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Zhongshi Jiang

Publications and source records attributed to Zhongshi Jiang.

11 recordsLinked to original sources

HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning

Recent advances in cloth simulation have led to accurate garment physics, but the methods are computationally expensive for real-time applications. In contrast, Linear Blend Skinning (LBS) is efficient, but cannot capture the complex dynamics of loose-fitting garments, leading to unrealistic motion and visual artifacts. Neural methods offer a promising alternative, yet they still struggle to animate loose clothing plausibly under strict runtime constraints. We present a fast and physically-informed framework for dynamic garment simulation, consisting of a reduced-space neural dynamics simulator with independent coarse and fine-level components. At the coarse level, the garment is driven by virtual bones integrated with a lightweight neural network for predicting corrections over LBS. Fine-scale wrinkle details are then recovered using a convolutional MLP defined in UV space. By decoupling identity-specific computation from shape conditioning via hypernetwork, our neural framework offers high performance, trained using an effective physics-based self-supervised training paradigm without relying on an offline simulator. Experiments show that our method produces physically plausible garment dynamics, generalizes across diverse motions and unseen body shapes, and delivers over 30x speedup compared to state-of-the-art autoregressive neural simulators, achieving interactive inference at ~1 ms per frame on a consumer GPU.

cs.GR↗

Photorealistic Novel View Synthesis of Human Faces using Next-Scale Transformers

Photorealistic novel view synthesis of people remains challenging at high spatial resolutions and across multiple target cameras, where preserving identity, fine appearance details, and geometric coherence is critical. We build on the next-scale autoregressive paradigm and adapt it for human-centric view synthesis by enabling higher image resolutions, multi-view outputs and stronger cross-view consistency in a single forward pass. We train on a synthetic dataset of human faces spanning diverse identities and apparel. Contrary to diffusion models, this paradigm does not need 2D pre-training and, thanks to its next-scale architecture, it benefits from lower-resolution, general-purpose pre-trainings, with the full-sized purpose-specific images being used only in the last training stages. This enables our architecture to converge with a smaller amount of purpose-specific training data, allowing us to use a smaller but more realistic training dataset. The resulting model produces sharp and realistic views, with the option to synthesize multiple novel viewpoints simultaneously for improved agreement across views. Empirically, we observe gains in perceptual fidelity and cross-view coherence on human subjects, demonstrating that next-scale autoregression is an effective backbone for scalable, multi-output human view synthesis. We also couple our pipeline with an existing transformer-based model for pixel-aligned 3D gaussian lifting from multi-view facial inputs, resulting in accurate and photorealistic 3D models of human faces.

cs.CV↗

Latent Dynamics for Full Body Avatar Animation

Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many different states, because their motion depends on history, inertia, and contact. Explicit simulation and layered-garment methods can model such dynamics, but they require either a dedicated garment template, which raw multi-view capture does not naturally provide, or a test-time physics simulator with non-trivial runtime cost. A parallel line of work learns data-driven clothing avatars that avoid explicit garment layers. These methods add an auxiliary latent for variation beyond pose; at inference, they fix it, regress it from pose, or retrieve it from training data, without explicitly modeling how the latent evolves with its own dynamics. Additionally, even in everyday motion with loose clothing, existing architectures often struggle to capture fine-grained detail, producing blurry renderings and temporal artifacts. We augment a pose-conditioned 3D Gaussian avatar with a transformer-based decoder and a dynamics residual latent that captures temporal appearance and geometry variation beyond the driving signals. At inference, a learned latent dynamics model evolves the residual latent from a short pose history and the previous latent state. The model decomposes each update into driving, restoring, and dissipative forces, producing temporally coherent, history-dependent rollouts with negligible added cost. Different initial conditions yield diverse yet plausible motion trajectories, and the force decomposition exposes controls such as stiffness. Across nine captured sequences of everyday motion with diverse loose garments, quantitative metrics and a perceptual user study show improved animation quality over recent data-driven baselines.

cs.CV↗

Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining

High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.

cs.CV↗

PhySkin: Physics-based Bone-driven Neural Garment Simulation

Recent advances in digital avatar technology have enabled the generation of compelling virtual characters, but deploying these avatars on compute-constrained devices poses significant challenges for achieving realistic garment deformations. While physics-based simulations yield accurate results, they are computationally prohibitive for real-time applications. Conversely, linear blend skinning offers efficiency but fails to capture the complex dynamics of loose-fitting garments, resulting in unrealistic motion and visual artifacts. Neural methods have shown promise, yet they struggle to animate loose clothing plausibly under strict performance constraints. In this work, we present a novel approach for fast and physically plausible garment draping tailored for resource-constrained environments. Our method leverages a reduced-space quasi-static neural simulation, mapping the garment's full degrees of freedom to a set of bone handles that drive deformation. A neural deformation model is trained in a fully self-supervised manner, eliminating the need for costly simulation data. At runtime, a lightweight neural network modulates the handle deformations based on body shape and pose, enabling realistic garment behavior that respects physical properties such as gravity, fabric stretching, bending, and collision avoidance. Experimental results demonstrate that our method achieves physically plausible garment drapes while generalizing across diverse poses and body shapes, supporting zero-shot evaluation and mesh topology independence. Our method's runtime significantly outperforms past works, as it runs in microseconds per frame using single-threaded CPU inference, offering a practical solution for real-time avatar animation on low-compute devices.

cs.GR↗

MHR: Momentum Human Rig

We present MHR, a parametric human body model that combines the decoupled skeleton/shape paradigm of ATLAS with a flexible, modern rig and pose corrective system inspired by the Momentum library. Our model enables expressive, anatomically plausible human animation, supporting non-linear pose correctives, and is designed for robust integration in AR/VR and graphics pipelines.

cs.GR↗

FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images

We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.

cs.CV↗

Rethinking Video-Text Understanding: Retrieval from Counterfactually Augmented Data

Recent video-text foundation models have demonstrated strong performance on a wide variety of downstream video understanding tasks. Can these video-text models genuinely understand the contents of natural videos? Standard video-text evaluations could be misleading as many questions can be inferred merely from the objects and contexts in a single frame or biases inherent in the datasets. In this paper, we aim to better assess the capabilities of current video-text models and understand their limitations. We propose a novel evaluation task for video-text understanding, namely retrieval from counterfactually augmented data (RCAD), and a new Feint6K dataset. To succeed on our new evaluation task, models must derive a comprehensive understanding of the video from cross-frame reasoning. Analyses show that previous video-text foundation models can be easily fooled by counterfactually augmented data and are far behind human-level performance. In order to narrow the gap between video-text models and human performance on RCAD, we identify a key limitation of current contrastive approaches on video-text data and introduce LLM-teacher, a more effective approach to learn action semantics by leveraging knowledge obtained from a pretrained large language model. Experiments and analyses show that our approach successfully learn more discriminative action embeddings and improves results on Feint6K when applied to multiple video-text models. Our Feint6K dataset and project page is available at https://feint6k.github.io.

cs.CV↗

ACORNS: An Easy-To-Use Code Generator for Gradients and Hessians

The computation of first and second-order derivatives is a staple in many computing applications, ranging from machine learning to scientific computing. We propose an algorithm to automatically differentiate algorithms written in a subset of C99 code and its efficient implementation as a Python script. We demonstrate that our algorithm enables automatic, reliable, and efficient differentiation of common algorithms used in physical simulation and geometry processing.

cs.MS↗

ABC: A Big CAD Model Dataset For Geometric Deep Learning

We introduce ABC-Dataset, a collection of one million Computer-Aided Design (CAD) models for research of geometric deep learning methods and applications. Each model is a collection of explicitly parametrized curves and surfaces, providing ground truth for differential quantities, patch segmentation, geometric feature detection, and shape reconstruction. Sampling the parametric descriptions of surfaces and curves allows generating data in different formats and resolutions, enabling fair comparisons for a wide range of geometric learning algorithms. As a use case for our dataset, we perform a large-scale benchmark for estimation of surface normals, comparing existing data driven methods and evaluating their performance against both the ground truth and traditional normal estimation methods.

cs.GR↗

Surface Networks

We study data-driven representations for three-dimensional triangle meshes, which are one of the prevalent objects used to represent 3D geometry. Recent works have developed models that exploit the intrinsic geometry of manifolds and graphs, namely the Graph Neural Networks (GNNs) and its spectral variants, which learn from the local metric tensor via the Laplacian operator. Despite offering excellent sample complexity and built-in invariances, intrinsic geometry alone is invariant to isometric deformations, making it unsuitable for many applications. To overcome this limitation, we propose several upgrades to GNNs to leverage extrinsic differential geometry properties of three-dimensional surfaces, increasing its modeling power. In particular, we propose to exploit the Dirac operator, whose spectrum detects principal curvature directions --- this is in stark contrast with the classical Laplace operator, which directly measures mean curvature. We coin the resulting models \emph{Surface Networks (SN)}. We prove that these models define shape representations that are stable to deformation and to discretization, and we demonstrate the efficiency and versatility of SNs on two challenging tasks: temporal prediction of mesh deformations under non-linear dynamics and generative models using a variational autoencoder framework with encoders/decoders given by SNs.

stat.ML↗