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Zhixin Xu

Publications and source records attributed to Zhixin Xu.

8 recordsLinked to original sources

Alpha as an Efficiency Signal: Visibility-Routed RGBA Image-to-Video Generation

RGBA videos combine RGB appearance with an alpha channel, enabling animated assets to be applied across arbitrary backgrounds, which are heavily used in gaming industry. However, generating high-quality RGBA animations for games remains challenging for two reasons. First, most existing RGBA video datasets are dominated by photorealistic content, with limited coverage of game assets. Second, the traditional generate-then-matte pipelines estimate alpha only after RGB synthesis, so semi-transparent regions are often blurred by background, resulting in unstable matting outputs. More recently, many methods have begun to model RGB and alpha jointly, but existing approaches are mostly text-conditioned, and still have unresolved issues in efficiency and quality. To address these challenges, we introduce GameAlpha-2.4K, a 2.4K-clip game-style RGBA video dataset built with matte-friendly synthesis, multi-hypothesis alpha recovery, and compositing-based quality gates. Using this dataset, we train a reference-conditioned RGBA video generator that jointly produces RGB frames and alpha mattes in a single pass. To improve efficiency, we propose a visibility router that identifies transparent tokens in an early stage and bypasses their later DiT updates, while x_0-lock guides them along the original flow-matching schedule toward self-predicted endpoints. Our model obtains lower FVD than traditional two-stage pipelines, and the visibility router skips 35% of token evaluations in the final two DiT denoising steps, providing a 1.2x backbone speedup with negligible quality degradation compared to dense inference.

cs.CV

AudioGS: Spectrogram-Based Audio Gaussian Splatting for Sound Field Reconstruction

Spatial audio is fundamental to immersive virtual experiences, yet synthesizing high-fidelity binaural audio from sparse observations remains a significant challenge. Existing methods typically rely on implicit neural representations conditioned on visual priors, which often struggle to capture fine-grained acoustic structures. Inspired by 3D Gaussian Splatting (3DGS), we introduce AudioGS, a novel visual-free framework that explicitly encodes the sound field as a set of Audio Gaussians based on spectrograms. AudioGS associates each time-frequency bin with an Audio Gaussian equipped with dual Spherical Harmonic (SH) coefficients and a decay coefficient. For a target pose, we render binaural audio by evaluating the SH field to capture directionality, incorporating geometry-guided distance attenuation and phase correction, and reconstructing the waveform. Experiments on the Replay-NVAS dataset demonstrate that AudioGS successfully captures complex spatial cues and outperforms state-of-the-art visual-dependent baselines. Specifically, AudioGS reduces the magnitude reconstruction error (MAG) by over 14% and reduces the perceptual quality metric (DPAM) by approximately 25% compared to the best performing visual-guided method.

cs.SD

D-FCGS: Feedforward Compression of Dynamic Gaussian Splatting for Free-Viewpoint Videos

Free-Viewpoint Video (FVV) enables immersive 3D experiences, but efficient compression of dynamic 3D representation remains a major challenge. Existing dynamic 3D Gaussian Splatting methods couple reconstruction with optimization-dependent compression and customized motion formats, limiting generalization and standardization. To address this, we propose D-FCGS, a novel Feedforward Compression framework for Dynamic Gaussian Splatting. Key innovations include: (1) a standardized Group-of-Frames (GoF) structure with I-P coding, leveraging sparse control points to extract inter-frame motion tensors; (2) a dual prior-aware entropy model that fuses hyperprior and spatial-temporal priors for accurate rate estimation; (3) a control-point-guided motion compensation mechanism and refinement network to enhance view-consistent fidelity. Trained on Gaussian frames derived from multi-view videos, D-FCGS generalizes across diverse scenes in a zero-shot fashion. Experiments show that it matches the rate-distortion performance of optimization-based methods, achieving over 17 times compression compared to the baseline while preserving visual quality across viewpoints. This work advances feedforward compression of dynamic 3DGS, facilitating scalable FVV transmission and storage for immersive applications.

cs.CV

Dynamic Gaussian Scene Reconstruction from Unsynchronized Videos

Multi-view video reconstruction plays a vital role in computer vision, enabling applications in film production, virtual reality, and motion analysis. While recent advances such as 4D Gaussian Splatting (4DGS) have demonstrated impressive capabilities in dynamic scene reconstruction, they typically rely on the assumption that input video streams are temporally synchronized. However, in real-world scenarios, this assumption often fails due to factors like camera trigger delays or independent recording setups, leading to temporal misalignment across views and reduced reconstruction quality. To address this challenge, a novel temporal alignment strategy is proposed for high-quality 4DGS reconstruction from unsynchronized multi-view videos. Our method features a coarse-to-fine alignment module that estimates and compensates for each camera's time shift. The method first determines a coarse, frame-level offset and then refines it to achieve sub-frame accuracy. This strategy can be integrated as a readily integrable module into existing 4DGS frameworks, enhancing their robustness when handling asynchronous data. Experiments show that our approach effectively processes temporally misaligned videos and significantly enhances baseline methods.

cs.CV

Piecewise Ruled Approximation for Freeform Mesh Surfaces

A ruled surface is a shape swept out by moving a line in 3D space. Due to their simple geometric forms, ruled surfaces have applications in various domains such as architecture and engineering. In the past, various approaches have been proposed to approximate a target shape using developable surfaces, which are special ruled surfaces with zero Gaussian curvature. However, methods for shape approximation using general ruled surfaces remain limited and often require the target shape to be either represented as parametric surfaces or have non-positive Gaussian curvature. In this paper, we propose a method to compute a piecewise ruled surface that approximates an arbitrary freeform mesh surface. We first use a group-sparsity formulation to optimize the given mesh shape into an approximately piecewise ruled form, in conjunction with a tangent vector field that indicates the ruling directions. Afterward, we utilize the optimization result to extract seams that separate smooth families of rulings, and use the seams to construct the initial rulings. Finally, we further optimize the positions and orientations of the rulings to improve the alignment with the input target shape. We apply our method to a variety of freeform shapes with different topologies and complexity, demonstrating its effectiveness in approximating arbitrary shapes.

cs.GR

Cross-domain Denoising for Low-dose Multi-frame Spiral Computed Tomography

Computed tomography (CT) has been used worldwide as a non-invasive test to assist in diagnosis. However, the ionizing nature of X-ray exposure raises concerns about potential health risks such as cancer. The desire for lower radiation doses has driven researchers to improve reconstruction quality. Although previous studies on low-dose computed tomography (LDCT) denoising have demonstrated the effectiveness of learning-based methods, most were developed on the simulated data. However, the real-world scenario differs significantly from the simulation domain, especially when using the multi-slice spiral scanner geometry. This paper proposes a two-stage method for the commercially available multi-slice spiral CT scanners that better exploits the complete reconstruction pipeline for LDCT denoising across different domains. Our approach makes good use of the high redundancy of multi-slice projections and the volumetric reconstructions while leveraging the over-smoothing problem in conventional cascaded frameworks caused by aggressive denoising. The dedicated design also provides a more explicit interpretation of the data flow. Extensive experiments on various datasets showed that the proposed method could remove up to 70\% of noise without compromised spatial resolution, and subjective evaluations by two experienced radiologists further supported its superior performance against state-of-the-art methods in clinical practice.

eess.IV

Exploring 3D U-Net Training Configurations and Post-Processing Strategies for the MICCAI 2023 Kidney and Tumor Segmentation Challenge

In 2023, it is estimated that 81,800 kidney cancer cases will be newly diagnosed, and 14,890 people will die from this cancer in the United States. Preoperative dynamic contrast-enhanced abdominal computed tomography (CT) is often used for detecting lesions. However, there exists inter-observer variability due to subtle differences in the imaging features of kidney and kidney tumors. In this paper, we explore various 3D U-Net training configurations and effective post-processing strategies for accurate segmentation of kidneys, cysts, and kidney tumors in CT images. We validated our model on the dataset of the 2023 Kidney and Kidney Tumor Segmentation (KiTS23) challenge. Our method took second place in the final ranking of the KiTS23 challenge on unseen test data with an average Dice score of 0.820 and an average Surface Dice of 0.712.

eess.IV

Filter Grafting for Deep Neural Networks

This paper proposes a new learning paradigm called filter grafting, which aims to improve the representation capability of Deep Neural Networks (DNNs). The motivation is that DNNs have unimportant (invalid) filters (e.g., l1 norm close to 0). These filters limit the potential of DNNs since they are identified as having little effect on the network. While filter pruning removes these invalid filters for efficiency consideration, filter grafting re-activates them from an accuracy boosting perspective. The activation is processed by grafting external information (weights) into invalid filters. To better perform the grafting process, we develop an entropy-based criterion to measure the information of filters and an adaptive weighting strategy for balancing the grafted information among networks. After the grafting operation, the network has very few invalid filters compared with its untouched state, enpowering the model with more representation capacity. We also perform extensive experiments on the classification and recognition tasks to show the superiority of our method. For example, the grafted MobileNetV2 outperforms the non-grafted MobileNetV2 by about 7 percent on CIFAR-100 dataset. Code is available at https://github.com/fxmeng/filter-grafting.git.

cs.CV