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Zhongqian Sun

Publications and source records attributed to Zhongqian Sun.

18 recordsLinked to original sources

Evaluating the Expressive Appropriateness of Speech in Rich Contexts

Evaluating expressive speech remains challenging, as existing methods mainly assess emotional intensity and overlook whether a speech sample is expressively appropriate for its contextual setting. This limitation hinders reliable evaluation of speech systems used in narrative-driven and interactive applications, such as audiobooks and conversational agents. We introduce CEAEval, a Context-rich framework for Evaluating Expressive Appropriateness in speech, which assesses whether a speech sample expressively aligns with the underlying communicative intent implied by its discourse-level narrative context. To support this task, we construct CEAEval-D, the first context-rich speech dataset with real human performances in Mandarin conversational speech, providing narrative descriptions together with fifteen dimensions of human annotations covering expressive attributes and expressive appropriateness. We further develop CEAEval-M, a model that integrates knowledge distillation, planner-based multi-model collaboration, adaptive audio attention bias, and reinforcement learning to perform context-rich expressive appropriateness evaluation. Experiments on a human-annotated test set demonstrate that CEAEval-M substantially outperforms existing speech evaluation and analysis systems.

eess.AS↗

AnimateScene: Camera-controllable Animation in Any Scene

Recent advances in 3D scene reconstruction and 4D human animation have broadened adoption, but integrating the two remains difficult. Key challenges include placing humans at plausible locations and scales without interpenetration, aligning lighting and style between humans and background, and handling dynamic camera trajectories. We introduce AnimateScene, a unified framework addressing these issues. First, an accurate placement module automatically determines realistic 3D positions and prevents collisions during motion. Second, we propose a training-free style alignment method that adapts the 4D human to match background illumination and appearance, achieving coherent composites. Finally, we design a joint post-reconstruction approach that incorporates camera trajectories for smooth, visually engaging motion videos. Experiments across diverse scenes and actions demonstrate that AnimateScene generates dynamic results with high geometric detail and strong spatiotemporal coherence. The project page is available at https://whynothaha.github.io/AnimateScene/AnimateScene.html.

cs.CV↗

Dialogue Model Optimization via Agent Game and Adaptive Tree-based GRPO

Open-ended dialogue agents aim to deliver engaging, personalized interactions by adapting to users' traits, but existing methods face critical limitations: over-reliance on pre-collected user data, and short-horizon biases in reinforcement learning (RL) that neglect long-term dialogue value. To address these, we propose a novel long-horizon RL framework integrating online personalization with Adaptive Tree-based Group Relative Policy Optimization (AT-GRPO). Adopting a two-agent game paradigm, a user agent constructs dynamic environments via style mimicry (learning user-specific conversational traits) and active termination (predicting turn-level termination probabilities as immediate rewards), forming an iterative cycle that drives the dialogue agent to deepen interest exploration. AT-GRPO reinterprets dialogue trajectories as trees and introduces adaptive observation ranges. Unlike full tree expansion that incurs exponential overhead, it limits each node to aggregate rewards from a stage-aware range: larger ranges support early-stage topic exploration, while smaller ranges facilitate late-stage dialogue maintenance. This design reduces rollout budgets from exponential to polynomial in the dialogue length, while preserving long-term reward capture. Extensive experiments show our framework's superior performance, sample efficiency, and robustness.

cs.AI↗

What-If Analysis of Large Language Models: Explore the Game World Using Proactive Thinking

LLMs struggle with decision-making in high-stakes environments like MOBA games, primarily due to a lack of proactive reasoning and limited understanding of complex game dynamics. To address this, we propose What-if Analysis LLM (WiA-LLM), a framework that trains an LLM as an explicit, language-based world model. Instead of representing the environment in latent vectors, WiA-LLM uses natural language to simulate how the game state evolves over time in response to candidate actions, and provides textual justifications for these predicted outcomes. WiA-LLM is trained in two stages: supervised fine-tuning on human-like reasoning traces, followed by reinforcement learning with outcome-based rewards based on the alignment between predicted and actual future states. In the Honor of Kings (HoK) environment, WiA-LLM attains 74.2\% accuracy (27\%$\uparrow$ vs. base model) in forecasting game-state changes. In addition, WiA-LLM demonstrate strategic behavior more closely aligned with expert players than purely reactive LLMs, indicating enhanced foresight and expert-like decision-making.

cs.AI↗

StableDub: Taming Diffusion Prior for Generalized and Efficient Visual Dubbing

The visual dubbing task aims to generate mouth movements synchronized with the driving audio, which has seen significant progress in recent years. However, two critical deficiencies hinder their wide application: (1) Audio-only driving paradigms inadequately capture speaker-specific lip habits, which fail to generate lip movements similar to the target avatar; (2) Conventional blind-inpainting approaches frequently produce visual artifacts when handling obstructions (e.g., microphones, hands), limiting practical deployment. In this paper, we propose StableDub, a novel and concise framework integrating lip-habit-aware modeling with occlusion-robust synthesis. Specifically, building upon the Stable-Diffusion backbone, we develop a lip-habit-modulated mechanism that jointly models phonemic audio-visual synchronization and speaker-specific orofacial dynamics. To achieve plausible lip geometries and object appearances under occlusion, we introduce the occlusion-aware training strategy by explicitly exposing the occlusion objects to the inpainting process. By incorporating the proposed designs, the model eliminates the necessity for cost-intensive priors in previous methods, thereby exhibiting superior training efficiency on the computationally intensive diffusion-based backbone. To further optimize training efficiency from the perspective of model architecture, we introduce a hybrid Mamba-Transformer architecture, which demonstrates the enhanced applicability in low-resource research scenarios. Extensive experimental results demonstrate that StableDub achieves superior performance in lip habit resemblance and occlusion robustness. Our method also surpasses other methods in audio-lip sync, video quality, and resolution consistency. We expand the applicability of visual dubbing methods from comprehensive aspects, and demo videos can be found at https://stabledub.github.io.

cs.CV↗

CHARM: Control-point-based 3D Anime Hairstyle Auto-Regressive Modeling

We present CHARM, a novel parametric representation and generative framework for anime hairstyle modeling. While traditional hair modeling methods focus on realistic hair using strand-based or volumetric representations, anime hairstyle exhibits highly stylized, piecewise-structured geometry that challenges existing techniques. Existing works often rely on dense mesh modeling or hand-crafted spline curves, making them inefficient for editing and unsuitable for scalable learning. CHARM introduces a compact, invertible control-point-based parameterization, where a sequence of control points represents each hair card, and each point is encoded with only five geometric parameters. This efficient and accurate representation supports both artist-friendly design and learning-based generation. Built upon this representation, CHARM introduces an autoregressive generative framework that effectively generates anime hairstyles from input images or point clouds. By interpreting anime hairstyles as a sequential "hair language", our autoregressive transformer captures both local geometry and global hairstyle topology, resulting in high-fidelity anime hairstyle creation. To facilitate both training and evaluation of anime hairstyle generation, we construct AnimeHair, a large-scale dataset of 37K high-quality anime hairstyles with separated hair cards and processed mesh data. Extensive experiments demonstrate state-of-the-art performance of CHARM in both reconstruction accuracy and generation quality, offering an expressive and scalable solution for anime hairstyle modeling. Project page: https://hyzcluster.github.io/charm/

cs.GR↗

Think in Games: Learning to Reason in Games via Reinforcement Learning with Large Language Models

Large language models (LLMs) excel at complex reasoning tasks such as mathematics and coding, yet they frequently struggle with simple interactive tasks that young children perform effortlessly. This discrepancy highlights a critical gap between declarative knowledge (knowing about something) and procedural knowledge (knowing how to do something). Although traditional reinforcement learning (RL) agents can acquire procedural knowledge through environmental interaction, they often operate as black boxes and require substantial training data. In contrast, LLMs possess extensive world knowledge and reasoning capabilities, but are unable to effectively convert this static knowledge into dynamic decision-making in interactive settings. To address this challenge, we propose Think in Games (TiG), a novel framework that empowers LLMs to develop procedural understanding through direct interaction with game environments, while retaining their inherent reasoning and explanatory abilities. Specifically, TiG reformulates RL-based decision-making as a language modeling task: LLMs generate language-guided policies, which are refined iteratively through online reinforcement learning based on environmental feedback. Our experimental results show that TiG successfully bridges the gap between declarative and procedural knowledge, achieving competitive performance with dramatically lower data and computational demands compared to conventional RL methods. Moreover, TiG provides step-by-step natural language explanations for its decisions, greatly improving transparency and interpretability in complex interactive tasks.

cs.AI↗

Yan: Foundational Interactive Video Generation

We present Yan, a foundational framework for interactive video generation, covering the entire pipeline from simulation and generation to editing. Specifically, Yan comprises three core modules. AAA-level Simulation: We design a highly-compressed, low-latency 3D-VAE coupled with a KV-cache-based shift-window denoising inference process, achieving real-time 1080P/60FPS interactive simulation. Multi-Modal Generation: We introduce a hierarchical autoregressive caption method that injects game-specific knowledge into open-domain multi-modal video diffusion models (VDMs), then transforming the VDM into a frame-wise, action-controllable, real-time infinite interactive video generator. Notably, when the textual and visual prompts are sourced from different domains, the model demonstrates strong generalization, allowing it to blend and compose the style and mechanics across domains flexibly according to user prompts. Multi-Granularity Editing: We propose a hybrid model that explicitly disentangles interactive mechanics simulation from visual rendering, enabling multi-granularity video content editing during interaction through text. Collectively, Yan offers an integration of these modules, pushing interactive video generation beyond isolated capabilities toward a comprehensive AI-driven interactive creation paradigm, paving the way for the next generation of creative tools, media, and entertainment. The project page is: https://greatx3.github.io/Yan/.

cs.CV↗

ProGDF: Progressive Gaussian Differential Field for Controllable and Flexible 3D Editing

3D editing plays a crucial role in editing and reusing existing 3D assets, thereby enhancing productivity. Recently, 3DGS-based methods have gained increasing attention due to their efficient rendering and flexibility. However, achieving desired 3D editing results often requires multiple adjustments in an iterative loop, resulting in tens of minutes of training time cost for each attempt and a cumbersome trial-and-error cycle for users. This in-the-loop training paradigm results in a poor user experience. To address this issue, we introduce the concept of process-oriented modelling for 3D editing and propose the Progressive Gaussian Differential Field (ProGDF), an out-of-loop training approach that requires only a single training session to provide users with controllable editing capability and variable editing results through a user-friendly interface in real-time. ProGDF consists of two key components: Progressive Gaussian Splatting (PGS) and Gaussian Differential Field (GDF). PGS introduces the progressive constraint to extract the diverse intermediate results of the editing process and employs rendering quality regularization to improve the quality of these results. Based on these intermediate results, GDF leverages a lightweight neural network to model the editing process. Extensive results on two novel applications, namely controllable 3D editing and flexible fine-grained 3D manipulation, demonstrate the effectiveness, practicality and flexibility of the proposed ProGDF.

cs.GR↗

SIGGesture: Generalized Co-Speech Gesture Synthesis via Semantic Injection with Large-Scale Pre-Training Diffusion Models

The automated synthesis of high-quality 3D gestures from speech is of significant value in virtual humans and gaming. Previous methods focus on synthesizing gestures that are synchronized with speech rhythm, yet they frequently overlook the inclusion of semantic gestures. These are sparse and follow a long-tailed distribution across the gesture sequence, making them difficult to learn in an end-to-end manner. Moreover, generating gestures, rhythmically aligned with speech, faces a significant issue that cannot be generalized to in-the-wild speeches. To address these issues, we introduce SIGGesture, a novel diffusion-based approach for synthesizing realistic gestures that are of both high quality and semantically pertinent. Specifically, we firstly build a strong diffusion-based foundation model for rhythmical gesture synthesis by pre-training it on a collected large-scale dataset with pseudo labels. Secondly, we leverage the powerful generalization capabilities of Large Language Models (LLMs) to generate proper semantic gestures for the various speech content. Finally, we propose a semantic injection module to infuse semantic information into the synthesized results during diffusion reverse process. Extensive experiments demonstrate that the proposed SIGGesture significantly outperforms existing baselines and shows excellent generalization and controllability.

cs.HC↗

EE-TTS: Emphatic Expressive TTS with Linguistic Information

While Current TTS systems perform well in synthesizing high-quality speech, producing highly expressive speech remains a challenge. Emphasis, as a critical factor in determining the expressiveness of speech, has attracted more attention nowadays. Previous works usually enhance the emphasis by adding intermediate features, but they can not guarantee the overall expressiveness of the speech. To resolve this matter, we propose Emphatic Expressive TTS (EE-TTS), which leverages multi-level linguistic information from syntax and semantics. EE-TTS contains an emphasis predictor that can identify appropriate emphasis positions from text and a conditioned acoustic model to synthesize expressive speech with emphasis and linguistic information. Experimental results indicate that EE-TTS outperforms baseline with MOS improvements of 0.49 and 0.67 in expressiveness and naturalness. EE-TTS also shows strong generalization across different datasets according to AB test results.

cs.SD↗

GUESS:GradUally Enriching SyntheSis for Text-Driven Human Motion Generation

In this paper, we propose a novel cascaded diffusion-based generative framework for text-driven human motion synthesis, which exploits a strategy named GradUally Enriching SyntheSis (GUESS as its abbreviation). The strategy sets up generation objectives by grouping body joints of detailed skeletons in close semantic proximity together and then replacing each of such joint group with a single body-part node. Such an operation recursively abstracts a human pose to coarser and coarser skeletons at multiple granularity levels. With gradually increasing the abstraction level, human motion becomes more and more concise and stable, significantly benefiting the cross-modal motion synthesis task. The whole text-driven human motion synthesis problem is then divided into multiple abstraction levels and solved with a multi-stage generation framework with a cascaded latent diffusion model: an initial generator first generates the coarsest human motion guess from a given text description; then, a series of successive generators gradually enrich the motion details based on the textual description and the previous synthesized results. Notably, we further integrate GUESS with the proposed dynamic multi-condition fusion mechanism to dynamically balance the cooperative effects of the given textual condition and synthesized coarse motion prompt in different generation stages. Extensive experiments on large-scale datasets verify that GUESS outperforms existing state-of-the-art methods by large margins in terms of accuracy, realisticness, and diversity. Code is available at https://github.com/Xuehao-Gao/GUESS.

cs.CV↗

Towards Detailed Text-to-Motion Synthesis via Basic-to-Advanced Hierarchical Diffusion Model

Text-guided motion synthesis aims to generate 3D human motion that not only precisely reflects the textual description but reveals the motion details as much as possible. Pioneering methods explore the diffusion model for text-to-motion synthesis and obtain significant superiority. However, these methods conduct diffusion processes either on the raw data distribution or the low-dimensional latent space, which typically suffer from the problem of modality inconsistency or detail-scarce. To tackle this problem, we propose a novel Basic-to-Advanced Hierarchical Diffusion Model, named B2A-HDM, to collaboratively exploit low-dimensional and high-dimensional diffusion models for high quality detailed motion synthesis. Specifically, the basic diffusion model in low-dimensional latent space provides the intermediate denoising result that to be consistent with the textual description, while the advanced diffusion model in high-dimensional latent space focuses on the following detail-enhancing denoising process. Besides, we introduce a multi-denoiser framework for the advanced diffusion model to ease the learning of high-dimensional model and fully explore the generative potential of the diffusion model. Quantitative and qualitative experiment results on two text-to-motion benchmarks (HumanML3D and KIT-ML) demonstrate that B2A-HDM can outperform existing state-of-the-art methods in terms of fidelity, modality consistency, and diversity.

cs.CV↗

Act As You Wish: Fine-Grained Control of Motion Diffusion Model with Hierarchical Semantic Graphs

Most text-driven human motion generation methods employ sequential modeling approaches, e.g., transformer, to extract sentence-level text representations automatically and implicitly for human motion synthesis. However, these compact text representations may overemphasize the action names at the expense of other important properties and lack fine-grained details to guide the synthesis of subtly distinct motion. In this paper, we propose hierarchical semantic graphs for fine-grained control over motion generation. Specifically, we disentangle motion descriptions into hierarchical semantic graphs including three levels of motions, actions, and specifics. Such global-to-local structures facilitate a comprehensive understanding of motion description and fine-grained control of motion generation. Correspondingly, to leverage the coarse-to-fine topology of hierarchical semantic graphs, we decompose the text-to-motion diffusion process into three semantic levels, which correspond to capturing the overall motion, local actions, and action specifics. Extensive experiments on two benchmark human motion datasets, including HumanML3D and KIT, with superior performances, justify the efficacy of our method. More encouragingly, by modifying the edge weights of hierarchical semantic graphs, our method can continuously refine the generated motion, which may have a far-reaching impact on the community. Code and pre-training weights are available at https://github.com/jpthu17/GraphMotion.

cs.CV↗

ASM: Adaptive Skinning Model for High-Quality 3D Face Modeling

The research fields of parametric face model and 3D face reconstruction have been extensively studied. However, a critical question remains unanswered: how to tailor the face model for specific reconstruction settings. We argue that reconstruction with multi-view uncalibrated images demands a new model with stronger capacity. Our study shifts attention from data-dependent 3D Morphable Models (3DMM) to an understudied human-designed skinning model. We propose Adaptive Skinning Model (ASM), which redefines the skinning model with more compact and fully tunable parameters. With extensive experiments, we demonstrate that ASM achieves significantly improved capacity than 3DMM, with the additional advantage of model size and easy implementation for new topology. We achieve state-of-the-art performance with ASM for multi-view reconstruction on the Florence MICC Coop benchmark. Our quantitative analysis demonstrates the importance of a high-capacity model for fully exploiting abundant information from multi-view input in reconstruction. Furthermore, our model with physical-semantic parameters can be directly utilized for real-world applications, such as in-game avatar creation. As a result, our work opens up new research direction for parametric face model and facilitates future research on multi-view reconstruction.

cs.CV↗

Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video

Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.

cs.CV↗

NOFA: NeRF-based One-shot Facial Avatar Reconstruction

3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.

cs.CV↗

Maximum Entropy Population-Based Training for Zero-Shot Human-AI Coordination

We study the problem of training a Reinforcement Learning (RL) agent that is collaborative with humans without using any human data. Although such agents can be obtained through self-play training, they can suffer significantly from distributional shift when paired with unencountered partners, such as humans. To mitigate this distributional shift, we propose Maximum Entropy Population-based training (MEP). In MEP, agents in the population are trained with our derived Population Entropy bonus to promote both pairwise diversity between agents and individual diversity of agents themselves, and a common best agent is trained by paring with agents in this diversified population via prioritized sampling. The prioritization is dynamically adjusted based on the training progress. We demonstrate the effectiveness of our method MEP, with comparison to Self-Play PPO (SP), Population-Based Training (PBT), Trajectory Diversity (TrajeDi), and Fictitious Co-Play (FCP) in the Overcooked game environment, with partners being human proxy models and real humans. A supplementary video showing experimental results is available at https://youtu.be/Xh-FKD0AAKE.

cs.AI↗