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Zhongang Cai

Publications and source records attributed to Zhongang Cai.

At least 37 records · Page 2Linked to original sources

Controllable Human-centric Keyframe Interpolation with Generative Prior

Existing interpolation methods use pre-trained video diffusion priors to generate intermediate frames between sparsely sampled keyframes. In the absence of 3D geometric guidance, these methods struggle to produce plausible results for complex, articulated human motions and offer limited control over the synthesized dynamics. In this paper, we introduce PoseFuse3D Keyframe Interpolator (PoseFuse3D-KI), a novel framework that integrates 3D human guidance signals into the diffusion process for Controllable Human-centric Keyframe Interpolation (CHKI). To provide rich spatial and structural cues for interpolation, our PoseFuse3D, a 3D-informed control model, features a novel SMPL-X encoder that transforms 3D geometry and shape into the 2D latent conditioning space, alongside a fusion network that integrates these 3D cues with 2D pose embeddings. For evaluation, we build CHKI-Video, a new dataset annotated with both 2D poses and 3D SMPL-X parameters. We show that PoseFuse3D-KI consistently outperforms state-of-the-art baselines on CHKI-Video, achieving a 9% improvement in PSNR and a 38% reduction in LPIPS. Comprehensive ablations demonstrate that our PoseFuse3D model improves interpolation fidelity.

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Holistic Evaluation of Multimodal LLMs on Spatial Intelligence

Multimodal models have achieved remarkable progress in recent years. Nevertheless, they continue to exhibit notable limitations in spatial understanding and reasoning, the very capability that anchors artificial general intelligence in the physical world. With the recent release of GPT-5, allegedly the most powerful AI model to date, it is timely to examine where the leading models (GPT, Gemini, Grok, Seed, Qwen, and Intern) stand on the path toward spatial intelligence (SI). We thus propose EASI for holistic Evaluation of multimodAl LLMs on Spatial Intelligence. EASI conceptualizes a comprehensive taxonomy of spatial tasks that unifies existing benchmarks and a growing collection of newly curated ones, enabling systematic evaluation of state-of-the-art models. In this report, we conduct the study across eight key benchmarks, at a cost exceeding ten billion total tokens. Our empirical study then reveals that (1) GPT-5 demonstrates unprecedented strength in SI, yet (2) still falls short of human performance significantly across a broad spectrum of SI-tasks. Moreover, we (3) show that SI-tasks expose greater model capability deficiency than non-SI tasks, to the extent that (4) proprietary models do not exhibit a decisive advantage when facing the most difficult ones. In addition, we conduct a qualitative evaluation across a diverse set of scenarios that are intuitive for humans, yet fail the most advanced multimodal models. EASI is an ongoing community effort: we have open-sourced the EASI codebase that provides a one-stop and reproducible solution with standardized interfaces, integrated protocols and prompts that significantly reduce the friction of configuring and running multiple benchmarks; we have also launched an accompanying EASI leaderboard to provide a continually updated snapshot of model performance across the full SI spectrum, accelerating collective progress toward robust SI.

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DPoser-X: Diffusion Model as Robust 3D Whole-body Human Pose Prior

We present DPoser-X, a diffusion-based prior model for 3D whole-body human poses. Building a versatile and robust full-body human pose prior remains challenging due to the inherent complexity of articulated human poses and the scarcity of high-quality whole-body pose datasets. To address these limitations, we introduce a Diffusion model as body Pose prior (DPoser) and extend it to DPoser-X for expressive whole-body human pose modeling. Our approach unifies various pose-centric tasks as inverse problems, solving them through variational diffusion sampling. To enhance performance on downstream applications, we introduce a novel truncated timestep scheduling method specifically designed for pose data characteristics. We also propose a masked training mechanism that effectively combines whole-body and part-specific datasets, enabling our model to capture interdependencies between body parts while avoiding overfitting to specific actions. Extensive experiments demonstrate DPoser-X's robustness and versatility across multiple benchmarks for body, hand, face, and full-body pose modeling. Our model consistently outperforms state-of-the-art alternatives, establishing a new benchmark for whole-body human pose prior modeling.

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ADHMR: Aligning Diffusion-based Human Mesh Recovery via Direct Preference Optimization

Human mesh recovery (HMR) from a single image is inherently ill-posed due to depth ambiguity and occlusions. Probabilistic methods have tried to solve this by generating numerous plausible 3D human mesh predictions, but they often exhibit misalignment with 2D image observations and weak robustness to in-the-wild images. To address these issues, we propose ADHMR, a framework that Aligns a Diffusion-based HMR model in a preference optimization manner. First, we train a human mesh prediction assessment model, HMR-Scorer, capable of evaluating predictions even for in-the-wild images without 3D annotations. We then use HMR-Scorer to create a preference dataset, where each input image has a pair of winner and loser mesh predictions. This dataset is used to finetune the base model using direct preference optimization. Moreover, HMR-Scorer also helps improve existing HMR models by data cleaning, even with fewer training samples. Extensive experiments show that ADHMR outperforms current state-of-the-art methods. Code is available at: https://github.com/shenwenhao01/ADHMR.

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SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation

Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With big data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation. (Code is available at: https://github.com/wqyin/SMPLest-X).

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SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters

Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.

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MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers

Recently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists. Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality. To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes. By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry. The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.

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Disco4D: Disentangled 4D Human Generation and Animation from a Single Image

We present \textbf{Disco4D}, a novel Gaussian Splatting framework for 4D human generation and animation from a single image. Different from existing methods, Disco4D distinctively disentangles clothings (with Gaussian models) from the human body (with SMPL-X model), significantly enhancing the generation details and flexibility. It has the following technical innovations. \textbf{1)} Disco4D learns to efficiently fit the clothing Gaussians over the SMPL-X Gaussians. \textbf{2)} It adopts diffusion models to enhance the 3D generation process, \textit{e.g.}, modeling occluded parts not visible in the input image. \textbf{3)} It learns an identity encoding for each clothing Gaussian to facilitate the separation and extraction of clothing assets. Furthermore, Disco4D naturally supports 4D human animation with vivid dynamics. Extensive experiments demonstrate the superiority of Disco4D on 4D human generation and animation tasks. Our visualizations can be found in \url{https://disco-4d.github.io/}.

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Playing for 3D Human Recovery

Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work, we obtain massive human sequences by playing the video game with automatically annotated 3D ground truths. Specifically, we contribute GTA-Human, a large-scale 3D human dataset generated with the GTA-V game engine, featuring a highly diverse set of subjects, actions, and scenarios. More importantly, we study the use of game-playing data and obtain five major insights. First, game-playing data is surprisingly effective. A simple frame-based baseline trained on GTA-Human outperforms more sophisticated methods by a large margin. For video-based methods, GTA-Human is even on par with the in-domain training set. Second, we discover that synthetic data provides critical complements to the real data that is typically collected indoor. Our investigation into domain gap provides explanations for our data mixture strategies that are simple yet useful. Third, the scale of the dataset matters. The performance boost is closely related to the additional data available. A systematic study reveals the model sensitivity to data density from multiple key aspects. Fourth, the effectiveness of GTA-Human is also attributed to the rich collection of strong supervision labels (SMPL parameters), which are otherwise expensive to acquire in real datasets. Fifth, the benefits of synthetic data extend to larger models such as deeper convolutional neural networks (CNNs) and Transformers, for which a significant impact is also observed. We hope our work could pave the way for scaling up 3D human recovery to the real world. Homepage: https://caizhongang.github.io/projects/GTA-Human/

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SMPLer-X: Scaling Up Expressive Human Pose and Shape Estimation

Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods still depend largely on a confined set of training datasets. In this work, we investigate scaling up EHPS towards the first generalist foundation model (dubbed SMPLer-X), with up to ViT-Huge as the backbone and training with up to 4.5M instances from diverse data sources. With big data and the large model, SMPLer-X exhibits strong performance across diverse test benchmarks and excellent transferability to even unseen environments. 1) For the data scaling, we perform a systematic investigation on 32 EHPS datasets, including a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. 2) For the model scaling, we take advantage of vision transformers to study the scaling law of model sizes in EHPS. Moreover, our finetuning strategy turn SMPLer-X into specialist models, allowing them to achieve further performance boosts. Notably, our foundation model SMPLer-X consistently delivers state-of-the-art results on seven benchmarks such as AGORA (107.2 mm NMVE), UBody (57.4 mm PVE), EgoBody (63.6 mm PVE), and EHF (62.3 mm PVE without finetuning). Homepage: https://caizhongang.github.io/projects/SMPLer-X/

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Large Motion Model for Unified Multi-Modal Motion Generation

Human motion generation, a cornerstone technique in animation and video production, has widespread applications in various tasks like text-to-motion and music-to-dance. Previous works focus on developing specialist models tailored for each task without scalability. In this work, we present Large Motion Model (LMM), a motion-centric, multi-modal framework that unifies mainstream motion generation tasks into a generalist model. A unified motion model is appealing since it can leverage a wide range of motion data to achieve broad generalization beyond a single task. However, it is also challenging due to the heterogeneous nature of substantially different motion data and tasks. LMM tackles these challenges from three principled aspects: 1) Data: We consolidate datasets with different modalities, formats and tasks into a comprehensive yet unified motion generation dataset, MotionVerse, comprising 10 tasks, 16 datasets, a total of 320k sequences, and 100 million frames. 2) Architecture: We design an articulated attention mechanism ArtAttention that incorporates body part-aware modeling into Diffusion Transformer backbone. 3) Pre-Training: We propose a novel pre-training strategy for LMM, which employs variable frame rates and masking forms, to better exploit knowledge from diverse training data. Extensive experiments demonstrate that our generalist LMM achieves competitive performance across various standard motion generation tasks over state-of-the-art specialist models. Notably, LMM exhibits strong generalization capabilities and emerging properties across many unseen tasks. Additionally, our ablation studies reveal valuable insights about training and scaling up large motion models for future research.

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AiOS: All-in-One-Stage Expressive Human Pose and Shape Estimation

Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.

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WHAC: World-grounded Humans and Cameras

Estimating human and camera trajectories with accurate scale in the world coordinate system from a monocular video is a highly desirable yet challenging and ill-posed problem. In this study, we aim to recover expressive parametric human models (i.e., SMPL-X) and corresponding camera poses jointly, by leveraging the synergy between three critical players: the world, the human, and the camera. Our approach is founded on two key observations. Firstly, camera-frame SMPL-X estimation methods readily recover absolute human depth. Secondly, human motions inherently provide absolute spatial cues. By integrating these insights, we introduce a novel framework, referred to as WHAC, to facilitate world-grounded expressive human pose and shape estimation (EHPS) alongside camera pose estimation, without relying on traditional optimization techniques. Additionally, we present a new synthetic dataset, WHAC-A-Mole, which includes accurately annotated humans and cameras, and features diverse interactive human motions as well as realistic camera trajectories. Extensive experiments on both standard and newly established benchmarks highlight the superiority and efficacy of our framework. We will make the code and dataset publicly available.

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AttriHuman-3D: Editable 3D Human Avatar Generation with Attribute Decomposition and Indexing

Editable 3D-aware generation, which supports user-interacted editing, has witnessed rapid development recently. However, existing editable 3D GANs either fail to achieve high-accuracy local editing or suffer from huge computational costs. We propose AttriHuman-3D, an editable 3D human generation model, which address the aforementioned problems with attribute decomposition and indexing. The core idea of the proposed model is to generate all attributes (e.g. human body, hair, clothes and so on) in an overall attribute space with six feature planes, which are then decomposed and manipulated with different attribute indexes. To precisely extract features of different attributes from the generated feature planes, we propose a novel attribute indexing method as well as an orthogonal projection regularization to enhance the disentanglement. We also introduce a hyper-latent training strategy and an attribute-specific sampling strategy to avoid style entanglement and misleading punishment from the discriminator. Our method allows users to interactively edit selected attributes in the generated 3D human avatars while keeping others fixed. Both qualitative and quantitative experiments demonstrate that our model provides a strong disentanglement between different attributes, allows fine-grained image editing and generates high-quality 3D human avatars.

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FineMoGen: Fine-Grained Spatio-Temporal Motion Generation and Editing

Text-driven motion generation has achieved substantial progress with the emergence of diffusion models. However, existing methods still struggle to generate complex motion sequences that correspond to fine-grained descriptions, depicting detailed and accurate spatio-temporal actions. This lack of fine controllability limits the usage of motion generation to a larger audience. To tackle these challenges, we present FineMoGen, a diffusion-based motion generation and editing framework that can synthesize fine-grained motions, with spatial-temporal composition to the user instructions. Specifically, FineMoGen builds upon diffusion model with a novel transformer architecture dubbed Spatio-Temporal Mixture Attention (SAMI). SAMI optimizes the generation of the global attention template from two perspectives: 1) explicitly modeling the constraints of spatio-temporal composition; and 2) utilizing sparsely-activated mixture-of-experts to adaptively extract fine-grained features. To facilitate a large-scale study on this new fine-grained motion generation task, we contribute the HuMMan-MoGen dataset, which consists of 2,968 videos and 102,336 fine-grained spatio-temporal descriptions. Extensive experiments validate that FineMoGen exhibits superior motion generation quality over state-of-the-art methods. Notably, FineMoGen further enables zero-shot motion editing capabilities with the aid of modern large language models (LLM), which faithfully manipulates motion sequences with fine-grained instructions. Project Page: https://mingyuan-zhang.github.io/projects/FineMoGen.html

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GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting

3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing. Project Page: https://buaacyw.github.io/gaussian-editor/

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Towards Robust and Expressive Whole-body Human Pose and Shape Estimation

Whole-body pose and shape estimation aims to jointly predict different behaviors (e.g., pose, hand gesture, facial expression) of the entire human body from a monocular image. Existing methods often exhibit degraded performance under the complexity of in-the-wild scenarios. We argue that the accuracy and reliability of these models are significantly affected by the quality of the predicted \textit{bounding box}, e.g., the scale and alignment of body parts. The natural discrepancy between the ideal bounding box annotations and model detection results is particularly detrimental to the performance of whole-body pose and shape estimation. In this paper, we propose a novel framework to enhance the robustness of whole-body pose and shape estimation. Our framework incorporates three new modules to address the above challenges from three perspectives: \textbf{1) Localization Module} enhances the model's awareness of the subject's location and semantics within the image space. \textbf{2) Contrastive Feature Extraction Module} encourages the model to be invariant to robust augmentations by incorporating contrastive loss with dedicated positive samples. \textbf{3) Pixel Alignment Module} ensures the reprojected mesh from the predicted camera and body model parameters are accurate and pixel-aligned. We perform comprehensive experiments to demonstrate the effectiveness of our proposed framework on body, hands, face and whole-body benchmarks. Codebase is available at \url{https://github.com/robosmplx/robosmplx}.

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Digital Life Project: Autonomous 3D Characters with Social Intelligence

In this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, a motion captioning module further allows the virtual character to recognize and appropriately respond to human players' actions. Homepage: https://digital-life-project.com/

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