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Yuchi Huo

Publications and source records attributed to Yuchi Huo.

At least 19 recordsLinked to original sources

Gaussian Stippling: Efficient Sorting-Free 3D Gaussian Rendering through Hybrid Sampling and Spatiotemporal Reconstruction

Conventional 3D Gaussian Splatting (3DGS) requires depth sorting and ordered alpha blending to correctly render overlapping Gaussian primitives. Stochastic transparency enables sorting-free rendering by replacing fractional alpha contributions with discrete stochastic visibility samples, but produces substantial spatial and temporal noise at low sample counts. We refer to this conversion from continuous Gaussian splats to discrete visibility samples as \textit{Gaussian Stippling}. Based on this, we present an efficient order-independent rendering and reconstruction framework that operates directly on unmodified 3DGS assets. Our method adaptively integrates primitive-based and fragment-based stippling, leveraging their complementary strengths across different rendering regimes to significantly improve rendering throughput. To recover high-quality images from sparse stochastic samples, we further introduce a lightweight Gaussian-aware spatiotemporal reconstruction network. By exploiting the Gaussian attributes retained by each stipple, the network aggregates structured stochastic clues across both space and time, effectively suppressing stippling noise. Experiments show that our hybrid Gaussian stippling method, coupled with a spatiotemporal reconstruction network trained on diverse scenes, generalizes to unseen scenes and enables interactive, temporally stable, and visually plausible rendering on mobile devices without retraining or preprocessing. With scene-specific training and appropriately scaled sampling and network capacity, our method further outperforms the baselines in visual quality, offering a high-fidelity configuration for quality-prioritized applications.

cs.GR↗

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.

cs.CV↗

ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves $16.4/18$ mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.

cs.GR↗

ES3D: Embedding Semantics into 3D Space for Component-Aware Editing

Existing 3D editing methods have made notable progress in controllability, yet they remain limited in several important ways. Most approaches rely on text-driven editing, which struggles to express fine-grained visual changes intended by the user. Moreover, many methods require manually supplied 3D masks or introduce unintended changes to regions that should remain untouched. These limitations largely arise from the absence of fine-grained semantic understanding, making it difficult for existing models to retrieve or modify specific 3D components. We introduce ES3D, a framework that embeds semantics directly into 3D space, enabling component-aware retrieval and editing of a 3D asset conditioned on multiple local reference images and optional text queries. We first construct a 3D semantic embedding by projecting multi-view semantic features into the voxelized space of the asset. We then perform 3D component retrieval by computing feature similarity between the 3D semantic embedding and the semantic embeddings of image or text queries. For editing, we employ a pretrained 3D generative model with an inpainting mechanism to modify the retrieved components guided by user-provided images while preserving the rest of the asset. Overall, ES3D is a 3D editing framework that retrieves editable regions based on semantic cues and uses multiple images as conditions. Extensive experiments demonstrate that ES3D produces geometrically consistent and semantically coherent edits, enabling robust image-based and text-assisted control for 3D editing.

cs.CV↗

HIVE-3D: Hierarchical Voxel Enhancement for High-Quality 3D Scene Generation

Recently, a line of works can generate impressive 3D objects from a single image, but they are limited by restricted representation resolution, making them unsuitable for 3D scene generation. In this work, we introduce HIVE-3D, a novel method for high-quality 3D scene generation based on hierarchical voxel enhancement framework. Specifically, given a single scene image as input, we first produce a coarse initial scene, then introduce image segmentation and attention-based retrieval to align 2D image components with 3D scene components. Subsequently, we organize these scene relations into a hierarchical component tree, where nodes closer to the leaves denote finer-grained components. Finally, we propose a voxel super-resolution model that generates refined voxels for the target instance while maintaining strong consistency with the coarse voxels. Equipped with this model, we perform coarse-to-fine hierarchical super-resolution on images and voxels for each component, producing a high-resolution and high-quality 3D scene. Extensive experiments demonstrate that our method significantly outperforms previous approaches, achieving state-of-the-art performance.

cs.CV↗

Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model

Numerous 3D assets are discarded due to low texture resolution, while current super-resolution models ignore texture maps and focus on natural images. An efficient and generalizable texture super-resolution model can revitalize a large corpus of aging yet valuable assets across industries such as film and video games. We present Texture++, a novel framework for texture super-resolution, which enhances the low-resolution textures of assets to produce high-resolution, high-quality results. Specifically, we reformulate the task of super-resolution in UV space into performing it across multiple rendered views and merging the outputs. Firstly, to achieve more complete and continuous textures in the view space, we propose an adaptive view selection strategy to integrate textures dispersed across UV texture patches. Furthermore, we introduce a quadtree-based texture region organization method for combining super-resolved textures from different viewpoints, providing masks to distinguish regions that require improvement. Finally, we design a diffusion-based super-resolution model that enhances the texture resolution for specified masked regions, seamlessly integrating with surrounding regions. Through comprehensive evaluations, we demonstrate that our approach yields textures with substantially improved detail and coherence over existing methods.

cs.CV↗

DISK: Differentiable Sparse Kernel Complex for Efficient Spatially-Variant Convolution

Image convolution with complex kernels is a fundamental operation in photography, scientific imaging, and animation effects, yet direct dense convolution is computationally prohibitive on resource-limited devices. Existing approximations, such as simulated annealing or low-rank decompositions, either lack efficiency or fail to capture non-convex kernels. We introduce a differentiable kernel decomposition framework that represents a target spatially-variant, dense, complex kernel using a set of sparse kernel samples. Our approach features (i) a decomposition that enables differentiable optimization of sparse kernels, (ii) a dedicated initialization strategy for non-convex shapes to avoid poor local minima, and (iii) a kernel-space interpolation scheme that extends single-kernel filtering to spatially varying filtering without retraining and additional runtime overhead. Experiments on Gaussian and non-convex kernels show that our method achieves higher fidelity than simulated annealing and significantly lower cost than low-rank decompositions. Our approach provides a practical solution for mobile imaging and real-time rendering, while remaining fully differentiable for integration into broader learning pipelines.

cs.GR↗

CtrlVDiff: Controllable Video Generation via Unified Multimodal Video Diffusion

We tackle the dual challenges of video understanding and controllable video generation within a unified diffusion framework. Our key insights are two-fold: geometry-only cues (e.g., depth, edges) are insufficient: they specify layout but under-constrain appearance, materials, and illumination, limiting physically meaningful edits such as relighting or material swaps and often causing temporal drift. Enriching the model with additional graphics-based modalities (intrinsics and semantics) provides complementary constraints that both disambiguate understanding and enable precise, predictable control during generation. However, building a single model that uses many heterogeneous cues introduces two core difficulties. Architecturally, the model must accept any subset of modalities, remain robust to missing inputs, and inject control signals without sacrificing temporal consistency. Data-wise, training demands large-scale, temporally aligned supervision that ties real videos to per-pixel multimodal annotations. We then propose CtrlVDiff, a unified diffusion model trained with a Hybrid Modality Control Strategy (HMCS) that routes and fuses features from depth, normals, segmentation, edges, and graphics-based intrinsics (albedo, roughness, metallic), and re-renders videos from any chosen subset with strong temporal coherence. To enable this, we build MMVideo, a hybrid real-and-synthetic dataset aligned across modalities and captions. Across understanding and generation benchmarks, CtrlVDiff delivers superior controllability and fidelity, enabling layer-wise edits (relighting, material adjustment, object insertion) and surpassing state-of-the-art baselines while remaining robust when some modalities are unavailable.

cs.CV↗

PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos

We propose PFAvatar (Pose-Fusion Avatar), a new method that reconstructs high-quality 3D avatars from Outfit of the Day(OOTD) photos, which exhibit diverse poses, occlusions, and complex backgrounds. Our method consists of two stages: (1) fine-tuning a pose-aware diffusion model from few-shot OOTD examples and (2) distilling a 3D avatar represented by a neural radiance field (NeRF). In the first stage, unlike previous methods that segment images into assets (e.g., garments, accessories) for 3D assembly, which is prone to inconsistency, we avoid decomposition and directly model the full-body appearance. By integrating a pre-trained ControlNet for pose estimation and a novel Condition Prior Preservation Loss (CPPL), our method enables end-to-end learning of fine details while mitigating language drift in few-shot training. Our method completes personalization in just 5 minutes, achieving a 48x speed-up compared to previous approaches. In the second stage, we introduce a NeRF-based avatar representation optimized by canonical SMPL-X space sampling and Multi-Resolution 3D-SDS. Compared to mesh-based representations that suffer from resolution-dependent discretization and erroneous occluded geometry, our continuous radiance field can preserve high-frequency textures (e.g., hair) and handle occlusions correctly through transmittance. Experiments demonstrate that PFAvatar outperforms state-of-the-art methods in terms of reconstruction fidelity, detail preservation, and robustness to occlusions/truncations, advancing practical 3D avatar generation from real-world OOTD albums. In addition, the reconstructed 3D avatar supports downstream applications such as virtual try-on, animation, and human video reenactment, further demonstrating the versatility and practical value of our approach.

cs.CV↗

OmniVDiff: Omni Controllable Video Diffusion for Generation and Understanding

In this paper, we propose a novel framework for controllable video diffusion, OmniVDiff , aiming to synthesize and comprehend multiple video visual content in a single diffusion model. To achieve this, OmniVDiff treats all video visual modalities in the color space to learn a joint distribution, while employing an adaptive control strategy that dynamically adjusts the role of each visual modality during the diffusion process, either as a generation modality or a conditioning modality. Our framework supports three key capabilities: (1) Text-conditioned video generation, where all modalities are jointly synthesized from a textual prompt; (2) Video understanding, where structural modalities are predicted from rgb inputs in a coherent manner; and (3) X-conditioned video generation, where video synthesis is guided by finegrained inputs such as depth, canny and segmentation. Extensive experiments demonstrate that OmniVDiff achieves state-of-the-art performance in video generation tasks and competitive results in video understanding. Its flexibility and scalability make it well-suited for downstream applications such as video-to-video translation, modality adaptation for visual tasks, and scene reconstruction.

cs.CV↗

LiDAR-GS++:Improving LiDAR Gaussian Reconstruction via Diffusion Priors

Recent GS-based rendering has made significant progress for LiDAR, surpassing Neural Radiance Fields (NeRF) in both quality and speed. However, these methods exhibit artifacts in extrapolated novel view synthesis due to the incomplete reconstruction from single traversal scans. To address this limitation, we present LiDAR-GS++, a LiDAR Gaussian Splatting reconstruction method enhanced by diffusion priors for real-time and high-fidelity re-simulation on public urban roads. Specifically, we introduce a controllable LiDAR generation model conditioned on coarsely extrapolated rendering to produce extra geometry-consistent scans and employ an effective distillation mechanism for expansive reconstruction. By extending reconstruction to under-fitted regions, our approach ensures global geometric consistency for extrapolative novel views while preserving detailed scene surfaces captured by sensors. Experiments on multiple public datasets demonstrate that LiDAR-GS++ achieves state-of-the-art performance for both interpolated and extrapolated viewpoints, surpassing existing GS and NeRF-based methods.

cs.CV↗

Fuse3D: Generating 3D Assets Controlled by Multi-Image Fusion

Recently, generating 3D assets with the control of condition images has achieved impressive quality. However, existing 3D generation methods are limited to handling a single control objective and lack the ability to utilize multiple images to independently control different regions of a 3D asset, which hinders their flexibility in applications. We propose Fuse3D, a novel method that enables generating 3D assets under the control of multiple images, allowing for the seamless fusion of multi-level regional controls from global views to intricate local details. First, we introduce a Multi-Condition Fusion Module to integrate the visual features from multiple image regions. Then, we propose a method to automatically align user-selected 2D image regions with their associated 3D regions based on semantic cues. Finally, to resolve control conflicts and enhance local control features from multi-condition images, we introduce a Local Attention Enhancement Strategy that flexibly balances region-specific feature fusion. Overall, we introduce the first method capable of controllable 3D asset generation from multiple condition images. The experimental results indicate that Fuse3D can flexibly fuse multiple 2D image regions into coherent 3D structures, resulting in high-quality 3D assets. Code and data for this paper are at https://jinnmnm.github.io/Fuse3d.github.io/.

cs.GR↗

LiDAR-GS:Real-time LiDAR Re-Simulation using Gaussian Splatting

We present LiDAR-GS, a Gaussian Splatting (GS) method for real-time, high-fidelity re-simulation of LiDAR scans in public urban road scenes. Recent GS methods proposed for cameras have achieved significant advancements in real-time rendering beyond Neural Radiance Fields (NeRF). However, applying GS representation to LiDAR, an active 3D sensor type, poses several challenges that must be addressed to preserve high accuracy and unique characteristics. Specifically, LiDAR-GS designs a differentiable laser beam splatting, using range-view representation for precise surface splatting by projecting lasers onto micro cross-sections, effectively eliminating artifacts associated with local affine approximations. Furthermore, LiDAR-GS leverages Neural Gaussian Representation, which further integrate view-dependent clues, to represent key LiDAR properties that are influenced by the incident direction and external factors. Combining these practices with some essential adaptations, e.g., dynamic instances decomposition, LiDAR-GS succeeds in simultaneously re-simulating depth, intensity, and ray-drop channels, achieving state-of-the-art results in both rendering frame rate and quality on publically available large scene datasets when compared with the methods using explicit mesh or implicit NeRF. Our source code is publicly available at https://www.github.com/cqf7419/LiDAR-GS.

cs.CV↗

Leveraging Pretrained Diffusion Models for Zero-Shot Part Assembly

3D part assembly aims to understand part relationships and predict their 6-DoF poses to construct realistic 3D shapes, addressing the growing demand for autonomous assembly, which is crucial for robots. Existing methods mainly estimate the transformation of each part by training neural networks under supervision, which requires a substantial quantity of manually labeled data. However, the high cost of data collection and the immense variability of real-world shapes and parts make traditional methods impractical for large-scale applications. In this paper, we propose first a zero-shot part assembly method that utilizes pre-trained point cloud diffusion models as discriminators in the assembly process, guiding the manipulation of parts to form realistic shapes. Specifically, we theoretically demonstrate that utilizing a diffusion model for zero-shot part assembly can be transformed into an Iterative Closest Point (ICP) process. Then, we propose a novel pushing-away strategy to address the overlap parts, thereby further enhancing the robustness of the method. To verify our work, we conduct extensive experiments and quantitative comparisons to several strong baseline methods, demonstrating the effectiveness of the proposed approach, which even surpasses the supervised learning method. The code has been released on https://github.com/Ruiyuan-Zhang/Zero-Shot-Assembly.

cs.CV↗

LangPert: Detecting and Handling Task-level Perturbations for Robust Object Rearrangement

Task execution for object rearrangement could be challenged by Task-Level Perturbations (TLP), i.e., unexpected object additions, removals, and displacements that can disrupt underlying visual policies and fundamentally compromise task feasibility and progress. To address these challenges, we present LangPert, a language-based framework designed to detect and mitigate TLP situations in tabletop rearrangement tasks. LangPert integrates a Visual Language Model (VLM) to comprehensively monitor policy's skill execution and environmental TLP, while leveraging the Hierarchical Chain-of-Thought (HCoT) reasoning mechanism to enhance the Large Language Model (LLM)'s contextual understanding and generate adaptive, corrective skill-execution plans. Our experimental results demonstrate that LangPert handles diverse TLP situations more effectively than baseline methods, achieving higher task completion rates, improved execution efficiency, and potential generalization to unseen scenarios.

cs.RO↗

AdaptiveFusion: Adaptive Multi-Modal Multi-View Fusion for 3D Human Body Reconstruction

Recent advancements in sensor technology and deep learning have led to significant progress in 3D human body reconstruction. However, most existing approaches rely on data from a specific sensor, which can be unreliable due to the inherent limitations of individual sensing modalities. Additionally, existing multi-modal fusion methods generally require customized designs based on the specific sensor combinations or setups, which limits the flexibility and generality of these methods. Furthermore, conventional point-image projection-based and Transformer-based fusion networks are susceptible to the influence of noisy modalities and sensor poses. To address these limitations and achieve robust 3D human body reconstruction in various conditions, we propose AdaptiveFusion, a generic adaptive multi-modal multi-view fusion framework that can effectively incorporate arbitrary combinations of uncalibrated sensor inputs. By treating different modalities from various viewpoints as equal tokens, and our handcrafted modality sampling module by leveraging the inherent flexibility of Transformer models, AdaptiveFusion is able to cope with arbitrary numbers of inputs and accommodate noisy modalities with only a single training network. Extensive experiments on large-scale human datasets demonstrate the effectiveness of AdaptiveFusion in achieving high-quality 3D human body reconstruction in various environments. In addition, our method achieves superior accuracy compared to state-of-the-art fusion methods.

cs.CV↗

Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling

We present MIRReS, a novel two-stage inverse rendering framework that jointly reconstructs and optimizes the explicit geometry, material, and lighting from multi-view images. Unlike previous methods that rely on implicit irradiance fields or simplified path tracing algorithms, our method extracts an explicit geometry (triangular mesh) in stage one, and introduces a more realistic physically-based inverse rendering model that utilizes multi-bounce path tracing and Monte Carlo integration. By leveraging multi-bounce path tracing, our method effectively estimates indirect illumination, including self-shadowing and internal reflections, which improves the intrinsic decomposition of shape, material, and lighting. Moreover, we incorporate reservoir sampling into our framework to address the noise in Monte Carlo integration, enhancing convergence and facilitating gradient-based optimization with low sample counts. Through qualitative and quantitative evaluation of several scenarios, especially in challenging scenarios with complex shadows, we demonstrate that our method achieves state-of-the-art performance on decomposition results. Additionally, our optimized explicit geometry enables applications such as scene editing, relighting, and material editing with modern graphics engines or CAD software. The source code is available at https://brabbitdousha.github.io/MIRReS/

cs.CV↗

OpenSlot: Mixed Open-Set Recognition with Object-Centric Learning

Existing open-set recognition (OSR) studies typically assume that each image contains only one class label, with the unknown test set (negative) having a disjoint label space from the known test set (positive), a scenario referred to as full-label shift. This paper introduces the mixed OSR problem, where test images contain multiple class semantics, with both known and unknown classes co-occurring in the negatives, leading to a more complex super-label shift that better reflects real-world scenarios. To tackle this challenge, we propose the OpenSlot framework, based on object-centric learning, which uses slot features to represent diverse class semantics and generate class predictions. The proposed anti-noise slot (ANS) technique helps mitigate the impact of noise (invalid or background) slots during classification training, addressing the semantic misalignment between class predictions and ground truth. We evaluate OpenSlot on both mixed and conventional OSR benchmarks. Without elaborate designs, our method not only excels existing approaches in detecting super-label shifts across OSR tasks, but also achieves state-of-the-art performance on conventional benchmarks. Meanwhile, OpenSlot can localize class objects without using bounding boxes during training, demonstrating competitive performance in open-set object detection and potential for generalization.

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