based point cloud denoising methods up to August 2025. We organize the literature from two perspectives: (1) supervision level (supervised vs. unsupervised), and (2) modeling perspective, proposing a functional taxonomy that unifies diverse approaches by their denoising principles. We further analyze architectural trends both structurally and chronologically, establish a unified benchmark with consistent training settings, and evaluate methods in terms of denoising quality, surface fidelity, point distribution, and computational efficiency. Finally, we discuss open challenges and outline directions for future research in this rapidly evolving field.

cs.GR↗

Hybrid Long and Short Range Flows for Point Cloud Filtering

Point cloud capture processes are error-prone and introduce noisy artifacts that necessitate filtering/denoising. Recent filtering methods often suffer from point clustering or noise retaining issues. In this paper, we propose Hybrid Point Cloud Filtering ($\textbf{HybridPF}$) that considers both short-range and long-range filtering trajectories when removing noise. It is well established that short range scores, given by $\nabla_{x}\log p(x_t)$, may provide the necessary displacements to move noisy points to the underlying clean surface. By contrast, long range velocity flows approximate constant displacements directed from a high noise variant patch $x_0$ towards the corresponding clean surface $x_1$. Here, noisy patches $x_t$ are viewed as intermediate states between the high noise variant and the clean patches. Our intuition is that long range information from velocity flow models can guide the short range scores to align more closely with the clean points. In turn, score models generally provide a quicker convergence to the clean surface. Specifically, we devise two parallel modules, the ShortModule and LongModule, each consisting of an Encoder-Decoder pair to respectively account for short-range scores and long-range flows. We find that short-range scores, guided by long-range features, yield filtered point clouds with good point distributions and convergence near the clean surface. We design a joint loss function to simultaneously train the ShortModule and LongModule, in an end-to-end manner. Finally, we identify a key weakness in current displacement based methods, limitations on the decoder architecture, and propose a dynamic graph convolutional decoder to improve the inference process. Comprehensive experiments demonstrate that our HybridPF achieves state-of-the-art results while enabling faster inference speed.

cs.GR↗

ESNERA: Empirical and semantic named entity alignment for named entity dataset merging

Named Entity Recognition (NER) is a fundamental task in natural language processing. It remains a research hotspot due to its wide applicability across domains. Although recent advances in deep learning have significantly improved NER performance, they rely heavily on large, high-quality annotated datasets. However, building these datasets is expensive and time-consuming, posing a major bottleneck for further research. Current dataset merging approaches mainly focus on strategies like manual label mapping or constructing label graphs, which lack interpretability and scalability. To address this, we propose an automatic label alignment method based on label similarity. The method combines empirical and semantic similarities, using a greedy pairwise merging strategy to unify label spaces across different datasets. Experiments are conducted in two stages: first, merging three existing NER datasets into a unified corpus with minimal impact on NER performance; second, integrating this corpus with a small-scale, self-built dataset in the financial domain. The results show that our method enables effective dataset merging and enhances NER performance in the low-resource financial domain. This study presents an efficient, interpretable, and scalable solution for integrating multi-source NER corpora.

cs.CL↗

JAM: Keypoint-Guided Joint Prediction after Classification-Aware Marginal Proposal for Multi-Agent Interaction

Predicting the future motion of road participants is a critical task in autonomous driving. In this work, we address the challenge of low-quality generation of low-probability modes in multi-agent joint prediction. To tackle this issue, we propose a two-stage multi-agent interactive prediction framework named \textit{keypoint-guided joint prediction after classification-aware marginal proposal} (JAM). The first stage is modeled as a marginal prediction process, which classifies queries by trajectory type to encourage the model to learn all categories of trajectories, providing comprehensive mode information for the joint prediction module. The second stage is modeled as a joint prediction process, which takes the scene context and the marginal proposals from the first stage as inputs to learn the final joint distribution. We explicitly introduce key waypoints to guide the joint prediction module in better capturing and leveraging the critical information from the initial predicted trajectories. We conduct extensive experiments on the real-world Waymo Open Motion Dataset interactive prediction benchmark. The results show that our approach achieves competitive performance. In particular, in the framework comparison experiments, the proposed JAM outperforms other prediction frameworks and achieves state-of-the-art performance in interactive trajectory prediction. The code is available at https://github.com/LinFunster/JAM to facilitate future research.

cs.RO↗

MGSR: 2D/3D Mutual-boosted Gaussian Splatting for High-fidelity Surface Reconstruction under Various Light Conditions

Novel view synthesis (NVS) and surface reconstruction (SR) are essential tasks in 3D Gaussian Splatting (3D-GS). Despite recent progress, these tasks are often addressed independently, with GS-based rendering methods struggling under diverse light conditions and failing to produce accurate surfaces, while GS-based reconstruction methods frequently compromise rendering quality. This raises a central question: must rendering and reconstruction always involve a trade-off? To address this, we propose MGSR, a 2D/3D Mutual-boosted Gaussian splatting for Surface Reconstruction that enhances both rendering quality and 3D reconstruction accuracy. MGSR introduces two branches--one based on 2D-GS and the other on 3D-GS. The 2D-GS branch excels in surface reconstruction, providing precise geometry information to the 3D-GS branch. Leveraging this geometry, the 3D-GS branch employs a geometry-guided illumination decomposition module that captures reflected and transmitted components, enabling realistic rendering under varied light conditions. Using the transmitted component as supervision, the 2D-GS branch also achieves high-fidelity surface reconstruction. Throughout the optimization process, the 2D-GS and 3D-GS branches undergo alternating optimization, providing mutual supervision. Prior to this, each branch completes an independent warm-up phase, with an early stopping strategy implemented to reduce computational costs. We evaluate MGSR on a diverse set of synthetic and real-world datasets, at both object and scene levels, demonstrating strong performance in rendering and surface reconstruction. Code is available at https://github.com/TsingyuanChou/MGSR.

cs.CV↗

SoK: Semantic Privacy in Large Language Models

As Large Language Models (LLMs) are increasingly deployed in sensitive domains, traditional data privacy measures prove inadequate for protecting information that is implicit, contextual, or inferable - what we define as semantic privacy. This Systematization of Knowledge (SoK) introduces a lifecycle-centric framework to analyze how semantic privacy risks emerge across input processing, pretraining, fine-tuning, and alignment stages of LLMs. We categorize key attack vectors and assess how current defenses, such as differential privacy, embedding encryption, edge computing, and unlearning, address these threats. Our analysis reveals critical gaps in semantic-level protection, especially against contextual inference and latent representation leakage. We conclude by outlining open challenges, including quantifying semantic leakage, protecting multimodal inputs, balancing de-identification with generation quality, and ensuring transparency in privacy enforcement. This work aims to inform future research on designing robust, semantically aware privacy-preserving techniques for LLMs.

cs.CR↗

A Multi-View High-Resolution Foot-Ankle Complex Point Cloud Dataset During Gait for Occlusion-Robust 3D Completion

The kinematics analysis of foot-ankle complex during gait is essential for advancing biomechanical research and clinical assessment. Collecting accurate surface geometry data from the foot and ankle during dynamic gait conditions is inherently challenging due to swing foot occlusions and viewing limitations. Thus, this paper introduces FootGait3D, a novel multi-view dataset of high-resolution ankle-foot surface point clouds captured during natural gait. Different from existing gait datasets that typically target whole-body or lower-limb motion, FootGait3D focuses specifically on the detailed modeling of the ankle-foot region, offering a finer granularity of motion data. To address this, FootGait3D consists of 8,403 point cloud frames collected from 46 subjects using a custom five-camera depth sensing system. Each frame includes a complete 5-view reconstruction of the foot and ankle (serving as ground truth) along with partial point clouds obtained from only four, three, or two views. This structured variation enables rigorous evaluation of 3D point cloud completion methods under varying occlusion levels and viewpoints. Our dataset is designed for shape completion tasks, facilitating the benchmarking of state-of-the-art single-modal (e.g., PointTr, SnowflakeNet, Anchorformer) and multi-modal (e.g., SVDFormer, PointSea, CSDN) completion networks on the challenge of recovering the full foot geometry from occluded inputs. FootGait3D has significant potential to advance research in biomechanics and multi-segment foot modeling, offering a valuable testbed for clinical gait analysis, prosthetic design, and robotics applications requiring detailed 3D models of the foot during motion. The dataset is now available at https://huggingface.co/datasets/ljw285/FootGait3D.

cs.CV↗

CAN-Trace Attack: Exploit CAN Messages to Uncover Driving Trajectories

Driving trajectory data remains vulnerable to privacy breaches despite existing mitigation measures. Traditional methods for detecting driving trajectories typically rely on map-matching the path using Global Positioning System (GPS) data, which is susceptible to GPS data outage. This paper introduces CAN-Trace, a novel privacy attack mechanism that leverages Controller Area Network (CAN) messages to uncover driving trajectories, posing a significant risk to drivers' long-term privacy. A new trajectory reconstruction algorithm is proposed to transform the CAN messages, specifically vehicle speed and accelerator pedal position, into weighted graphs accommodating various driving statuses. CAN-Trace identifies driving trajectories using graph-matching algorithms applied to the created graphs in comparison to road networks. We also design a new metric to evaluate matched candidates, which allows for potential data gaps and matching inaccuracies. Empirical validation under various real-world conditions, encompassing different vehicles and driving regions, demonstrates the efficacy of CAN-Trace: it achieves an attack success rate of up to 90.59% in the urban region, and 99.41% in the suburban region.

cs.CR↗

Reflections Unlock: Geometry-Aware Reflection Disentanglement in 3D Gaussian Splatting for Photorealistic Scenes Rendering

Accurately rendering scenes with reflective surfaces remains a significant challenge in novel view synthesis, as existing methods like Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) often misinterpret reflections as physical geometry, resulting in degraded reconstructions. Previous methods rely on incomplete and non-generalizable geometric constraints, leading to misalignment between the positions of Gaussian splats and the actual scene geometry. When dealing with real-world scenes containing complex geometry, the accumulation of Gaussians further exacerbates surface artifacts and results in blurred reconstructions. To address these limitations, in this work, we propose Ref-Unlock, a novel geometry-aware reflection modeling framework based on 3D Gaussian Splatting, which explicitly disentangles transmitted and reflected components to better capture complex reflections and enhance geometric consistency in real-world scenes. Our approach employs a dual-branch representation with high-order spherical harmonics to capture high-frequency reflective details, alongside a reflection removal module providing pseudo reflection-free supervision to guide clean decomposition. Additionally, we incorporate pseudo-depth maps and a geometry-aware bilateral smoothness constraint to enhance 3D geometric consistency and stability in decomposition. Extensive experiments demonstrate that Ref-Unlock significantly outperforms classical GS-based reflection methods and achieves competitive results with NeRF-based models, while enabling flexible vision foundation models (VFMs) driven reflection editing. Our method thus offers an efficient and generalizable solution for realistic rendering of reflective scenes. Our code is available at https://ref-unlock.github.io/.

cs.CV↗

Gaussian2Scene: 3D Scene Representation Learning via Self-supervised Learning with 3D Gaussian Splatting

Self-supervised learning (SSL) for point cloud pre-training has become a cornerstone for many 3D vision tasks, enabling effective learning from large-scale unannotated data. At the scene level, existing SSL methods often incorporate volume rendering into the pre-training framework, using RGB-D images as reconstruction signals to facilitate cross-modal learning. This strategy promotes alignment between 2D and 3D modalities and enables the model to benefit from rich visual cues in the RGB-D inputs. However, these approaches are limited by their reliance on implicit scene representations and high memory demands. Furthermore, since their reconstruction objectives are applied only in 2D space, they often fail to capture underlying 3D geometric structures. To address these challenges, we propose Gaussian2Scene, a novel scene-level SSL framework that leverages the efficiency and explicit nature of 3D Gaussian Splatting (3DGS) for pre-training. The use of 3DGS not only alleviates the computational burden associated with volume rendering but also supports direct 3D scene reconstruction, thereby enhancing the geometric understanding of the backbone network. Our approach follows a progressive two-stage training strategy. In the first stage, a dual-branch masked autoencoder learns both 2D and 3D scene representations. In the second stage, we initialize training with reconstructed point clouds and further supervise learning using the geometric locations of Gaussian primitives and rendered RGB images. This process reinforces both geometric and cross-modal learning. We demonstrate the effectiveness of Gaussian2Scene across several downstream 3D object detection tasks, showing consistent improvements over existing pre-training methods.

cs.CV↗

A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds Using 0-1 Integer Optimization

Orienting point clouds is a fundamental problem in computer graphics and 3D vision, with applications in reconstruction, segmentation, and analysis. While significant progress has been made, existing approaches mainly focus on watertight, object-level 3D models. The orientation of large-scale, non-watertight 3D scenes remains an underexplored challenge. To address this gap, we propose DACPO (Divide-And-Conquer Point Orientation), a novel framework that leverages a divide-and-conquer strategy for scalable and robust point cloud orientation. Rather than attempting to orient an unbounded scene at once, DACPO segments the input point cloud into smaller, manageable blocks, processes each block independently, and integrates the results through a global optimization stage. For each block, we introduce a two-step process: estimating initial normal orientations by a randomized greedy method and refining them by an adapted iterative Poisson surface reconstruction. To achieve consistency across blocks, we model inter-block relationships using an an undirected graph, where nodes represent blocks and edges connect spatially adjacent blocks. To reliably evaluate orientation consistency between adjacent blocks, we introduce the concept of the visible connected region, which defines the region over which visibility-based assessments are performed. The global integration is then formulated as a 0-1 integer-constrained optimization problem, with block flip states as binary variables. Despite the combinatorial nature of the problem, DACPO remains scalable by limiting the number of blocks (typically a few hundred for 3D scenes) involved in the optimization. Experiments on benchmark datasets demonstrate DACPO's strong performance, particularly in challenging large-scale, non-watertight scenarios where existing methods often fail. The source code is available at https://github.com/zd-lee/DACPO.

cs.CV↗

A Lightweight UDF Learning Framework for 3D Reconstruction Based on Local Shape Functions

Unsigned distance fields (UDFs) provide a versatile framework for representing a diverse array of 3D shapes, encompassing both watertight and non-watertight geometries. Traditional UDF learning methods typically require extensive training on large 3D shape datasets, which is costly and necessitates re-training for new datasets. This paper presents a novel neural framework, LoSF-UDF, for reconstructing surfaces from 3D point clouds by leveraging local shape functions to learn UDFs. We observe that 3D shapes manifest simple patterns in localized regions, prompting us to develop a training dataset of point cloud patches characterized by mathematical functions that represent a continuum from smooth surfaces to sharp edges and corners. Our approach learns features within a specific radius around each query point and utilizes an attention mechanism to focus on the crucial features for UDF estimation. Despite being highly lightweight, with only 653 KB of trainable parameters and a modest-sized training dataset with 0.5 GB storage, our method enables efficient and robust surface reconstruction from point clouds without requiring for shape-specific training. Furthermore, our method exhibits enhanced resilience to noise and outliers in point clouds compared to existing methods. We conduct comprehensive experiments and comparisons across various datasets, including synthetic and real-scanned point clouds, to validate our method's efficacy. Notably, our lightweight framework offers rapid and reliable initialization for other unsupervised iterative approaches, improving both the efficiency and accuracy of their reconstructions. Our project and code are available at https://jbhu67.github.io/LoSF-UDF.github.io.

cs.CV↗

Audio-Driven Talking Face Video Generation with Joint Uncertainty Learning

Talking face video generation with arbitrary speech audio is a significant challenge within the realm of digital human technology. The previous studies have emphasized the significance of audio-lip synchronization and visual quality. Currently, limited attention has been given to the learning of visual uncertainty, which creates several issues in existing systems, including inconsistent visual quality and unreliable performance across different input conditions. To address the problem, we propose a Joint Uncertainty Learning Network (JULNet) for high-quality talking face video generation, which incorporates a representation of uncertainty that is directly related to visual error. Specifically, we first design an uncertainty module to individually predict the error map and uncertainty map after obtaining the generated image. The error map represents the difference between the generated image and the ground truth image, while the uncertainty map is used to predict the probability of incorrect estimates. Furthermore, to match the uncertainty distribution with the error distribution through a KL divergence term, we introduce a histogram technique to approximate the distributions. By jointly optimizing error and uncertainty, the performance and robustness of our model can be enhanced. Extensive experiments demonstrate that our method achieves superior high-fidelity and audio-lip synchronization in talking face video generation compared to previous methods.

cs.CV↗

Details Enhancement in Unsigned Distance Field Learning for High-fidelity 3D Surface Reconstruction

While Signed Distance Fields (SDF) are well-established for modeling watertight surfaces, Unsigned Distance Fields (UDF) broaden the scope to include open surfaces and models with complex inner structures. Despite their flexibility, UDFs encounter significant challenges in high-fidelity 3D reconstruction, such as non-differentiability at the zero level set, difficulty in achieving the exact zero value, numerous local minima, vanishing gradients, and oscillating gradient directions near the zero level set. To address these challenges, we propose Details Enhanced UDF (DEUDF) learning that integrates normal alignment and the SIREN network for capturing fine geometric details, adaptively weighted Eikonal constraints to address vanishing gradients near the target surface, unconditioned MLP-based UDF representation to relax non-negativity constraints, and DCUDF for extracting the local minimal average distance surface. These strategies collectively stabilize the learning process from unoriented point clouds and enhance the accuracy of UDFs. Our computational results demonstrate that DEUDF outperforms existing UDF learning methods in both accuracy and the quality of reconstructed surfaces. Our source code is at https://github.com/GiliAI/DEUDF.

cs.CV↗

SFDM: Robust Decomposition of Geometry and Reflectance for Realistic Face Rendering from Sparse-view Images

In this study, we introduce a novel two-stage technique for decomposing and reconstructing facial features from sparse-view images, a task made challenging by the unique geometry and complex skin reflectance of each individual. To synthesize 3D facial models more realistically, we endeavor to decouple key facial attributes from the RGB color, including geometry, diffuse reflectance, and specular reflectance. Specifically, we design a Sparse-view Face Decomposition Model (SFDM): 1) In the first stage, we create a general facial template from a wide array of individual faces, encapsulating essential geometric and reflectance characteristics. 2) Guided by this template, we refine a specific facial model for each individual in the second stage, considering the interaction between geometry and reflectance, as well as the effects of subsurface scattering on the skin. With these advances, our method can reconstruct high-quality facial representations from as few as three images. The comprehensive evaluation and comparison reveal that our approach outperforms existing methods by effectively disentangling geometric and reflectance components, significantly enhancing the quality of synthesized novel views, and paving the way for applications in facial relighting and reflectance editing.

cs.CV↗