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Zhixin Shu

Publications and source records attributed to Zhixin Shu.

At least 19 recordsLinked to original sources

Wonder: Video World Model Done Better

We present Wonder, a general-purpose video world model for real-time, camera-controllable world exploration. Given an image or a conditional video, Wonder constructs a playable world where users can navigate interactively by moving the camera, discovering unseen regions, and revisiting previously observed areas in real time and over a long-term horizon. Achieving this capability requires a system-level co-design of control method, memory mechanism, and training strategy. We introduce a novel camera conditioning with a dense coordinate field whose renderings provide spatially aligned motion and orientation cues, allowing the model to interpret camera motion directly as visual evidence. To support fast and precise memory retrieval over a growing generation context, we propose an efficient sparse attention-based memory mechanism, enabling the model to selectively attend to a small set of relevant context tokens at inference time, regardless of actual context length. We further develop several techniques to rectify the self-forcing-style distillation pipeline, improving the student model's ability to respect control signals, as well as maintaining diverse generation modes and long-term memory from the teacher. Together, these components enable Wonder to synthesize diverse, minute-scale videos at 16 FPS while preserving coherent geometry, appearance, and dynamics across long rollouts. Beyond image-to-video generation, Wonder naturally supports video-conditioned generation, allowing existing dynamic scenes to be re-shot in real time.

cs.CV

MotiMotion: Motion-Controlled Video Generation with Visual Reasoning

Current motion-controlled image-to-video generation models rigidly follow user-provided trajectories that are often sparse, imprecise, and causally incomplete. Such reliance often yields unnatural or implausible outcomes, especially by missing secondary causal consequences. To address this, we introduce MotiMotion, a novel framework that reformulates motion control as a reasoning-then-generation problem. To encourage causally grounded and commonsense-consistent interactions, we leverage a training-free vision-language reasoner to refine image-space coordinates of primary trajectories and to hallucinate plausible secondary motions. To further improve motion naturalness, we propose a confidence-aware control scheme that modulates guidance strength, enabling the model to closely follow high-confidence plans while correcting artifacts under low-confidence inputs with its internal generative priors. To support systematic evaluation, we curate a new image-to-video benchmark, MotiBench, consisting of interaction-centric scenes where new events are triggered by motion. Both VLM-based evaluation and a human study on MotiBench demonstrate that MotiMotion produces videos with more plausible object behaviors and interaction, and is preferred over existing approaches.

cs.CV

TokenLight: Precise Lighting Control in Images using Attribute Tokens

This paper presents a method for image relighting that enables precise and continuous control over multiple illumination attributes in a photograph. We formulate relighting as a conditional image generation task and introduce attribute tokens to encode distinct lighting factors such as intensity, color, ambient illumination, diffuse level, and 3D light positions. The model is trained on a large-scale synthetic dataset with ground-truth lighting annotations, supplemented by a small set of real captures to enhance realism and generalization. We validate our approach across a variety of relighting tasks, including controlling in-scene lighting fixtures and editing environment illumination using virtual light sources, on synthetic and real images. Our method achieves state-of-the-art quantitative and qualitative performance compared to prior work. Remarkably, without explicit inverse rendering supervision, the model exhibits an inherent understanding of how light interacts with scene geometry, occlusion, and materials, yielding convincing lighting effects even in traditionally challenging scenarios such as placing lights within objects or relighting transparent materials plausibly. Project page: vrroom.github.io/tokenlight/

cs.CV

LightMover: Generative Light Movement with Color and Intensity Controls

We present LightMover, a framework for controllable light manipulation in single images that leverages video diffusion priors to produce physically plausible illumination changes without re-rendering the scene. We formulate light editing as a sequence-to-sequence prediction problem in visual token space: given an image and light-control tokens, the model adjusts light position, color, and intensity together with resulting reflections, shadows, and falloff from a single view. This unified treatment of spatial (movement) and appearance (color, intensity) controls improves both manipulation and illumination understanding. We further introduce an adaptive token-pruning mechanism that preserves spatially informative tokens while compactly encoding non-spatial attributes, reducing control sequence length by 41% while maintaining editing fidelity. To train our framework, we construct a scalable rendering pipeline that generates large numbers of image pairs across varied light positions, colors, and intensities while keeping the scene content consistent with the original image. LightMover enables precise, independent control over light position, color, and intensity, and achieves high PSNR and strong semantic consistency (DINO, CLIP) across different tasks.

cs.CV

FaceCam: Portrait Video Camera Control via Scale-Aware Conditioning

We introduce FaceCam, a system that generates video under customizable camera trajectories for monocular human portrait video input. Recent camera control approaches based on large video-generation models have shown promising progress but often exhibit geometric distortions and visual artifacts on portrait videos due to scale-ambiguous camera representations or 3D reconstruction errors. To overcome these limitations, we propose a face-tailored scale-aware representation for camera transformations that provides deterministic conditioning without relying on 3D priors. We train a video generation model on both multi-view studio captures and in-the-wild monocular videos, and introduce two camera-control data generation strategies: synthetic camera motion and multi-shot stitching, to exploit stationary training cameras while generalizing to dynamic, continuous camera trajectories at inference time. Experiments on Ava-256 dataset and diverse in-the-wild videos demonstrate that FaceCam achieves superior performance in camera controllability, visual quality, identity and motion preservation.

cs.CV

VividCam: Learning Unconventional Camera Motions from Virtual Synthetic Videos

Although recent text-to-video generative models are getting more capable of following external camera controls, imposed by either text descriptions or camera trajectories, they still struggle to generalize to unconventional camera motions, which is crucial in creating truly original and artistic videos. The challenge lies in the difficulty of finding sufficient training videos with the intended uncommon camera motions. To address this challenge, we propose VividCam, a training paradigm that enables diffusion models to learn complex camera motions from synthetic videos, releasing the reliance on collecting realistic training videos. VividCam incorporates multiple disentanglement strategies that isolates camera motion learning from synthetic appearance artifacts, ensuring more robust motion representation and mitigating domain shift. We demonstrate that our design synthesizes a wide range of precisely controlled and complex camera motions using surprisingly simple synthetic data. Notably, this synthetic data often consists of basic geometries within a low-poly 3D scene and can be efficiently rendered by engines like Unity. Our video results can be found in https://wuqiuche.github.io/VividCamDemoPage/ .

cs.CV

GaSLight: Gaussian Splats for Spatially-Varying Lighting in HDR

We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. Project page: https://lvsn.github.io/gaslight/

cs.CV

Augmented Mass-Spring model for Real-Time Dense Hair Simulation

We propose a novel Augmented Mass-Spring (AMS) model for real-time simulation of dense hair at strand level. Our approach considers the traditional edge, bending, and torsional degrees of freedom in mass-spring systems, but incorporates an additional one-way biphasic coupling with a ghost rest-shape configuration. Trough multiple evaluation experiments with varied dynamical settings, we show that AMS improves the stability of the simulation in comparison to mass-spring discretizations, preserves global features, and enables the simulation of non-Hookean effects. Using an heptadiagonal decomposition of the resulting matrix, our approach provides the efficiency advantages of mass-spring systems over more complex constitutive hair models, while enabling a more robust simulation of multiple strand configurations. Finally, our results demonstrate that our framework enables the generation, complex interactivity, and editing of simulation-ready dense hair assets in real-time. More details can be found on our project page: https://agrosamad.github.io/AMS/.

cs.GR

FaceLift: Learning Generalizable Single Image 3D Face Reconstruction from Synthetic Heads

We present FaceLift, a novel feed-forward approach for generalizable high-quality 360-degree 3D head reconstruction from a single image. Our pipeline first employs a multi-view latent diffusion model to generate consistent side and back views from a single facial input, which then feeds into a transformer-based reconstructor that produces a comprehensive 3D Gaussian splats representation. Previous methods for monocular 3D face reconstruction often lack full view coverage or view consistency due to insufficient multi-view supervision. We address this by creating a high-quality synthetic head dataset that enables consistent supervision across viewpoints. To bridge the domain gap between synthetic training data and real-world images, we propose a simple yet effective technique that ensures the view generation process maintains fidelity to the input by learning to reconstruct the input image alongside the view generation. Despite being trained exclusively on synthetic data, our method demonstrates remarkable generalization to real-world images. Through extensive qualitative and quantitative evaluations, we show that FaceLift outperforms state-of-the-art 3D face reconstruction methods on identity preservation, detail recovery, and rendering quality.

cs.CV

Digital Salon: An AI and Physics-Driven Tool for 3D Hair Grooming and Simulation

We introduce Digital Salon, a comprehensive hair authoring system that supports real-time 3D hair generation, simulation, and rendering. Unlike existing methods that focus on isolated parts of 3D hair modeling and involve a heavy computation process or network training, Digital Salon offers a holistic and interactive system that lowers the technical barriers of 3D hair modeling through natural language-based interaction. The system guides users through four key stages: text-guided hair retrieval, real-time hair simulation, interactive hair refinement, and hair-conditioned image generation. This cohesive workflow makes advanced hair design accessible to users of varying skill levels and dramatically streamlines the creative process in digital media with an intuitive, versatile, and efficient solution for hair modeling. User studies show that our system can outperform traditional hair modeling workflows for rapid prototyping. Furthermore, we provide insights into the benefits of our system with future potential of deploying our system in real salon environments. More details can be found on our project page: https://digital-salon.github.io/.

cs.GR

Perm: A Parametric Representation for Multi-Style 3D Hair Modeling

We present Perm, a learned parametric representation of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair structure and local curl patterns, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures, termed guide textures and residual textures, respectively. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair grooming process. We conduct extensive experiments to validate the architecture design of Perm, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as single-view hair reconstruction, hairstyle editing, and hair-conditioned image generation. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/perm/.

cs.CV

Comprehensive Relighting: Generalizable and Consistent Monocular Human Relighting and Harmonization

This paper introduces Comprehensive Relighting, the first all-in-one approach that can both control and harmonize the lighting from an image or video of humans with arbitrary body parts from any scene. Building such a generalizable model is extremely challenging due to the lack of dataset, restricting existing image-based relighting models to a specific scenario (e.g., face or static human). To address this challenge, we repurpose a pre-trained diffusion model as a general image prior and jointly model the human relighting and background harmonization in the coarse-to-fine framework. To further enhance the temporal coherence of the relighting, we introduce an unsupervised temporal lighting model that learns the lighting cycle consistency from many real-world videos without any ground truth. In inference time, our temporal lighting module is combined with the diffusion models through the spatio-temporal feature blending algorithms without extra training; and we apply a new guided refinement as a post-processing to preserve the high-frequency details from the input image. In the experiments, Comprehensive Relighting shows a strong generalizability and lighting temporal coherence, outperforming existing image-based human relighting and harmonization methods.

cs.CV

MegaSynth: Scaling Up 3D Scene Reconstruction with Synthesized Data

We propose scaling up 3D scene reconstruction by training with synthesized data. At the core of our work is MegaSynth, a procedurally generated 3D dataset comprising 700K scenes - over 50 times larger than the prior real dataset DL3DV - dramatically scaling the training data. To enable scalable data generation, our key idea is eliminating semantic information, removing the need to model complex semantic priors such as object affordances and scene composition. Instead, we model scenes with basic spatial structures and geometry primitives, offering scalability. Besides, we control data complexity to facilitate training while loosely aligning it with real-world data distribution to benefit real-world generalization. We explore training LRMs with both MegaSynth and available real data. Experiment results show that joint training or pre-training with MegaSynth improves reconstruction quality by 1.2 to 1.8 dB PSNR across diverse image domains. Moreover, models trained solely on MegaSynth perform comparably to those trained on real data, underscoring the low-level nature of 3D reconstruction. Additionally, we provide an in-depth analysis of MegaSynth's properties for enhancing model capability, training stability, and generalization, as well as application to other tasks.

cs.CV

SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic Faces

We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: \url{https://vrroom.github.io/synthlight/}

cs.CV

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

cs.CV

LRM-Zero: Training Large Reconstruction Models with Synthesized Data

We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.

cs.CV

Generative Portrait Shadow Removal

We introduce a high-fidelity portrait shadow removal model that can effectively enhance the image of a portrait by predicting its appearance under disturbing shadows and highlights. Portrait shadow removal is a highly ill-posed problem where multiple plausible solutions can be found based on a single image. While existing works have solved this problem by predicting the appearance residuals that can propagate local shadow distribution, such methods are often incomplete and lead to unnatural predictions, especially for portraits with hard shadows. We overcome the limitations of existing local propagation methods by formulating the removal problem as a generation task where a diffusion model learns to globally rebuild the human appearance from scratch as a condition of an input portrait image. For robust and natural shadow removal, we propose to train the diffusion model with a compositional repurposing framework: a pre-trained text-guided image generation model is first fine-tuned to harmonize the lighting and color of the foreground with a background scene by using a background harmonization dataset; and then the model is further fine-tuned to generate a shadow-free portrait image via a shadow-paired dataset. To overcome the limitation of losing fine details in the latent diffusion model, we propose a guided-upsampling network to restore the original high-frequency details (wrinkles and dots) from the input image. To enable our compositional training framework, we construct a high-fidelity and large-scale dataset using a lightstage capturing system and synthetic graphics simulation. Our generative framework effectively removes shadows caused by both self and external occlusions while maintaining original lighting distribution and high-frequency details. Our method also demonstrates robustness to diverse subjects captured in real environments.

cs.CV

Learning Frame-Wise Emotion Intensity for Audio-Driven Talking-Head Generation

Human emotional expression is inherently dynamic, complex, and fluid, characterized by smooth transitions in intensity throughout verbal communication. However, the modeling of such intensity fluctuations has been largely overlooked by previous audio-driven talking-head generation methods, which often results in static emotional outputs. In this paper, we explore how emotion intensity fluctuates during speech, proposing a method for capturing and generating these subtle shifts for talking-head generation. Specifically, we develop a talking-head framework that is capable of generating a variety of emotions with precise control over intensity levels. This is achieved by learning a continuous emotion latent space, where emotion types are encoded within latent orientations and emotion intensity is reflected in latent norms. In addition, to capture the dynamic intensity fluctuations, we adopt an audio-to-intensity predictor by considering the speaking tone that reflects the intensity. The training signals for this predictor are obtained through our emotion-agnostic intensity pseudo-labeling method without the need of frame-wise intensity labeling. Extensive experiments and analyses validate the effectiveness of our proposed method in accurately capturing and reproducing emotion intensity fluctuations in talking-head generation, thereby significantly enhancing the expressiveness and realism of the generated outputs.

cs.SD