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Youyi Zheng

Publications and source records attributed to Youyi Zheng.

At least 19 recordsLinked to original sources

3D Geometric Tooth Alignment Planning via Deep Reinforcement Learning

3D geometric tooth alignment planning, which determines sequential trajectories from initial malocclusion to the final target alignment, is a cornerstone of modern digital orthodontics. This paper presents a novel deep reinforcement learning (DRL) framework to automate the generation of these alignment paths. We formulate the planning process as a Markov Decision Process (MDP) to capture its sequential decision-making nature, focusing on optimizing geometric trajectories while integrating essential spatial constraints, such as inter-dental collision avoidance and path efficiency. The proposed method leverages the Deep Deterministic Policy Gradient (DDPG) algorithm, enhanced by three key innovations: (1) a Transformer-based agent to model complex spatial interactions between teeth and manage high-dimensional state-action spaces; (2) a dynamic masking scheme that restricts movement to a sparse subset of teeth per step, better reflecting the clinical logic of sequential alignment; and (3) a two-stage curriculum learning strategy that gradually increases task difficulty to ensure training stability and efficient path discovery. We evaluate our approach on a dataset of 10K expert-designed treatment plans based on clinical data. Experimental results demonstrate that our method outperforms existing baselines in terms of path safety and geometric efficiency, providing a robust and automated solution for 3D geometric orthodontic alignment planning.

cs.CV

HairLRM: Strand-based Hair Modeling via Large Reconstruction Models

The fundamental limitation of traditional strand-based modeling is not simply data scarcity, but the ill-posedness of inferring complex 3D fields from 2D imagery without structural constraints. This unconstrained regression leads to catastrophic failures in resolving both global occlusion (e.g., in ponytails) and local directionality (e.g., in curls), resulting in over-smoothed, plausible-but-incorrect geometries. To resolve this, we integrate the strong geometric priors of Large Reconstruction Models (LRMs) into the strand generation pipeline. Using the LRM mesh as a structural anchor, we employ a novel Dual Orientation AutoEncoder to lift coarse geometry into high-fidelity strands. By resolving vector field singularities through latent-space optimization and surface-guided refinement, our method effectively disentangles complex topological structures, setting a new benchmark for robustness and accuracy in hair reconstruction.

cs.GR

InfoAtlas: A Foundation Model for Zero-Shot Statistical Dependence Estimate

Measuring statistical dependency between high-dimensional random variables is a fundamental task in data science and machine learning. Neural mutual information (MI) estimators offer a promising avenue, but they typically require costly iterative optimization for each new dataset, making them impractical for real-time applications. We present InfoAtlas, a foundation model-like architecture that eliminates this bottleneck by directly inferring MI in a single forward pass. Pretrained on large-scale synthetic data with rich dependence patterns, InfoAtlas learns to identify diverse dependence structures and predict MI directly from the dataset. Comprehensive experiments demonstrate that InfoAtlas matches state-of-the-art neural estimators in accuracy while achieving $100\times$ speedup, can flexibly handle varying dimensions and sample sizes through a single unified model, and generalizes effectively to complex, real-world scenarios. By reformulating MI estimation as an inference task, InfoAtlas establishes a foundation for real-time dependency analysis.

cs.LG

EchoAvatar: Real-time Generative Avatar Animation from Audio Streams

Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio sequences or are constrained to specific domains, rarely handling both speech and music effectively. In this paper, we introduce a novel framework designed to generate continuous, coherent full-body motion from streaming speech and music with low latency. Central to our approach is a unified streaming architecture capable of synthesizing continuous motion from incremental audio inputs. We employ a robust training strategy that enforces strong audio dependency, allowing the model to seamlessly generalize across conversational speech and rhythmic music without requiring explicit domain labels or mode switching. Additionally, we explored Reinforcement Learning to refine the quality of online generation. Furthermore, we bridge reactive animation with intent-driven behavior via a tool-call interface that allows upstream Large Language Models to inject explicit semantic control. By combining this controllability with stream audio-driven synthesis, our framework serves as a plug-and-play solution for transforming voice agents into interactive humanoid avatars. Extensive experiments demonstrate that our method outperforms state-of-the-art realtime baselines in motion quality and synchronization while maintaining the flexibility required for live deployment. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/EchoAvatar-Page.

cs.CV

CamLit: Unified Video Diffusion with Explicit Camera and Lighting Control

We present CamLit, the first unified video diffusion model that jointly performs novel view synthesis (NVS) and relighting from a single input image. Given one reference image, a user-defined camera trajectory, and an environment map, CamLit synthesizes a video of the scene from new viewpoints under the specified illumination. Within a single generative process, our model produces temporally coherent and spatially aligned outputs, including relit novel-view frames and corresponding albedo frames, enabling high-quality control of both camera pose and lighting. Qualitative and quantitative experiments demonstrate that CamLit achieves high-fidelity outputs on par with state-of-the-art methods in both novel view synthesis and relighting, without sacrificing visual quality in either task. We show that a single generative model can effectively integrate camera and lighting control, simplifying the video generation pipeline while maintaining competitive performance and consistent realism.

cs.CV

3DTeethSAM: Taming SAM2 for 3D Teeth Segmentation

3D teeth segmentation, involving the localization of tooth instances and their semantic categorization in 3D dental models, is a critical yet challenging task in digital dentistry due to the complexity of real-world dentition. In this paper, we propose 3DTeethSAM, an adaptation of the Segment Anything Model 2 (SAM2) for 3D teeth segmentation. SAM2 is a pretrained foundation model for image and video segmentation, demonstrating a strong backbone in various downstream scenarios. To adapt SAM2 for 3D teeth data, we render images of 3D teeth models from predefined views, apply SAM2 for 2D segmentation, and reconstruct 3D results using 2D-3D projections. Since SAM2's performance depends on input prompts and its initial outputs often have deficiencies, and given its class-agnostic nature, we introduce three light-weight learnable modules: (1) a prompt embedding generator to derive prompt embeddings from image embeddings for accurate mask decoding, (2) a mask refiner to enhance SAM2's initial segmentation results, and (3) a mask classifier to categorize the generated masks. Additionally, we incorporate Deformable Global Attention Plugins (DGAP) into SAM2's image encoder. The DGAP enhances both the segmentation accuracy and the speed of the training process. Our method has been validated on the 3DTeethSeg benchmark, achieving an IoU of 91.90% on high-resolution 3D teeth meshes, establishing a new state-of-the-art in the field.

cs.CV

Detecting Dental Landmarks from Intraoral 3D Scans: the 3DTeethLand challenge

Teeth landmark detection is a key task in modern orthodontics, supporting advanced diagnosis, personalized treatment planning, and effective monitoring of treatment progress. However, several significant challenges may arise due to the intricate geometry of individual teeth and the substantial variations observed across different individuals. To address these complexities, the development of advanced techniques, especially through the application of deep learning, is essential for the precise and reliable detection of 3D tooth landmarks. In this context, the 3DTeethLand challenge was held in conjunction with the International Conference on Medical Image Computing and Computer-Assisted Intervention (MICCAI) in 2024, calling for algorithms focused on teeth landmark detection from intraoral 3D scans. This challenge introduced a publicly available dataset for 3D dental landmark detection from 340 intraoral scans, providing a standardized benchmark to evaluate state-of-the-art approaches and encouraging methodological advances toward addressing this clinically problem. A total of 49 teams participated, and 6 teams reached the final phase. The winning team achieved a rank score of 0.91, with a mean Average Precision of 0.78 and a mean Average Recall of 0.65, demonstrating a balance between precision and recall. Top teams achieved high precision with different strategies: the first-ranked team used a two-stage Stratified Transformer with segmentation and weighted DBSCAN, while the second-ranked team adopted a single-stage DGCNN with offset regression and class-specific non-maximum suppression.

cs.CV

Motion-example-controlled Co-speech Gesture Generation Leveraging Large Language Models

The automatic generation of controllable co-speech gestures has recently gained growing attention. While existing systems typically achieve gesture control through predefined categorical labels or implicit pseudo-labels derived from motion examples, these approaches often compromise the rich details present in the original motion examples. We present MECo, a framework for motion-example-controlled co-speech gesture generation by leveraging large language models (LLMs). Our method capitalizes on LLMs' comprehension capabilities through fine-tuning to simultaneously interpret speech audio and motion examples, enabling the synthesis of gestures that preserve example-specific characteristics while maintaining speech congruence. Departing from conventional pseudo-labeling paradigms, we position motion examples as explicit query contexts within the prompt structure to guide gesture generation. Experimental results demonstrate state-of-the-art performance across three metrics: Fr\'echet Gesture Distance (FGD), motion diversity, and example-gesture similarity. Furthermore, our framework enables granular control of individual body parts and accommodates diverse input modalities including motion clips, static poses, human video sequences, and textual descriptions. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/MECo-Page.

cs.CV

Shape Adaptation for 3D Hairstyle Retargeting

It is demanding to author an existing hairstyle for novel characters in games and VR applications. However, it is a non-trivial task for artists due to the complicated hair geometries and spatial interactions to preserve. In this paper, we present an automatic shape adaptation method to retarget 3D hairstyles. We formulate the adaptation process as a constrained optimization problem, where all the shape properties and spatial relationships are converted into individual objectives and constraints. To make such an optimization on high-resolution hairstyles tractable, we adopt a multi-scale strategy to compute the target positions of the hair strands in a coarse-to-fine manner. The global solving for the inter-strands coupling is restricted to the coarse level, and the solving for fine details is made local and parallel. In addition, we present a novel hairline edit tool to allow for user customization during retargeting. We achieve it by solving physics-based deformations of an embedded membrane to redistribute the hair roots with minimal distortion. We demonstrate the efficacy of our method through quantitative and qualitative experiments on various hairstyles and characters.

cs.GR

MotionGPT3: Human Motion as a Second Modality

With the rapid progress of large language models (LLMs), multimodal frameworks that unify understanding and generation have become promising, yet they face increasing complexity as the number of modalities and tasks grows. We observe that motion quantization introduces approximation errors that cap motion quality, and that unifying discrete text and continuous motion within a single-stream backbone amplifies cross-modal interference. Motivated by recent multi-branch Transformer designs that separate signals from different modalities, we propose MotionGPT3, a bimodal motion-language model for both understanding and generation. MotionGPT3 encodes raw motion into a continuous latent space using a variational autoencoder (VAE), thereby avoiding quantization-induced artifacts, while leveraging the semantic prior of pretrained language models. A dual-stream Transformer with shared attention preserves modality-specific routes while enabling controlled, bidirectional information flow, which reduces interference, stabilizing optimization, and empirically accelerates convergence without degrading fidelity. For multimodal joint training, a generate-then-align three-stage schedule further improves stability and limits cross-task interference. Experiments show that MotionGPT3 achieves 2x faster convergence in training loss and up to 4x faster convergence in validation, while maintaining state-of-the-art performance on standard motion understanding and motion generation benchmarks.

cs.CV

DiffLocks: Generating 3D Hair from a Single Image using Diffusion Models

We address the task of generating 3D hair geometry from a single image, which is challenging due to the diversity of hairstyles and the lack of paired image-to-3D hair data. Previous methods are primarily trained on synthetic data and cope with the limited amount of such data by using low-dimensional intermediate representations, such as guide strands and scalp-level embeddings, that require post-processing to decode, upsample, and add realism. These approaches fail to reconstruct detailed hair, struggle with curly hair, or are limited to handling only a few hairstyles. To overcome these limitations, we propose DiffLocks, a novel framework that enables detailed reconstruction of a wide variety of hairstyles directly from a single image. First, we address the lack of 3D hair data by automating the creation of the largest synthetic hair dataset to date, containing 40K hairstyles. Second, we leverage the synthetic hair dataset to learn an image-conditioned diffusion-transfomer model that generates accurate 3D strands from a single frontal image. By using a pretrained image backbone, our method generalizes to in-the-wild images despite being trained only on synthetic data. Our diffusion model predicts a scalp texture map in which any point in the map contains the latent code for an individual hair strand. These codes are directly decoded to 3D strands without post-processing techniques. Representing individual strands, instead of guide strands, enables the transformer to model the detailed spatial structure of complex hairstyles. With this, DiffLocks can recover highly curled hair, like afro hairstyles, from a single image for the first time. Data and code is available at https://radualexandru.github.io/difflocks/

cs.CV

RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars

We present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar.

cs.CV

InfoNorm: Mutual Information Shaping of Normals for Sparse-View Reconstruction

3D surface reconstruction from multi-view images is essential for scene understanding and interaction. However, complex indoor scenes pose challenges such as ambiguity due to limited observations. Recent implicit surface representations, such as Neural Radiance Fields (NeRFs) and signed distance functions (SDFs), employ various geometric priors to resolve the lack of observed information. Nevertheless, their performance heavily depends on the quality of the pre-trained geometry estimation models. To ease such dependence, we propose regularizing the geometric modeling by explicitly encouraging the mutual information among surface normals of highly correlated scene points. In this way, the geometry learning process is modulated by the second-order correlations from noisy (first-order) geometric priors, thus eliminating the bias due to poor generalization. Additionally, we introduce a simple yet effective scheme that utilizes semantic and geometric features to identify correlated points, enhancing their mutual information accordingly. The proposed technique can serve as a plugin for SDF-based neural surface representations. Our experiments demonstrate the effectiveness of the proposed in improving the surface reconstruction quality of major states of the arts. Our code is available at: \url{https://github.com/Muliphein/InfoNorm}.

cs.CV

SG-NeRF: Neural Surface Reconstruction with Scene Graph Optimization

3D surface reconstruction from images is essential for numerous applications. Recently, Neural Radiance Fields (NeRFs) have emerged as a promising framework for 3D modeling. However, NeRFs require accurate camera poses as input, and existing methods struggle to handle significantly noisy pose estimates (i.e., outliers), which are commonly encountered in real-world scenarios. To tackle this challenge, we present a novel approach that optimizes radiance fields with scene graphs to mitigate the influence of outlier poses. Our method incorporates an adaptive inlier-outlier confidence estimation scheme based on scene graphs, emphasizing images of high compatibility with the neighborhood and consistency in the rendering quality. We also introduce an effective intersection-over-union (IoU) loss to optimize the camera pose and surface geometry, together with a coarse-to-fine strategy to facilitate the training. Furthermore, we propose a new dataset containing typical outlier poses for a detailed evaluation. Experimental results on various datasets consistently demonstrate the effectiveness and superiority of our method over existing approaches, showcasing its robustness in handling outliers and producing high-quality 3D reconstructions. Our code and data are available at: \url{https://github.com/Iris-cyy/SG-NeRF}.

cs.CV

MonoHair: High-Fidelity Hair Modeling from a Monocular Video

Undoubtedly, high-fidelity 3D hair is crucial for achieving realism, artistic expression, and immersion in computer graphics. While existing 3D hair modeling methods have achieved impressive performance, the challenge of achieving high-quality hair reconstruction persists: they either require strict capture conditions, making practical applications difficult, or heavily rely on learned prior data, obscuring fine-grained details in images. To address these challenges, we propose MonoHair,a generic framework to achieve high-fidelity hair reconstruction from a monocular video, without specific requirements for environments. Our approach bifurcates the hair modeling process into two main stages: precise exterior reconstruction and interior structure inference. The exterior is meticulously crafted using our Patch-based Multi-View Optimization (PMVO). This method strategically collects and integrates hair information from multiple views, independent of prior data, to produce a high-fidelity exterior 3D line map. This map not only captures intricate details but also facilitates the inference of the hair's inner structure. For the interior, we employ a data-driven, multi-view 3D hair reconstruction method. This method utilizes 2D structural renderings derived from the reconstructed exterior, mirroring the synthetic 2D inputs used during training. This alignment effectively bridges the domain gap between our training data and real-world data, thereby enhancing the accuracy and reliability of our interior structure inference. Lastly, we generate a strand model and resolve the directional ambiguity by our hair growth algorithm. Our experiments demonstrate that our method exhibits robustness across diverse hairstyles and achieves state-of-the-art performance. For more results, please refer to our project page https://keyuwu-cs.github.io/MonoHair/.

cs.CV

AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model

Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.

cs.CV

NeuralReshaper: Single-image Human-body Retouching with Deep Neural Networks

In this paper, we present NeuralReshaper, a novel method for semantic reshaping of human bodies in single images using deep generative networks. To achieve globally coherent reshaping effects, our approach follows a fit-then-reshape pipeline, which first fits a parametric 3D human model to a source human image and then reshapes the fitted 3D model with respect to user-specified semantic attributes. Previous methods rely on image warping to transfer 3D reshaping effects to the entire image domain and thus often cause distortions in both foreground and background. In contrast, we resort to generative adversarial nets conditioned on the source image and a 2D warping field induced by the reshaped 3D model, to achieve more realistic reshaping results. Specifically, we separately encode the foreground and background information in the source image using a two-headed UNet-like generator, and guide the information flow from the foreground branch to the background branch via feature space warping. Furthermore, to deal with the lack-of-data problem that no paired data exist (i.e., the same human bodies in varying shapes), we introduce a novel self-supervised strategy to train our network. Unlike previous methods that often require manual efforts to correct undesirable artifacts caused by incorrect body-to-image fitting, our method is fully automatic. Extensive experiments on both indoor and outdoor datasets demonstrate the superiority of our method over previous approaches.

cs.CV

VDN-NeRF: Resolving Shape-Radiance Ambiguity via View-Dependence Normalization

We propose VDN-NeRF, a method to train neural radiance fields (NeRFs) for better geometry under non-Lambertian surface and dynamic lighting conditions that cause significant variation in the radiance of a point when viewed from different angles. Instead of explicitly modeling the underlying factors that result in the view-dependent phenomenon, which could be complex yet not inclusive, we develop a simple and effective technique that normalizes the view-dependence by distilling invariant information already encoded in the learned NeRFs. We then jointly train NeRFs for view synthesis with view-dependence normalization to attain quality geometry. Our experiments show that even though shape-radiance ambiguity is inevitable, the proposed normalization can minimize its effect on geometry, which essentially aligns the optimal capacity needed for explaining view-dependent variations. Our method applies to various baselines and significantly improves geometry without changing the volume rendering pipeline, even if the data is captured under a moving light source. Code is available at: https://github.com/BoifZ/VDN-NeRF.

cs.CV