SearcharxivSearch

arXiv subjects

Zhiyang Guo

Publications and source records attributed to Zhiyang Guo.

7 recordsLinked to original sources

A Novel Deep Learning-Based Coarse-to-Fine Frame Synchronization Method for OTFS Systems

Orthogonal time frequency space (OTFS) modulation is a robust candidate waveform for future wireless systems, particularly in high-mobility scenarios, as it effectively mitigates the impact of rapidly time-varying channels by mapping symbols in the delay-Doppler (DD) domain. However, accurate frame synchronization in OTFS systems remains a challenge due to the performance limitations of conventional algorithms. To address this, we propose a low-complexity synchronization method based on a coarse-to-fine deep residual network (ResNet) architecture. Unlike traditional approaches relying on high-overhead preamble structures, our method exploits the intrinsic periodic features of OTFS pilots in the delay-time (DT) domain to formulate synchronization as a hierarchical classification problem. Specifically, the proposed architecture employs a two-stage strategy to first narrow the search space and then pinpoint the precise symbol timing offset (STO), thereby significantly reducing computational complexity while maintaining high estimation accuracy. We construct a comprehensive simulation dataset incorporating diverse channel models and randomized STO to validate the method. Extensive simulation results demonstrate that the proposed method achieves robust signal start detection and superior accuracy compared to conventional benchmarks, particularly in low signal-to-noise ratio (SNR) regimes and high-mobility scenarios.

eess.SP

Make-It-Poseable: Feed-forward Latent Posing Model for 3D Characters

Posing 3D characters is a fundamental task in computer graphics. However, existing paradigms, ranging from traditional auto-rigging to recent pose-conditioned generative models, frequently struggle with inaccurate skinning weights, fixed mesh topologies, and poor pose conformance. These challenges have become particularly pronounced with the recent explosion of AI-generated 3D assets, which often exhibit flawed structures and fused geometry. To address these issues, we introduce \textbf{Make-It-Poseable}, a novel feed-forward framework that reformulates character posing as a skinning-free latent-space transformation problem. By decoupling shape deformation from the constraints of fixed mesh connectivity, our method directly operates on compact latent representations to reconstruct characters in target poses. To achieve this, our framework integrates a latent posing transformer for shape manipulation, a dense pose representation for fine-grained control, and an adaptive completion module optimized via a bipartite-matched latent loss to robustly handle topological changes. Extensive experiments demonstrate that our method significantly outperforms existing baselines in posing quality. Furthermore, our design shows promising generalization to diverse morphologies such as quadrupeds in our qualitative tests, and supports various 3D authoring applications such as part replacement and refinement.

cs.CV

Quantum Corrected Geodesic Motion in Polymer Kerr-like Spacetime

Rotating black holes are prevalent in astrophysical observations, and a Kerr-like solution that incorporates quantum gravity effects is essential for constructing realistic models. In this work, we analyze the geodesic motion of massive particles in a Kerr-like polymer spacetime, incorporating quantum corrections via a parameter $A_λ$. We demonstrate that increasing $A_λ$ allows for additional orbital evolution in extreme mass ratio inspiral (EMRI) systems before merging. Our results show that the radii, energy, and angular momentum of both the innermost stable circular orbit (ISCO) and marginal circular orbit (MCO) decrease as $A_λ$ increases. Furthermore, when the primary object becomes a wormhole, both prograde ISCO and MCO can intersect the transition surface at the wormhole throat and vanish as $A_λ$ grows. Additionally, we find that the eccentricity of periodic geodesic motion decreases monotonically with increasing $A_λ$. Finally, we explore the variation of the rational number that characterizes periodic motion and highlight the influence of the quantum parameter on different types of periodic orbits, classified by a set of integers associated with the rational number. This work contributes to the understanding of quantum gravity effects and offers potential observational signatures, particularly in the study of EMRIs.

gr-qc

Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters

3D characters are essential to modern creative industries, but making them animatable often demands extensive manual work in tasks like rigging and skinning. Existing automatic rigging tools face several limitations, including the necessity for manual annotations, rigid skeleton topologies, and limited generalization across diverse shapes and poses. An alternative approach is to generate animatable avatars pre-bound to a rigged template mesh. However, this method often lacks flexibility and is typically limited to realistic human shapes. To address these issues, we present Make-It-Animatable, a novel data-driven method to make any 3D humanoid model ready for character animation in less than one second, regardless of its shapes and poses. Our unified framework generates high-quality blend weights, bones, and pose transformations. By incorporating a particle-based shape autoencoder, our approach supports various 3D representations, including meshes and 3D Gaussian splats. Additionally, we employ a coarse-to-fine representation and a structure-aware modeling strategy to ensure both accuracy and robustness, even for characters with non-standard skeleton structures. We conducted extensive experiments to validate our framework's effectiveness. Compared to existing methods, our approach demonstrates significant improvements in both quality and speed. More demos and code are available at https://jasongzy.github.io/Make-It-Animatable/.

cs.GR

EG4D: Explicit Generation of 4D Object without Score Distillation

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at \url{https://github.com/jasongzy/EG4D}.

cs.CV

Motion-aware 3D Gaussian Splatting for Efficient Dynamic Scene Reconstruction

3D Gaussian Splatting (3DGS) has become an emerging tool for dynamic scene reconstruction. However, existing methods focus mainly on extending static 3DGS into a time-variant representation, while overlooking the rich motion information carried by 2D observations, thus suffering from performance degradation and model redundancy. To address the above problem, we propose a novel motion-aware enhancement framework for dynamic scene reconstruction, which mines useful motion cues from optical flow to improve different paradigms of dynamic 3DGS. Specifically, we first establish a correspondence between 3D Gaussian movements and pixel-level flow. Then a novel flow augmentation method is introduced with additional insights into uncertainty and loss collaboration. Moreover, for the prevalent deformation-based paradigm that presents a harder optimization problem, a transient-aware deformation auxiliary module is proposed. We conduct extensive experiments on both multi-view and monocular scenes to verify the merits of our work. Compared with the baselines, our method shows significant superiority in both rendering quality and efficiency.

cs.CV

HandNeRF: Neural Radiance Fields for Animatable Interacting Hands

We propose a novel framework to reconstruct accurate appearance and geometry with neural radiance fields (NeRF) for interacting hands, enabling the rendering of photo-realistic images and videos for gesture animation from arbitrary views. Given multi-view images of a single hand or interacting hands, an off-the-shelf skeleton estimator is first employed to parameterize the hand poses. Then we design a pose-driven deformation field to establish correspondence from those different poses to a shared canonical space, where a pose-disentangled NeRF for one hand is optimized. Such unified modeling efficiently complements the geometry and texture cues in rarely-observed areas for both hands. Meanwhile, we further leverage the pose priors to generate pseudo depth maps as guidance for occlusion-aware density learning. Moreover, a neural feature distillation method is proposed to achieve cross-domain alignment for color optimization. We conduct extensive experiments to verify the merits of our proposed HandNeRF and report a series of state-of-the-art results both qualitatively and quantitatively on the large-scale InterHand2.6M dataset.

cs.CV