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Zijie Wu

Publications and source records attributed to Zijie Wu.

At least 19 recordsLinked to original sources

AnimateAnyMesh++: A Flexible Feed-Forward Framework for High-Fidelity Text-Driven Mesh Animation

Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due to the complexity of modeling spatio-temporal distributions and the scarcity of 4D training data. We present AnimateAnyMesh++, a feed-forward framework for text-driven animation of arbitrary 3D meshes with substantial upgrades in data, architecture, and generative capability. First, we expand the DyMesh-XL dataset by mining dynamic content from Objaverse-XL, increasing the number of unique identities from 60K to 300K and substantially broadening category and motion diversity. Second, we redesign DyMeshVAE-Flex with power-law topology-aware attention and vertex-normal enhanced features, which significantly improves trajectory reconstruction, local geometry preservation, and mitigates trajectory-sticking artifacts. Third, we introduce architectural changes to both DyMeshVAE-Flex and the rectified-flow (RF) generator to support variable-length sequence training and generation, enabling longer animations while preserving reconstruction fidelity. Extensive experiments demonstrate that AnimateAnyMesh++ generates semantically accurate and temporally coherent mesh animations within seconds, surpassing prior approaches in quality and efficiency. The enlarged DyMesh-XL, the upgraded DyMeshVAE-Flex, and variable-length RF together deliver consistent gains across benchmarks and in-the-wild meshes. We will release code, models, and the expanded DyMesh-XL upon acceptance of this manuscript to facilitate research in 4D content creation.

cs.CV

R-DMesh: Video-Guided 3D Animation via Rectified Dynamic Mesh Flow

Video-guided 3D animation holds immense potential for content creation, offering intuitive and precise control over dynamic assets. However, practical deployment faces a critical yet frequently overlooked hurdle: the pose misalignment dilemma. In real-world scenarios, the initial pose of a user-provided static mesh rarely aligns with the starting frame of a reference video. Naively forcing a mesh to follow a mismatched trajectory inevitably leads to severe geometric distortion or animation failure. To address this, we present Rectified Dynamic Mesh (R-DMesh), a unified framework designed to generate high-fidelity 4D meshes that are ``rectified'' to align with video context. Unlike standard motion transfer approaches, our method introduces a novel VAE that explicitly disentangles the input into a conditional base mesh, relative motion trajectories, and a crucial rectification jump offset. This offset is learned to automatically transform the arbitrary pose of the input mesh to match the video's initial state before animation begins. We process these components via a Triflow Attention mechanism, which leverages vertex-wise geometric features to modulate the three orthogonal flows, ensuring physical consistency and local rigidity during the rectification and animation process. For generation, we employ a Rectified Flow-based Diffusion Transformer conditioned on pre-trained video latents, effectively transferring rich spatio-temporal priors to the 3D domain. To support this task, we construct Video-RDMesh, a large-scale dataset of over 500k dynamic mesh sequences specifically curated to simulate pose misalignment. Extensive experiments demonstrate that R-DMesh not only solves the alignment problem but also enables robust downstream applications, including pose retargeting and holistic 4D generation.

cs.CV

LangMap: A Human-Verified Benchmark for Hierarchical Open-Vocabulary Goal Navigation

Language-conditioned goal navigation (LGN) requires agents to locate user-specified targets without step-by-step guidance. However, existing benchmarks largely focus on category-level goals or rely on instance descriptions generated by vision-language models (VLMs), which often contain ambiguities and semantic errors, limiting systematic and reliable evaluation. We introduce HieraNav, an open-vocabulary LGN task with goals specified at four hierarchical semantic levels: scene, room, region, and instance. To this end, we present Language as a Map (LangMap), to our knowledge the first real-world 3D indoor navigation benchmark with human-verified semantic annotations to support tasks across all four goal levels. LangMap provides region labels and discriminative region and instance descriptions covering 414 object categories, produced through a rigorous contrastive annotation protocol comparing same-scene regions and instances, and contains over 18K tasks. Each target is paired with concise and detailed descriptions, enabling evaluation across instruction styles. Quantitative and qualitative analyses validate our annotation quality; notably, our instance descriptions outperform GOAT-Bench annotations by 23 percentage points in text-to-view matching. We further introduce PlaNaVid, a strong RGB-only baseline that combines Bounded Diverse Memory (BDM) with high-level planning to prime a reactive policy for multi-goal navigation. PlaNaVid achieves top-tier success rates without depth, 3D scene representations, or object masks. Further analysis shows that memory and richer context boost performance, while long-tailed categories, small objects, distant targets, and multi-goal completion remain open challenges. The benchmark is available at https://bo-miao.github.io/LangMap

cs.CV

FLaTEC: Frequency-Disentangled Latent Triplanes for Efficient Compression of LiDAR Point Clouds

Point cloud compression methods jointly optimize bitrates and reconstruction distortion. However, balancing compression ratio and reconstruction quality is difficult because low-frequency and high-frequency components contribute differently at the same resolution. To address this, we propose FLaTEC, a frequency-aware compression model that enables the compression of a full scan with high compression ratios. Our approach introduces a frequency-aware mechanism that decouples low-frequency structures and high-frequency textures, while hybridizing latent triplanes as a compact proxy for point cloud. Specifically, we convert voxelized embeddings into triplane representations to reduce sparsity, computational cost, and storage requirements. We then devise a frequency-disentangling technique that extracts compact low-frequency content while collecting high-frequency details across scales. The decoupled low-frequency and high-frequency components are stored in binary format. During decoding, full-spectrum signals are progressively recovered via a modulation block. Additionally, to compensate for the loss of 3D correlation, we introduce an efficient frequency-based attention mechanism that fosters local connectivity and outputs arbitrary resolution points. Our method achieves state-of-the-art rate-distortion performance and outperforms the standard codecs by 78\% and 94\% in BD-rate on both SemanticKITTI and Ford datasets.

cs.CV

DiffCom: Decoupled Sparse Priors Guided Diffusion Compression for Point Clouds

Lossy compression relies on an autoencoder to transform a point cloud into latent points for storage, leaving the inherent redundancy of latent representations unexplored. To reduce redundancy in latent points, we propose a diffusion-based framework guided by sparse priors that achieves high reconstruction quality, especially at low bitrates. Our approach features an efficient dual-density data flow that relaxes size constraints on latent points. It hybridizes a probabilistic conditional diffusion model to encapsulate essential details for reconstruction within sparse priors, which are decoupled hierarchically into intra- and inter-point priors. Specifically, our DiffCom encodes the original point cloud into latent points and decoupled sparse priors through separate encoders. To dynamically attend to geometric and semantic cues from the priors at each encoding and decoding layer, we employ an attention-guided latent denoiser conditioned on the decoupled priors. Additionally, we integrate the local distribution into the arithmetic encoder and decoder to enhance local context modeling of the sparse points. The original point cloud is reconstructed through a point decoder. Compared to state-of-the-art methods, our approach achieves a superior rate-distortion trade-off, as evidenced by extensive evaluations on the ShapeNet dataset and standard test datasets from the MPEG PCC Group.

cs.CV

Autonomous Fabrication of Tailored Defect Structures in 2D Materials using Machine Learning-enabled Scanning Transmission Electron Microscopy

Materials with tailored quantum properties can be engineered from atomic scale assembly techniques, but existing methods often lack the agility and accuracy to precisely and intelligently control the manufacturing process. Here we demonstrate a fully autonomous approach for fabricating atomic-level defects using electron beams in scanning transmission electron microscopy (STEM) that combines advanced machine learning and automated beam control. As a proof of concept, we achieved controlled fabrication of MoS-nanowire (MoS-NW) edge structures by iterative and targeted exposure of $MoS_2$ monolayer to a focused electron beam to selectively eject sulfur atoms, utilizing high-angle annular dark-field (HAADF) imaging for feedback-controlled monitoring structural evolution of defects. A machine learning framework combining a random forest model and convolutional neural networks (CNN) was developed to decode the HAADF image and accurately identify atomic positions and species. This atomic-level information was then integrated into an autonomous decision-making platform, which applied predefined fabrication strategies to instruct beam control about atomic sites to be ejected. The selected sites were subsequently exposed to localized electron beam using an FPGA-controlled scan routine with precise control over beam positioning and duration. While the MoS-NW edge structures produced exhibit promising mechanical and electronic properties, the proposed autonomous fabrication framework is material-agnostic and can be extended to other 2D materials for the creation of diverse defect structures and heterostructures beyond $MoS_2$.

cond-mat.mtrl-sci

Mic-hackathon 2024: Hackathon on Machine Learning for Electron and Scanning Probe Microscopy

Microscopy is a primary source of information on materials structure and functionality at nanometer and atomic scales. The data generated is often well-structured, enriched with metadata and sample histories, though not always consistent in detail or format. The adoption of Data Management Plans (DMPs) by major funding agencies promotes preservation and access. However, deriving insights remains difficult due to the lack of standardized code ecosystems, benchmarks, and integration strategies. As a result, data usage is inefficient and analysis time is extensive. In addition to post-acquisition analysis, new APIs from major microscope manufacturers enable real-time, ML-based analytics for automated decision-making and ML-agent-controlled microscope operation. Yet, a gap remains between the ML and microscopy communities, limiting the impact of these methods on physics, materials discovery, and optimization. Hackathons help bridge this divide by fostering collaboration between ML researchers and microscopy experts. They encourage the development of novel solutions that apply ML to microscopy, while preparing a future workforce for instrumentation, materials science, and applied ML. This hackathon produced benchmark datasets and digital twins of microscopes to support community growth and standardized workflows. All related code is available at GitHub: https://github.com/KalininGroup/Mic-hackathon-2024-codes-publication/tree/1.0.0.1

cond-mat.mtrl-sci

Learning Coherent Matrixized Representation in Latent Space for Volumetric 4D Generation

Directly learning to model 4D content, including shape, color, and motion, is challenging. Existing methods rely on pose priors for motion control, resulting in limited motion diversity and continuity in details. To address this, we propose a framework that generates volumetric 4D sequences, where 3D shapes are animated under given conditions (text-image guidance) with dynamic evolution in shape and color across spatial and temporal dimensions, allowing for free navigation and rendering from any direction. We first use a coherent 3D shape and color modeling to encode the shape and color of each detailed 3D geometry frame into a latent space. Then we propose a matrixized 4D sequence representation allowing efficient diffusion model operation. Finally, we introduce spatio-temporal diffusion for 4D volumetric generation under given images and text prompts. Extensive experiments on the ShapeNet, 3DBiCar, DeformingThings4D and Objaverse datasets for several tasks demonstrate that our method effectively learns to generate high quality 3D shapes with consistent color and coherent mesh animations, improving over the current methods. Our code will be publicly available.

cs.CV

AnimateAnyMesh: A Feed-Forward 4D Foundation Model for Text-Driven Universal Mesh Animation

Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due to the complexity of modeling spatio-temporal distributions and the scarcity of 4D training data. In this paper, we present AnimateAnyMesh, the first feed-forward framework that enables efficient text-driven animation of arbitrary 3D meshes. Our approach leverages a novel DyMeshVAE architecture that effectively compresses and reconstructs dynamic mesh sequences by disentangling spatial and temporal features while preserving local topological structures. To enable high-quality text-conditional generation, we employ a Rectified Flow-based training strategy in the compressed latent space. Additionally, we contribute the DyMesh Dataset, containing over 4M diverse dynamic mesh sequences with text annotations. Experimental results demonstrate that our method generates semantically accurate and temporally coherent mesh animations in a few seconds, significantly outperforming existing approaches in both quality and efficiency. Our work marks a substantial step forward in making 4D content creation more accessible and practical. All the data, code, and models will be open-released.

cs.CV

Multiview Point Cloud Registration Based on Minimum Potential Energy for Free-Form Blade Measurement

Point cloud registration is an essential step for free-form blade reconstruction in industrial measurement. Nonetheless, measuring defects of the 3D acquisition system unavoidably result in noisy and incomplete point cloud data, which renders efficient and accurate registration challenging. In this paper, we propose a novel global registration method that is based on the minimum potential energy (MPE) method to address these problems. The basic strategy is that the objective function is defined as the minimum potential energy optimization function of the physical registration system. The function distributes more weight to the majority of inlier points and less weight to the noise and outliers, which essentially reduces the influence of perturbations in the mathematical formulation. We decompose the solution into a globally optimal approximation procedure and a fine registration process with the trimmed iterative closest point algorithm to boost convergence. The approximation procedure consists of two main steps. First, according to the construction of the force traction operator, we can simply compute the position of the potential energy minimum. Second, to find the MPE point, we propose a new theory that employs two flags to observe the status of the registration procedure. We demonstrate the performance of the proposed algorithm on four types of blades. The proposed method outperforms the other global methods in terms of both accuracy and noise resistance.

cs.CV

Referring Human Pose and Mask Estimation in the Wild

We introduce Referring Human Pose and Mask Estimation (R-HPM) in the wild, where either a text or positional prompt specifies the person of interest in an image. This new task holds significant potential for human-centric applications such as assistive robotics and sports analysis. In contrast to previous works, R-HPM (i) ensures high-quality, identity-aware results corresponding to the referred person, and (ii) simultaneously predicts human pose and mask for a comprehensive representation. To achieve this, we introduce a large-scale dataset named RefHuman, which substantially extends the MS COCO dataset with additional text and positional prompt annotations. RefHuman includes over 50,000 annotated instances in the wild, each equipped with keypoint, mask, and prompt annotations. To enable prompt-conditioned estimation, we propose the first end-to-end promptable approach named UniPHD for R-HPM. UniPHD extracts multimodal representations and employs a proposed pose-centric hierarchical decoder to process (text or positional) instance queries and keypoint queries, producing results specific to the referred person. Extensive experiments demonstrate that UniPHD produces quality results based on user-friendly prompts and achieves top-tier performance on RefHuman val and MS COCO val2017. Data and Code: https://github.com/bo-miao/RefHuman

cs.CV

SC4D: Sparse-Controlled Video-to-4D Generation and Motion Transfer

Recent advances in 2D/3D generative models enable the generation of dynamic 3D objects from a single-view video. Existing approaches utilize score distillation sampling to form the dynamic scene as dynamic NeRF or dense 3D Gaussians. However, these methods struggle to strike a balance among reference view alignment, spatio-temporal consistency, and motion fidelity under single-view conditions due to the implicit nature of NeRF or the intricate dense Gaussian motion prediction. To address these issues, this paper proposes an efficient, sparse-controlled video-to-4D framework named SC4D, that decouples motion and appearance to achieve superior video-to-4D generation. Moreover, we introduce Adaptive Gaussian (AG) initialization and Gaussian Alignment (GA) loss to mitigate shape degeneration issue, ensuring the fidelity of the learned motion and shape. Comprehensive experimental results demonstrate that our method surpasses existing methods in both quality and efficiency. In addition, facilitated by the disentangled modeling of motion and appearance of SC4D, we devise a novel application that seamlessly transfers the learned motion onto a diverse array of 4D entities according to textual descriptions.

cs.CV

External Knowledge Enhanced 3D Scene Generation from Sketch

Generating realistic 3D scenes is challenging due to the complexity of room layouts and object geometries.We propose a sketch based knowledge enhanced diffusion architecture (SEK) for generating customized, diverse, and plausible 3D scenes. SEK conditions the denoising process with a hand-drawn sketch of the target scene and cues from an object relationship knowledge base. We first construct an external knowledge base containing object relationships and then leverage knowledge enhanced graph reasoning to assist our model in understanding hand-drawn sketches. A scene is represented as a combination of 3D objects and their relationships, and then incrementally diffused to reach a Gaussian distribution.We propose a 3D denoising scene transformer that learns to reverse the diffusion process, conditioned by a hand-drawn sketch along with knowledge cues, to regressively generate the scene including the 3D object instances as well as their layout. Experiments on the 3D-FRONT dataset show that our model improves FID, CKL by 17.41%, 37.18% in 3D scene generation and FID, KID by 19.12%, 20.06% in 3D scene completion compared to the nearest competitor DiffuScene.

cs.CV

3D Object Detection from Point Cloud via Voting Step Diffusion

3D object detection is a fundamental task in scene understanding. Numerous research efforts have been dedicated to better incorporate Hough voting into the 3D object detection pipeline. However, due to the noisy, cluttered, and partial nature of real 3D scans, existing voting-based methods often receive votes from the partial surfaces of individual objects together with severe noises, leading to sub-optimal detection performance. In this work, we focus on the distributional properties of point clouds and formulate the voting process as generating new points in the high-density region of the distribution of object centers. To achieve this, we propose a new method to move random 3D points toward the high-density region of the distribution by estimating the score function of the distribution with a noise conditioned score network. Specifically, we first generate a set of object center proposals to coarsely identify the high-density region of the object center distribution. To estimate the score function, we perturb the generated object center proposals by adding normalized Gaussian noise, and then jointly estimate the score function of all perturbed distributions. Finally, we generate new votes by moving random 3D points to the high-density region of the object center distribution according to the estimated score function. Extensive experiments on two large scale indoor 3D scene datasets, SUN RGB-D and ScanNet V2, demonstrate the superiority of our proposed method. The code will be released at https://github.com/HHrEtvP/DiffVote.

cs.CV

Enhancing Scene Text Detectors with Realistic Text Image Synthesis Using Diffusion Models

Scene text detection techniques have garnered significant attention due to their wide-ranging applications. However, existing methods have a high demand for training data, and obtaining accurate human annotations is labor-intensive and time-consuming. As a solution, researchers have widely adopted synthetic text images as a complementary resource to real text images during pre-training. Yet there is still room for synthetic datasets to enhance the performance of scene text detectors. We contend that one main limitation of existing generation methods is the insufficient integration of foreground text with the background. To alleviate this problem, we present the Diffusion Model based Text Generator (DiffText), a pipeline that utilizes the diffusion model to seamlessly blend foreground text regions with the background's intrinsic features. Additionally, we propose two strategies to generate visually coherent text with fewer spelling errors. With fewer text instances, our produced text images consistently surpass other synthetic data in aiding text detectors. Extensive experiments on detecting horizontal, rotated, curved, and line-level texts demonstrate the effectiveness of DiffText in producing realistic text images.

cs.CV

SingleInsert: Inserting New Concepts from a Single Image into Text-to-Image Models for Flexible Editing

Recent progress in text-to-image (T2I) models enables high-quality image generation with flexible textual control. To utilize the abundant visual priors in the off-the-shelf T2I models, a series of methods try to invert an image to proper embedding that aligns with the semantic space of the T2I model. However, these image-to-text (I2T) inversion methods typically need multiple source images containing the same concept or struggle with the imbalance between editing flexibility and visual fidelity. In this work, we point out that the critical problem lies in the foreground-background entanglement when learning an intended concept, and propose a simple and effective baseline for single-image I2T inversion, named SingleInsert. SingleInsert adopts a two-stage scheme. In the first stage, we regulate the learned embedding to concentrate on the foreground area without being associated with the irrelevant background. In the second stage, we finetune the T2I model for better visual resemblance and devise a semantic loss to prevent the language drift problem. With the proposed techniques, SingleInsert excels in single concept generation with high visual fidelity while allowing flexible editing. Additionally, SingleInsert can perform single-image novel view synthesis and multiple concepts composition without requiring joint training. To facilitate evaluation, we design an editing prompt list and introduce a metric named Editing Success Rate (ESR) for quantitative assessment of editing flexibility. Our project page is: https://jarrentwu1031.github.io/SingleInsert-web/

cs.CV

Learning in a Single Domain for Non-Stationary Multi-Texture Synthesis

This paper aims for a new generation task: non-stationary multi-texture synthesis, which unifies synthesizing multiple non-stationary textures in a single model. Most non-stationary textures have large scale variance and can hardly be synthesized through one model. To combat this, we propose a multi-scale generator to capture structural patterns of various scales and effectively synthesize textures with a minor cost. However, it is still hard to handle textures of different categories with different texture patterns. Therefore, we present a category-specific training strategy to focus on learning texture pattern of a specific domain. Interestingly, once trained, our model is able to produce multi-pattern generations with dynamic variations without the need to finetune the model for different styles. Moreover, an objective evaluation metric is designed for evaluating the quality of texture expansion and global structure consistency. To our knowledge, ours is the first scheme for this challenging task, including model, training, and evaluation. Experimental results demonstrate the proposed method achieves superior performance and time efficiency. The code will be available after the publication.

cs.CV

Sketch and Text Guided Diffusion Model for Colored Point Cloud Generation

Diffusion probabilistic models have achieved remarkable success in text guided image generation. However, generating 3D shapes is still challenging due to the lack of sufficient data containing 3D models along with their descriptions. Moreover, text based descriptions of 3D shapes are inherently ambiguous and lack details. In this paper, we propose a sketch and text guided probabilistic diffusion model for colored point cloud generation that conditions the denoising process jointly with a hand drawn sketch of the object and its textual description. We incrementally diffuse the point coordinates and color values in a joint diffusion process to reach a Gaussian distribution. Colored point cloud generation thus amounts to learning the reverse diffusion process, conditioned by the sketch and text, to iteratively recover the desired shape and color. Specifically, to learn effective sketch-text embedding, our model adaptively aggregates the joint embedding of text prompt and the sketch based on a capsule attention network. Our model uses staged diffusion to generate the shape and then assign colors to different parts conditioned on the appearance prompt while preserving precise shapes from the first stage. This gives our model the flexibility to extend to multiple tasks, such as appearance re-editing and part segmentation. Experimental results demonstrate that our model outperforms recent state-of-the-art in point cloud generation.

cs.CV