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Yuxuan Xue

Publications and source records attributed to Yuxuan Xue.

18 recordsLinked to original sources

Revisiting Avatar-As-Image: High-Fidelity Registration is All You Need

The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enticing as it enables pretrained image networks to process, generate, and edit 3D avatars, but is only useful if scans are accurately aligned and brought into correspondence via high-fidelity registration. This prerequisite has never been met, which we argue explains the limited quality of prior UV-based methods for clothed humans. Despite its significance, no public method produces high-fidelity SMPL(-X)+D registrations with UV texture from arbitrary clothed scans. We present AvaImg, a multi-stage optimization pipeline, to close this gap: it enforces body-inside-clothing constraint via signed winding numbers, made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization. AvaImg outperforms all baselines in body fitting, shape estimation, and surface registration across six datasets, yielding textured registrations near-indistinguishable from scans (PSNR=34.48dB). For validation of AvaImg's Avatar-as-Image representation as imminently compatible with image foundation models, we auto-encode our UV maps via the frozen FLUX VAE. This achieves only 0.76mm added Chamfer error relative to scan and shows that the resulting maps lie within natural-image distributions, supporting the use of 2D generative priors for 3D avatar generation. Code, data, and Singularity containers will be at https://yuxuan-xue.com/avaimg.

cs.CV

LiveLight: Real-time Streaming Video Relighting with Interactive Control

We present LiveLight, the first diffusion-based framework for real-time streaming video relighting with interactive 3D lighting control. Achieving this is non-trivial, as it requires overcoming three critical challenges: effectively injecting dynamic 3D lighting into a diffusion model, maintaining high-fidelity generation under an extremely low NFE (Number of Function Evaluations) budget for real-time speed, and facilitating continuous streaming for interactive control. To address these pain points, we propose three key designs. First, for accurate lighting injection, we propose a lightweight adapter that feeds Multi-Plane Light Irradiance (MPLI) conditions-depth-aware irradiance maps encoding 3D lighting geometry-directly into the diffusion backbone. Second, to prevent rendering quality degradation at low NFEs towards real-time distillation, we introduce a geometry-guided feedback branch. This training-time constraint leverages a frozen geometry estimator to enforce depth- and normal-consistent relighting, ensuring geometrically plausible shading without adding inference overhead. Finally, to enable streaming interaction, we develop a progressive rolling-window strategy that maintains a denoising ladder of latent chunks at varying noise levels. By propagating intermediate states, this strategy guarantees temporal coherence and supports arbitrarily long video relighting with per-frame reference refresh. Extensive experiments on real-world and synthetic benchmarks demonstrate that LiveLight achieves state-of-the-art relighting quality while running at real-time speed, significantly outperforming offline baselines in temporal stability, lighting controllability, and user preference. To foster real-time interactive relighting research, we will publicly release our models, training data, and synthetic data generator.

cs.CV

GRAFT: Geometric Refinement and Fitting Transformer for Human Scene Reconstruction

Reconstructing physically plausible 3D human-scene interactions (HSI) from a single image currently presents a trade-off: optimization based methods offer accurate contact but are slow (~20s), while feed-forward approaches are fast yet lack explicit interaction reasoning, producing floating and interpenetration artifacts. Our key insight is that geometry-based human--scene fitting can be amortized into fast feed-forward inference. We present GRAFT (Geometric Refinement And Fitting Transformer), a learned HSI prior that predicts Interaction Gradients: corrective parameter updates that iteratively refine human meshes by reasoning about their 3D relationship to the surrounding scene. GRAFT encodes the interaction state into compact body-anchored tokens, each grounded in the scene geometry via Geometric Probes that capture spatial relationships with nearby surfaces. A lightweight transformer recurrently updates human meshes and re-probes the scene, ensuring the final pose aligns with both learned priors and observed geometry. GRAFT operates either as an end-to-end reconstructor using image features, or with geometry alone as a transferable plug-and-play HSI prior that improves feed-forward methods without retraining. Experiments show GRAFT improves interaction quality by up to 122% over state-of-the-art feed-forward methods and matches optimization-based interaction quality at ${\sim}100{\times}$ lower runtime, while generalizing seamlessly to in-the-wild multi-person scenes and being preferred in 64.8% of three-way user study. Project page: https://pradyumnaym.github.io/graft .

cs.CV

GeoEdit: Geometry-Aware Object Editing via Dual-Branch Denoising

Precisely manipulating objects in a single photograph (translation, rotation, scaling) while obeying 3D physical constraints remains unsolved for diffusion-based editors. Current 2D methods lack spatial awareness and produce perspective violations. Forcing structural proxies into the latent space also disrupts variance homogeneity, and the resulting self-attention leakage leads to ghosting and background blur. The core difficulty is asymmetric: the relocated object must follow a rigid geometry, yet the uncovered background needs freedom to synthesize plausible content. We present GeoEdit, a training-free Lift-Manipulate-Render-Denoise pipeline that satisfies both constraints. We decouple scene and object in 3D, align them through point correspondence, and render a geometry-aligned proxy with a structural depth map. A Dual-Branch Denoising stage then refines this proxy: a video diffusion backbone preserves object identity, while 3D constraints are injected into the foreground within a narrow denoising window at matching noise variance (variance-homogeneous injection). The background denoises freely. Because the injected signal matches the native latent statistics, self-attention stays undisturbed. We also introduce GeoEditBench, a pose-aware benchmark covering object translation, object rotation, and camera movement with pose-aware evaluation metrics. Experiments confirm consistent gains in geometric accuracy, identity fidelity, and background quality. Our codes are available at https://github.com/Heey731/GeoEdit.

cs.CV

GeoRelight: Learning Joint Geometrical Relighting and Reconstruction with Flexible Multi-Modal Diffusion Transformers

Relighting a person from a single photo is an attractive but ill-posed task, as a 2D image ambiguously entangles 3D geometry, intrinsic appearance, and illumination. Current methods either use sequential pipelines that suffer from error accumulation, or they do not explicitly leverage 3D geometry during relighting, which limits physical consistency. Since relighting and estimation of 3D geometry are mutually beneficial tasks, we propose a unified Multi-Modal Diffusion Transformer (DiT) that jointly solves for both: GeoRelight. We make this possible through two key technical contributions: isotropic NDC-Orthographic Depth (iNOD), a distortion-free 3D representation compatible with latent diffusion models; and a strategic mixed-data training method that combines synthetic and auto-labeled real data. By solving geometry and relighting jointly, GeoRelight achieves better performance than both sequential models and previous systems that ignored geometry.

cs.CV

FastVMT: Eliminating Redundancy in Video Motion Transfer

Video motion transfer aims to synthesize videos by generating visual content according to a text prompt while transferring the motion pattern observed in a reference video. Recent methods predominantly use the Diffusion Transformer (DiT) architecture. To achieve satisfactory runtime, several methods attempt to accelerate the computations in the DiT, but fail to address structural sources of inefficiency. In this work, we identify and remove two types of computational redundancy in earlier work: motion redundancy arises because the generic DiT architecture does not reflect the fact that frame-to-frame motion is small and smooth; gradient redundancy occurs if one ignores that gradients change slowly along the diffusion trajectory. To mitigate motion redundancy, we mask the corresponding attention layers to a local neighborhood such that interaction weights are not computed unnecessarily distant image regions. To exploit gradient redundancy, we design an optimization scheme that reuses gradients from previous diffusion steps and skips unwarranted gradient computations. On average, FastVMT achieves a 3.43x speedup without degrading the visual fidelity or the temporal consistency of the generated videos.

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

Human3R: Everyone Everywhere All at Once

We present Human3R, a unified, feed-forward framework for online 4D human-scene reconstruction, in the world frame, from casually captured monocular videos. Unlike previous approaches that rely on multi-stage pipelines, iterative contact-aware refinement between humans and scenes, and heavy dependencies, e.g., human detection, depth estimation, and SLAM pre-processing, Human3R jointly recovers global multi-person SMPL-X bodies ("everyone"), dense 3D scene ("everywhere"), and camera trajectories in a single forward pass ("all-at-once"). Our method builds upon the 4D online reconstruction model CUT3R, and uses parameter-efficient visual prompt tuning, to strive to preserve CUT3R's rich spatiotemporal priors, while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, in real-time (15 FPS) with a low memory footprint (8 GB). Extensive experiments demonstrate that Human3R delivers state-of-the-art or competitive performance across tasks, including global human motion estimation, local human mesh recovery, video depth estimation, and camera pose estimation, with a single unified model. We hope that Human3R will serve as a simple yet strong baseline, which can be easily adapted for downstream applications. Code, models and 4D interactive demos are available at https://fanegg.github.io/Human3R/.

cs.CV

ControlEvents: Controllable Synthesis of Event Camera Datawith Foundational Prior from Image Diffusion Models

In recent years, event cameras have gained significant attention due to their bio-inspired properties, such as high temporal resolution and high dynamic range. However, obtaining large-scale labeled ground-truth data for event-based vision tasks remains challenging and costly. In this paper, we present ControlEvents, a diffusion-based generative model designed to synthesize high-quality event data guided by diverse control signals such as class text labels, 2D skeletons, and 3D body poses. Our key insight is to leverage the diffusion prior from foundation models, such as Stable Diffusion, enabling high-quality event data generation with minimal fine-tuning and limited labeled data. Our method streamlines the data generation process and significantly reduces the cost of producing labeled event datasets. We demonstrate the effectiveness of our approach by synthesizing event data for visual recognition, 2D skeleton estimation, and 3D body pose estimation. Our experiments show that the synthesized labeled event data enhances model performance in all tasks. Additionally, our approach can generate events based on unseen text labels during training, illustrating the powerful text-based generation capabilities inherited from foundation models.

cs.CV

Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy

Creating realistic 3D objects and clothed avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot guarantee the generated multi-view images are 3D consistent. In this paper, we propose Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy. We leverage a pre-trained 2D diffusion model and a 3D diffusion model via our elegantly designed process that synchronizes two diffusion models at both training and sampling time. The synergy between the 2D and 3D diffusion models brings two major advantages: 1) 2D helps 3D in generalization: the pretrained 2D model has strong generalization ability to unseen images, providing strong shape priors for the 3D diffusion model; 2) 3D helps 2D in multi-view consistency: the 3D diffusion model enhances the 3D consistency of 2D multi-view sampling process, resulting in more accurate multi-view generation. We validate our idea through extensive experiments in image-based objects and clothed avatar generation tasks. Results show that our method generates realistic 3D objects and avatars with high-fidelity geometry and texture. Extensive ablations also validate our design choices and demonstrate the strong generalization ability to diverse clothing and compositional shapes. Our code and pretrained models will be publicly released on https://yuxuan-xue.com/gen-3diffusion.

cs.CV

InfiniHuman: Infinite 3D Human Creation with Precise Control

Generating realistic and controllable 3D human avatars is a long-standing challenge, particularly when covering broad attribute ranges such as ethnicity, age, clothing styles, and detailed body shapes. Capturing and annotating large-scale human datasets for training generative models is prohibitively expensive and limited in scale and diversity. The central question we address in this paper is: Can existing foundation models be distilled to generate theoretically unbounded, richly annotated 3D human data? We introduce InfiniHuman, a framework that synergistically distills these models to produce richly annotated human data at minimal cost and with theoretically unlimited scalability. We propose InfiniHumanData, a fully automatic pipeline that leverages vision-language and image generation models to create a large-scale multi-modal dataset. User study shows our automatically generated identities are undistinguishable from scan renderings. InfiniHumanData contains 111K identities spanning unprecedented diversity. Each identity is annotated with multi-granularity text descriptions, multi-view RGB images, detailed clothing images, and SMPL body-shape parameters. Building on this dataset, we propose InfiniHumanGen, a diffusion-based generative pipeline conditioned on text, body shape, and clothing assets. InfiniHumanGen enables fast, realistic, and precisely controllable avatar generation. Extensive experiments demonstrate significant improvements over state-of-the-art methods in visual quality, generation speed, and controllability. Our approach enables high-quality avatar generation with fine-grained control at effectively unbounded scale through a practical and affordable solution. We will publicly release the automatic data generation pipeline, the comprehensive InfiniHumanData dataset, and the InfiniHumanGen models at https://yuxuan-xue.com/infini-human.

cs.CV

PhySIC: Physically Plausible 3D Human-Scene Interaction and Contact from a Single Image

Reconstructing metrically accurate humans and their surrounding scenes from a single image is crucial for virtual reality, robotics, and comprehensive 3D scene understanding. However, existing methods struggle with depth ambiguity, occlusions, and physically inconsistent contacts. To address these challenges, we introduce PhySIC, a framework for physically plausible Human-Scene Interaction and Contact reconstruction. PhySIC recovers metrically consistent SMPL-X human meshes, dense scene surfaces, and vertex-level contact maps within a shared coordinate frame from a single RGB image. Starting from coarse monocular depth and body estimates, PhySIC performs occlusion-aware inpainting, fuses visible depth with unscaled geometry for a robust metric scaffold, and synthesizes missing support surfaces like floors. A confidence-weighted optimization refines body pose, camera parameters, and global scale by jointly enforcing depth alignment, contact priors, interpenetration avoidance, and 2D reprojection consistency. Explicit occlusion masking safeguards invisible regions against implausible configurations. PhySIC is efficient, requiring only 9 seconds for joint human-scene optimization and under 27 seconds end-to-end. It naturally handles multiple humans, enabling reconstruction of diverse interactions. Empirically, PhySIC outperforms single-image baselines, reducing mean per-vertex scene error from 641 mm to 227 mm, halving PA-MPJPE to 42 mm, and improving contact F1 from 0.09 to 0.51. Qualitative results show realistic foot-floor interactions, natural seating, and plausible reconstructions of heavily occluded furniture. By converting a single image into a physically plausible 3D human-scene pair, PhySIC advances scalable 3D scene understanding. Our implementation is publicly available at https://yuxuan-xue.com/physic.

cs.CV

Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models

Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.

cs.CV

Parameter-Efficient Orthogonal Finetuning via Butterfly Factorization

Large foundation models are becoming ubiquitous, but training them from scratch is prohibitively expensive. Thus, efficiently adapting these powerful models to downstream tasks is increasingly important. In this paper, we study a principled finetuning paradigm -- Orthogonal Finetuning (OFT) -- for downstream task adaptation. Despite demonstrating good generalizability, OFT still uses a fairly large number of trainable parameters due to the high dimensionality of orthogonal matrices. To address this, we start by examining OFT from an information transmission perspective, and then identify a few key desiderata that enable better parameter-efficiency. Inspired by how the Cooley-Tukey fast Fourier transform algorithm enables efficient information transmission, we propose an efficient orthogonal parameterization using butterfly structures. We apply this parameterization to OFT, creating a novel parameter-efficient finetuning method, called Orthogonal Butterfly (BOFT). By subsuming OFT as a special case, BOFT introduces a generalized orthogonal finetuning framework. Finally, we conduct an extensive empirical study of adapting large vision transformers, large language models, and text-to-image diffusion models to various downstream tasks in vision and language.

cs.LG

Controlling Text-to-Image Diffusion by Orthogonal Finetuning

Large text-to-image diffusion models have impressive capabilities in generating photorealistic images from text prompts. How to effectively guide or control these powerful models to perform different downstream tasks becomes an important open problem. To tackle this challenge, we introduce a principled finetuning method -- Orthogonal Finetuning (OFT), for adapting text-to-image diffusion models to downstream tasks. Unlike existing methods, OFT can provably preserve hyperspherical energy which characterizes the pairwise neuron relationship on the unit hypersphere. We find that this property is crucial for preserving the semantic generation ability of text-to-image diffusion models. To improve finetuning stability, we further propose Constrained Orthogonal Finetuning (COFT) which imposes an additional radius constraint to the hypersphere. Specifically, we consider two important finetuning text-to-image tasks: subject-driven generation where the goal is to generate subject-specific images given a few images of a subject and a text prompt, and controllable generation where the goal is to enable the model to take in additional control signals. We empirically show that our OFT framework outperforms existing methods in generation quality and convergence speed.

cs.CV

NSF: Neural Surface Fields for Human Modeling from Monocular Depth

Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method Neural Surface Fields for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.

cs.CV

Event-based Non-Rigid Reconstruction from Contours

Visual reconstruction of fast non-rigid object deformations over time is a challenge for conventional frame-based cameras. In this paper, we propose a novel approach for reconstructing such deformations using measurements from event-based cameras. Under the assumption of a static background, where all events are generated by the motion, our approach estimates the deformation of objects from events generated at the object contour in a probabilistic optimization framework. It associates events to mesh faces on the contour and maximizes the alignment of the line of sight through the event pixel with the associated face. In experiments on synthetic and real data, we demonstrate the advantages of our method over state-of-the-art optimization and learning-based approaches for reconstructing the motion of human hands. A video of the experiments is available at https://youtu.be/gzfw7i5OKjg

cs.CV

Robust Event Detection based on Spatio-Temporal Latent Action Unit using Skeletal Information

This paper propose a novel dictionary learning approach to detect event action using skeletal information extracted from RGBD video. The event action is represented as several latent atoms and composed of latent spatial and temporal attributes. We perform the method at the example of fall event detection. The skeleton frames are clustered by an initial K-means method. Each skeleton frame is assigned with a varying weight parameter and fed into our Gradual Online Dictionary Learning (GODL) algorithm. During the training process, outlier frames will be gradually filtered by reducing the weight that is inversely proportional to a cost. In order to strictly distinguish the event action from similar actions and robustly acquire its action unit, we build a latent unit temporal structure for each sub-action. We evaluate the proposed method on parts of the NTURGB+D dataset, which includes 209 fall videos, 405 ground-lift videos, 420 sit-down videos, and 280 videos of 46 otheractions. We present the experimental validation of the achieved accuracy, recall and precision. Our approach achieves the bestperformance on precision and accuracy of human fall event detection, compared with other existing dictionary learning methods. With increasing noise ratio, our method remains the highest accuracy and the lowest variance.

cs.CV