Searcharxiv⌕ Search

arXiv subjects

Yueqi Duan

Publications and source records attributed to Yueqi Duan.

At least 37 records · Page 2Linked to original sources

HOI-aware Adaptive Network for Weakly-supervised Action Segmentation

In this paper, we propose an HOI-aware adaptive network named AdaAct for weakly-supervised action segmentation. Most existing methods learn a fixed network to predict the action of each frame with the neighboring frames. However, this would result in ambiguity when estimating similar actions, such as pouring juice and pouring coffee. To address this, we aim to exploit temporally global but spatially local human-object interactions (HOI) as video-level prior knowledge for action segmentation. The long-term HOI sequence provides crucial contextual information to distinguish ambiguous actions, where our network dynamically adapts to the given HOI sequence at test time. More specifically, we first design a video HOI encoder that extracts, selects, and integrates the most representative HOI throughout the video. Then, we propose a two-branch HyperNetwork to learn an adaptive temporal encoder, which automatically adjusts the parameters based on the HOI information of various videos on the fly. Extensive experiments on two widely-used datasets including Breakfast and 50Salads demonstrate the effectiveness of our method under different evaluation metrics.

cs.CV↗

ReplicateAnyScene: Zero-Shot Video-to-3D Composition via Textual-Visual-Spatial Alignment

Humans exhibit an innate capacity to rapidly perceive and segment objects from video observations, and even mentally assemble them into structured 3D scenes. Replicating such capability, termed compositional 3D reconstruction, is pivotal for the advancement of Spatial Intelligence and Embodied AI. However, existing methods struggle to achieve practical deployment due to the insufficient integration of cross-modal information, leaving them dependent on manual object prompting, reliant on auxiliary visual inputs, and restricted to overly simplistic scenes by training biases. To address these limitations, we propose ReplicateAnyScene, a framework capable of fully automated and zero-shot transformation of casually captured videos into compositional 3D scenes. Specifically, our pipeline incorporates a five-stage cascade to extract and structurally align generic priors from vision foundation models across textual, visual, and spatial dimensions, grounding them into structured 3D representations and ensuring semantic coherence and physical plausibility of the constructed scenes. To facilitate a more comprehensive evaluation of this task, we further introduce the C3DR benchmark to assess reconstruction quality from diverse aspects. Extensive experiments demonstrate the superiority of our method over existing baselines in generating high-quality compositional 3D scenes.

cs.CV↗

ReconPhys: Reconstruct Appearance and Physical Attributes from Single Video

Reconstructing non-rigid objects with physical plausibility remains a significant challenge. Existing approaches leverage differentiable rendering for per-scene optimization, recovering geometry and dynamics but requiring expensive tuning or manual annotation, which limits practicality and generalizability. To address this, we propose ReconPhys, the first feedforward framework that jointly learns physical attribute estimation and 3D Gaussian Splatting reconstruction from a single monocular video. Our method employs a dual-branch architecture trained via a self-supervised strategy, eliminating the need for ground-truth physics labels. Given a video sequence, ReconPhys simultaneously infers geometry, appearance, and physical attributes. Experiments on a large-scale synthetic dataset demonstrate superior performance: our method achieves 21.64 PSNR in future prediction compared to 13.27 by state-of-the-art optimization baselines, while reducing Chamfer Distance from 0.349 to 0.004. Crucially, ReconPhys enables fast inference (<1 second) versus hours required by existing methods, facilitating rapid generation of simulation-ready assets for robotics and graphics.

cs.CV↗

SurfelSplat: Learning Efficient and Generalizable Gaussian Surfel Representations for Sparse-View Surface Reconstruction

3D Gaussian Splatting (3DGS) has demonstrated impressive performance in 3D scene reconstruction. Beyond novel view synthesis, it shows great potential for multi-view surface reconstruction. Existing methods employ optimization-based reconstruction pipelines that achieve precise and complete surface extractions. However, these approaches typically require dense input views and high time consumption for per-scene optimization. To address these limitations, we propose SurfelSplat, a feed-forward framework that generates efficient and generalizable pixel-aligned Gaussian surfel representations from sparse-view images. We observe that conventional feed-forward structures struggle to recover accurate geometric attributes of Gaussian surfels because the spatial frequency of pixel-aligned primitives exceeds Nyquist sampling rates. Therefore, we propose a cross-view feature aggregation module based on the Nyquist sampling theorem. Specifically, we first adapt the geometric forms of Gaussian surfels with spatial sampling rate-guided low-pass filters. We then project the filtered surfels across all input views to obtain cross-view feature correlations. By processing these correlations through a specially designed feature fusion network, we can finally regress Gaussian surfels with precise geometry. Extensive experiments on DTU reconstruction benchmarks demonstrate that our model achieves comparable results with state-of-the-art methods, and predict Gaussian surfels within 1 second, offering a 100x speedup without costly per-scene training.

cs.CV↗

Spectral Defense Against Resource-Targeting Attack in 3D Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS) deliver high-quality rendering, yet the Gaussian representation exposes a new attack surface, the resource-targeting attack. This attack poisons training images, excessively inducing Gaussian growth to cause resource exhaustion. Although efficiency-oriented methods such as smoothing, thresholding, and pruning have been explored, these spatial-domain strategies operate on visible structures but overlook how stealthy perturbations distort the underlying spectral behaviors of training data. As a result, poisoned inputs introduce abnormal high-frequency amplifications that mislead 3DGS into interpreting noisy patterns as detailed structures, ultimately causing unstable Gaussian overgrowth and degraded scene fidelity. To address this, we propose \textbf{Spectral Defense} in Gaussian and image fields. We first design a 3D frequency filter to selectively prune Gaussians exhibiting abnormally high frequencies. Since natural scenes also contain legitimate high-frequency structures, directly suppressing high frequencies is insufficient, and we further develop a 2D spectral regularization on renderings, distinguishing naturally isotropic frequencies while penalizing anisotropic angular energy to constrain noisy patterns. Experiments show that our defense builds robust, accurate, and secure 3DGS, suppressing overgrowth by up to $5.92\times$, reducing memory by up to $3.66\times$, and improving speed by up to $4.34\times$ under attacks.

cs.CV↗

Spatial-TTT: Streaming Visual-based Spatial Intelligence with Test-Time Training

Humans perceive and understand real-world spaces through a stream of visual observations. Therefore, the ability to streamingly maintain and update spatial evidence from potentially unbounded video streams is essential for spatial intelligence. The core challenge is not simply longer context windows but how spatial information is selected, organized, and retained over time. In this paper, we propose Spatial-TTT towards streaming visual-based spatial intelligence with test-time training (TTT), which adapts a subset of parameters (fast weights) to capture and organize spatial evidence over long-horizon scene videos. Specifically, we design a hybrid architecture and adopt large-chunk updates parallel with sliding-window attention for efficient spatial video processing. To further promote spatial awareness, we introduce a spatial-predictive mechanism applied to TTT layers with 3D spatiotemporal convolution, which encourages the model to capture geometric correspondence and temporal continuity across frames. Beyond architecture design, we construct a dataset with dense 3D spatial descriptions, which guides the model to update its fast weights to memorize and organize global 3D spatial signals in a structured manner. Extensive experiments demonstrate that Spatial-TTT improves long-horizon spatial understanding and achieves state-of-the-art performance on video spatial benchmarks. Project page: https://liuff19.github.io/Spatial-TTT.

cs.CV↗

CFG-Ctrl: Control-Based Classifier-Free Diffusion Guidance

Classifier-Free Guidance (CFG) has emerged as a central approach for enhancing semantic alignment in flow-based diffusion models. In this paper, we explore a unified framework called CFG-Ctrl, which reinterprets CFG as a control applied to the first-order continuous-time generative flow, using the conditional-unconditional discrepancy as an error signal to adjust the velocity field. From this perspective, we summarize vanilla CFG as a proportional controller (P-control) with fixed gain, and typical follow-up variants develop extended control-law designs derived from it. However, existing methods mainly rely on linear control, inherently leading to instability, overshooting, and degraded semantic fidelity especially on large guidance scales. To address this, we introduce Sliding Mode Control CFG (SMC-CFG), which enforces the generative flow toward a rapidly convergent sliding manifold. Specifically, we define an exponential sliding mode surface over the semantic prediction error and introduce a switching control term to establish nonlinear feedback-guided correction. Moreover, we provide a Lyapunov stability analysis to theoretically support finite-time convergence. Experiments across text-to-image generation models including Stable Diffusion 3.5, Flux, and Qwen-Image demonstrate that SMC-CFG outperforms standard CFG in semantic alignment and enhances robustness across a wide range of guidance scales. Project Page: https://hanyang-21.github.io/CFG-Ctrl

cs.CV↗

SimRecon: SimReady Compositional Scene Reconstruction from Real Videos

Compositional scene reconstruction seeks to create object-centric representations rather than holistic scenes from real-world videos, which is natively applicable for simulation and interaction. Conventional compositional reconstruction approaches primarily emphasize on visual appearance and show limited generalization ability to real-world scenarios. In this paper, we propose SimRecon, a framework that realizes a "Perception-Generation-Simulation" pipeline towards cluttered scene reconstruction, which first conducts scene-level semantic reconstruction from video input, then performs single-object generation, and finally assembles these assets in the simulator. However, naively combining these three stages leads to visual infidelity of generated assets and physical implausibility of the final scene, a problem particularly severe for complex scenes. Thus, we further propose two bridging modules between the three stages to address this problem. To be specific, for the transition from Perception to Generation, critical for visual fidelity, we introduce Active Viewpoint Optimization, which actively searches in 3D space to acquire optimal projected images as conditions for single-object completion. Moreover, for the transition from Generation to Simulation, essential for physical plausibility, we propose a Scene Graph Synthesizer, which guides the construction from scratch in 3D simulators, mirroring the native, constructive principle of the real world. Extensive experiments on the ScanNet dataset validate our method's superior performance over previous state-of-the-art approaches.

cs.CV↗

OnlineX: Unified Online 3D Reconstruction and Understanding with Active-to-Stable State Evolution

Recent advances in generalizable 3D Gaussian Splatting (3DGS) have enabled rapid 3D scene reconstruction within seconds, eliminating the need for per-scene optimization. However, existing methods primarily follow an offline reconstruction paradigm, lacking the capacity for continuous reconstruction, which limits their applicability to online scenarios such as robotics and VR/AR. In this paper, we introduce OnlineX, a feed-forward framework that reconstructs both 3D visual appearance and language fields in an online manner using only streaming images. A key challenge in online formulation is the cumulative drift issue, which is rooted in the fundamental conflict between two opposing roles of the memory state: an active role that constantly refreshes to capture high-frequency local geometry, and a stable role that conservatively accumulates and preserves the long-term global structure. To address this, we introduce a decoupled active-to-stable state evolution paradigm. Our framework decouples the memory state into a dedicated active state and a persistent stable state, and then cohesively fuses the information from the former into the latter to achieve both fidelity and stability. Moreover, we jointly model visual appearance and language fields and incorporate an implicit Gaussian fusion module to enhance reconstruction quality. Experiments on mainstream datasets demonstrate that our method consistently outperforms prior work in novel view synthesis and semantic understanding, showcasing robust performance across input sequences of varying lengths with real-time inference speed.

cs.CV↗

Revisiting 3D Reconstruction Kernels as Low-Pass Filters

3D reconstruction is to recover 3D signals from the sampled discrete 2D pixels, with the goal to converge continuous 3D spaces. In this paper, we revisit 3D reconstruction from the perspective of signal processing, identifying the periodic spectral extension induced by discrete sampling as the fundamental challenge. Previous 3D reconstruction kernels, such as Gaussians, Exponential functions, and Student's t distributions, serve as the low pass filters to isolate the baseband spectrum. However, their unideal low-pass property results in the overlap of high-frequency components with low-frequency components in the discrete-time signal's spectrum. To this end, we introduce Jinc kernel with an instantaneous drop to zero magnitude exactly at the cutoff frequency, which is corresponding to the ideal low pass filters. As Jinc kernel suffers from low decay speed in the spatial domain, we further propose modulated kernels to strick an effective balance, and achieves superior rendering performance by reconciling spatial efficiency and frequency-domain fidelity. Experimental results have demonstrated the effectiveness of our Jinc and modulated kernels.

cs.CV↗

E-GRPO: High Entropy Steps Drive Effective Reinforcement Learning for Flow Models

Recent reinforcement learning has enhanced the flow matching models on human preference alignment. While stochastic sampling enables the exploration of denoising directions, existing methods which optimize over multiple denoising steps suffer from sparse and ambiguous reward signals. We observe that the high entropy steps enable more efficient and effective exploration while the low entropy steps result in undistinguished roll-outs. To this end, we propose E-GRPO, an entropy aware Group Relative Policy Optimization to increase the entropy of SDE sampling steps. Since the integration of stochastic differential equations suffer from ambiguous reward signals due to stochasticity from multiple steps, we specifically merge consecutive low entropy steps to formulate one high entropy step for SDE sampling, while applying ODE sampling on other steps. Building upon this, we introduce multi-step group normalized advantage, which computes group-relative advantages within samples sharing the same consolidated SDE denoising step. Experimental results on different reward settings have demonstrated the effectiveness of our methods.

cs.LG↗

PointVDP: Learning View-Dependent Projection by Fireworks Rays for 3D Point Cloud Segmentation

In this paper, we propose view-dependent projection (VDP) to facilitate point cloud segmentation, designing efficient 3D-to-2D mapping that dynamically adapts to the spatial geometry from view variations. Existing projection-based methods leverage view-independent projection in complex scenes, relying on straight lines to generate direct rays or upward curves to reduce occlusions. However, their view independence provides projection rays that are limited to pre-defined parameters by human settings, restricting point awareness and failing to capture sufficient projection diversity across different view planes. Although multiple projections per view plane are commonly used to enhance spatial variety, the projected redundancy leads to excessive computational overhead and inefficiency in image processing. To address these limitations, we design a framework of VDP to generate data-driven projections from 3D point distributions, producing highly informative single-image inputs by predicting rays inspired by the adaptive behavior of fireworks. In addition, we construct color regularization to optimize the framework, which emphasizes essential features within semantic pixels and suppresses the non-semantic features within black pixels, thereby maximizing 2D space utilization in a projected image. As a result, our approach, PointVDP, develops lightweight projections in marginal computation costs. Experiments on S3DIS and ScanNet benchmarks show that our approach achieves competitive results, offering a resource-efficient solution for semantic understanding.

cs.CV↗

$\bf{D^3}$QE: Learning Discrete Distribution Discrepancy-aware Quantization Error for Autoregressive-Generated Image Detection

The emergence of visual autoregressive (AR) models has revolutionized image generation while presenting new challenges for synthetic image detection. Unlike previous GAN or diffusion-based methods, AR models generate images through discrete token prediction, exhibiting both marked improvements in image synthesis quality and unique characteristics in their vector-quantized representations. In this paper, we propose to leverage Discrete Distribution Discrepancy-aware Quantization Error (D$^3$QE) for autoregressive-generated image detection that exploits the distinctive patterns and the frequency distribution bias of the codebook existing in real and fake images. We introduce a discrete distribution discrepancy-aware transformer that integrates dynamic codebook frequency statistics into its attention mechanism, fusing semantic features and quantization error latent. To evaluate our method, we construct a comprehensive dataset termed ARForensics covering 7 mainstream visual AR models. Experiments demonstrate superior detection accuracy and strong generalization of D$^3$QE across different AR models, with robustness to real-world perturbations. Code is available at \href{https://github.com/Zhangyr2022/D3QE}{https://github.com/Zhangyr2022/D3QE}.

cs.CV↗

ScenePainter: Semantically Consistent Perpetual 3D Scene Generation with Concept Relation Alignment

Perpetual 3D scene generation aims to produce long-range and coherent 3D view sequences, which is applicable for long-term video synthesis and 3D scene reconstruction. Existing methods follow a "navigate-and-imagine" fashion and rely on outpainting for successive view expansion. However, the generated view sequences suffer from semantic drift issue derived from the accumulated deviation of the outpainting module. To tackle this challenge, we propose ScenePainter, a new framework for semantically consistent 3D scene generation, which aligns the outpainter's scene-specific prior with the comprehension of the current scene. To be specific, we introduce a hierarchical graph structure dubbed SceneConceptGraph to construct relations among multi-level scene concepts, which directs the outpainter for consistent novel views and can be dynamically refined to enhance diversity. Extensive experiments demonstrate that our framework overcomes the semantic drift issue and generates more consistent and immersive 3D view sequences. Project Page: https://xiac20.github.io/ScenePainter/.

cs.CV↗

Learning Efficient and Generalizable Human Representation with Human Gaussian Model

Modeling animatable human avatars from videos is a long-standing and challenging problem. While conventional methods require per-instance optimization, recent feed-forward methods have been proposed to generate 3D Gaussians with a learnable network. However, these methods predict Gaussians for each frame independently, without fully capturing the relations of Gaussians from different timestamps. To address this, we propose Human Gaussian Graph to model the connection between predicted Gaussians and human SMPL mesh, so that we can leverage information from all frames to recover an animatable human representation. Specifically, the Human Gaussian Graph contains dual layers where Gaussians are the first layer nodes and mesh vertices serve as the second layer nodes. Based on this structure, we further propose the intra-node operation to aggregate various Gaussians connected to one mesh vertex, and inter-node operation to support message passing among mesh node neighbors. Experimental results on novel view synthesis and novel pose animation demonstrate the efficiency and generalization of our method.

cs.CV↗

Ambiguity-aware Point Cloud Segmentation by Adaptive Margin Contrastive Learning

This paper proposes an adaptive margin contrastive learning method for 3D semantic segmentation on point clouds. Most existing methods use equally penalized objectives, which ignore the per-point ambiguities and less discriminated features stemming from transition regions. However, as highly ambiguous points may be indistinguishable even for humans, their manually annotated labels are less reliable, and hard constraints over these points would lead to sub-optimal models. To address this, we first design AMContrast3D, a method comprising contrastive learning into an ambiguity estimation framework, tailored to adaptive objectives for individual points based on ambiguity levels. As a result, our method promotes model training, which ensures the correctness of low-ambiguity points while allowing mistakes for high-ambiguity points. As ambiguities are formulated based on position discrepancies across labels, optimization during inference is constrained by the assumption that all unlabeled points are uniformly unambiguous, lacking ambiguity awareness. Inspired by the insight of joint training, we further propose AMContrast3D++ integrating with two branches trained in parallel, where a novel ambiguity prediction module concurrently learns point ambiguities from generated embeddings. To this end, we design a masked refinement mechanism that leverages predicted ambiguities to enable the ambiguous embeddings to be more reliable, thereby boosting segmentation performance and enhancing robustness. Experimental results on 3D indoor scene datasets, S3DIS and ScanNet, demonstrate the effectiveness of the proposed method. Code is available at https://github.com/YangChenApril/AMContrast3D.

cs.CV↗

LangScene-X: Reconstruct Generalizable 3D Language-Embedded Scenes with TriMap Video Diffusion

Recovering 3D structures with open-vocabulary scene understanding from 2D images is a fundamental but daunting task. Recent developments have achieved this by performing per-scene optimization with embedded language information. However, they heavily rely on the calibrated dense-view reconstruction paradigm, thereby suffering from severe rendering artifacts and implausible semantic synthesis when limited views are available. In this paper, we introduce a novel generative framework, coined LangScene-X, to unify and generate 3D consistent multi-modality information for reconstruction and understanding. Powered by the generative capability of creating more consistent novel observations, we can build generalizable 3D language-embedded scenes from only sparse views. Specifically, we first train a TriMap video diffusion model that can generate appearance (RGBs), geometry (normals), and semantics (segmentation maps) from sparse inputs through progressive knowledge integration. Furthermore, we propose a Language Quantized Compressor (LQC), trained on large-scale image datasets, to efficiently encode language embeddings, enabling cross-scene generalization without per-scene retraining. Finally, we reconstruct the language surface fields by aligning language information onto the surface of 3D scenes, enabling open-ended language queries. Extensive experiments on real-world data demonstrate the superiority of our LangScene-X over state-of-the-art methods in terms of quality and generalizability. Project Page: https://liuff19.github.io/LangScene-X.

cs.CV↗

DreamCinema: Cinematic Transfer with Free Camera and 3D Character

We are living in a flourishing era of digital media, where everyone has the potential to become a personal filmmaker. Current research on video generation suggests a promising avenue for controllable film creation in pixel space using Diffusion models. However, the reliance on overly verbose prompts and insufficient focus on cinematic elements (e.g., camera movement) results in videos that lack cinematic quality. Furthermore, the absence of 3D modeling often leads to failures in video generation, such as inconsistent character models at different frames, ultimately hindering the immersive experience for viewers. In this paper, we propose a new framework for film creation, Dream-Cinema, which is designed for user-friendly, 3D space-based film creation with generative models. Specifically, we decompose 3D film creation into four key elements: 3D character, driven motion, camera movement, and environment. We extract the latter three elements from user-specified film shots and generate the 3D character using a generative model based on a provided image. To seamlessly recombine these elements and ensure smooth film creation, we propose structure-guided character animation, shape-aware camera movement optimization, and environment-aware generative refinement. Extensive experiments demonstrate the effectiveness of our method in generating high-quality films with free camera and 3D characters.

cs.CV↗