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Jul 30

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.

Towards Squeezing-Averse Virtual Try-On via Sequential Deformation

In this paper, we first investigate a visual quality degradation problem observed in recent high-resolution virtual try-on approach. The tendency is empirically found that the textures of clothes are squeezed at the sleeve, as visualized in the upper row of Fig.1(a). A main reason for the issue arises from a gradient conflict between two popular losses, the Total Variation (TV) and adversarial losses. Specifically, the TV loss aims to disconnect boundaries between the sleeve and torso in a warped clothing mask, whereas the adversarial loss aims to combine between them. Such contrary objectives feedback the misaligned gradients to a cascaded appearance flow estimation, resulting in undesirable squeezing artifacts. To reduce this, we propose a Sequential Deformation (SD-VITON) that disentangles the appearance flow prediction layers into TV objective-dominant (TVOB) layers and a task-coexistence (TACO) layer. Specifically, we coarsely fit the clothes onto a human body via the TVOB layers, and then keep on refining via the TACO layer. In addition, the bottom row of Fig.1(a) shows a different type of squeezing artifacts around the waist. To address it, we further propose that we first warp the clothes into a tucked-out shirts style, and then partially erase the texture from the warped clothes without hurting the smoothness of the appearance flows. Experimental results show that our SD-VITON successfully resolves both types of artifacts and outperforms the baseline methods. Source code will be available at https://github.com/SHShim0513/SD-VITON.

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

Brain-ID: Learning Contrast-agnostic Anatomical Representations for Brain Imaging

Recent learning-based approaches have made astonishing advances in calibrated medical imaging like computerized tomography (CT), yet they struggle to generalize in uncalibrated modalities -- notably magnetic resonance (MR) imaging, where performance is highly sensitive to the differences in MR contrast, resolution, and orientation. This prevents broad applicability to diverse real-world clinical protocols. We introduce Brain-ID, an anatomical representation learning model for brain imaging. With the proposed "mild-to-severe" intra-subject generation, Brain-ID is robust to the subject-specific brain anatomy regardless of the appearance of acquired images (e.g., contrast, deformation, resolution, artifacts). Trained entirely on synthetic data, Brain-ID readily adapts to various downstream tasks through only one layer. We present new metrics to validate the intra- and inter-subject robustness of Brain-ID features, and evaluate their performance on four downstream applications, covering contrast-independent (anatomy reconstruction/contrast synthesis, brain segmentation), and contrast-dependent (super-resolution, bias field estimation) tasks. Extensive experiments on six public datasets demonstrate that Brain-ID achieves state-of-the-art performance in all tasks on different MRI modalities and CT, and more importantly, preserves its performance on low-resolution and small datasets. Code is available at https://github.com/peirong26/Brain-ID.

High-Resolution Virtual Try-On with Misalignment and Occlusion-Handled Conditions

Image-based virtual try-on aims to synthesize an image of a person wearing a given clothing item. To solve the task, the existing methods warp the clothing item to fit the person's body and generate the segmentation map of the person wearing the item before fusing the item with the person. However, when the warping and the segmentation generation stages operate individually without information exchange, the misalignment between the warped clothes and the segmentation map occurs, which leads to the artifacts in the final image. The information disconnection also causes excessive warping near the clothing regions occluded by the body parts, so-called pixel-squeezing artifacts. To settle the issues, we propose a novel try-on condition generator as a unified module of the two stages (i.e., warping and segmentation generation stages). A newly proposed feature fusion block in the condition generator implements the information exchange, and the condition generator does not create any misalignment or pixel-squeezing artifacts. We also introduce discriminator rejection that filters out the incorrect segmentation map predictions and assures the performance of virtual try-on frameworks. Experiments on a high-resolution dataset demonstrate that our model successfully handles the misalignment and occlusion, and significantly outperforms the baselines. Code is available at https://github.com/sangyun884/HR-VITON.

Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation

Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.

Puzzle Similarity: A Perceptually-guided No-Reference Metric for Artifact Detection in 3D Scene Reconstructions

Modern reconstruction techniques can effectively model complex 3D scenes from sparse 2D views. However, automatically assessing the quality of novel views and identifying artifacts is challenging due to the lack of ground truth images and the limitations of no-reference image metrics in predicting detailed artifact maps. The absence of such quality metrics hinders accurate predictions of the quality of generated views and limits the adoption of post-processing techniques, such as inpainting, to enhance reconstruction quality. In this work, we propose a new no-reference metric, Puzzle Similarity, which is designed to localize artifacts in novel views. Our approach utilizes image patch statistics from the input views to establish a scene-specific distribution that is later used to identify poorly reconstructed regions in the novel views. We test and evaluate our method in the context of 3D reconstruction; to this end, we collected a novel dataset of human quality assessment in unseen reconstructed views. Through this dataset, we demonstrate that our method can not only successfully localize artifacts in novel views, correlating with human assessment, but do so without direct references. Surprisingly, our metric outperforms both no-reference metrics and popular full-reference image metrics. We can leverage our new metric to enhance applications like automatic image restoration, guided acquisition, or 3D reconstruction from sparse inputs.

AniClipart: Clipart Animation with Text-to-Video Priors

Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.

Metal artefact reduction sequences for a piezoelectric bone conduction implant using a realistic head phantom in MRI

Industry standards require medical device manufacturers to perform implant-induced artefact testing in phantoms at a pre-clinical stage to define the extent of artefacts that can be expected during MRI. Once a device is commercially available, studies on volunteers, cadavers or patients are performed to investigate implant-induced artefacts and artefact reduction methods more in-depth. This study describes the design and evaluation of a realistic head phantom for pre-clinical implant-induced artefact testing in a relevant environment. A case study is performed where a state-of-the-art piezoelectric bone conduction implant is used in the 1.5 T and 3 T MRI environments. Images were acquired using clinical and novel metal artefact reducing (MARS) sequences at both field strengths. Artefact width and length were measured in a healthy volunteer and compared with artefact sizes obtained in the phantom. Artefact sizes are reported that are similar in shape between the phantom and a volunteer, yet with dimensions differing up to 20% between both. When the implant magnet is removed, the artefact size can be reduced below a diameter of 5 cm, whilst the presence of an implant magnet and splint creates higher artefacts up to 20 cm in diameter. Pulse sequences have been altered to reduce the scan time up to 7 minutes, while preserving the image quality. These results show that the anthropomorphic phantom can be used at a preclinical stage to provide clinically relevant images, illustrating the impact of the artefact on important brain structures.

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

IML-ViT: Benchmarking Image Manipulation Localization by Vision Transformer

Advanced image tampering techniques are increasingly challenging the trustworthiness of multimedia, leading to the development of Image Manipulation Localization (IML). But what makes a good IML model? The answer lies in the way to capture artifacts. Exploiting artifacts requires the model to extract non-semantic discrepancies between manipulated and authentic regions, necessitating explicit comparisons between the two areas. With the self-attention mechanism, naturally, the Transformer should be a better candidate to capture artifacts. However, due to limited datasets, there is currently no pure ViT-based approach for IML to serve as a benchmark, and CNNs dominate the entire task. Nevertheless, CNNs suffer from weak long-range and non-semantic modeling. To bridge this gap, based on the fact that artifacts are sensitive to image resolution, amplified under multi-scale features, and massive at the manipulation border, we formulate the answer to the former question as building a ViT with high-resolution capacity, multi-scale feature extraction capability, and manipulation edge supervision that could converge with a small amount of data. We term this simple but effective ViT paradigm IML-ViT, which has significant potential to become a new benchmark for IML. Extensive experiments on five benchmark datasets verified our model outperforms the state-of-the-art manipulation localization methods.Code and models are available at https://github.com/SunnyHaze/IML-ViT.

Sample-adaptive Augmentation for Point Cloud Recognition Against Real-world Corruptions

Robust 3D perception under corruption has become an essential task for the realm of 3D vision. While current data augmentation techniques usually perform random transformations on all point cloud objects in an offline way and ignore the structure of the samples, resulting in over-or-under enhancement. In this work, we propose an alternative to make sample-adaptive transformations based on the structure of the sample to cope with potential corruption via an auto-augmentation framework, named as AdaptPoint. Specially, we leverage a imitator, consisting of a Deformation Controller and a Mask Controller, respectively in charge of predicting deformation parameters and producing a per-point mask, based on the intrinsic structural information of the input point cloud, and then conduct corruption simulations on top. Then a discriminator is utilized to prevent the generation of excessive corruption that deviates from the original data distribution. In addition, a perception-guidance feedback mechanism is incorporated to guide the generation of samples with appropriate difficulty level. Furthermore, to address the paucity of real-world corrupted point cloud, we also introduce a new dataset ScanObjectNN-C, that exhibits greater similarity to actual data in real-world environments, especially when contrasted with preceding CAD datasets. Experiments show that our method achieves state-of-the-art results on multiple corruption benchmarks, including ModelNet-C, our ScanObjectNN-C, and ShapeNet-C.

CNN based Cuneiform Sign Detection Learned from Annotated 3D Renderings and Mapped Photographs with Illumination Augmentation

Motivated by the challenges of the Digital Ancient Near Eastern Studies (DANES) community, we develop digital tools for processing cuneiform script being a 3D script imprinted into clay tablets used for more than three millennia and at least eight major languages. It consists of thousands of characters that have changed over time and space. Photographs are the most common representations usable for machine learning, while ink drawings are prone to interpretation. Best suited 3D datasets that are becoming available. We created and used the HeiCuBeDa and MaiCuBeDa datasets, which consist of around 500 annotated tablets. For our novel OCR-like approach to mixed image data, we provide an additional mapping tool for transferring annotations between 3D renderings and photographs. Our sign localization uses a RepPoints detector to predict the locations of characters as bounding boxes. We use image data from GigaMesh's MSII (curvature, see https://gigamesh.eu) based rendering, Phong-shaded 3D models, and photographs as well as illumination augmentation. The results show that using rendered 3D images for sign detection performs better than other work on photographs. In addition, our approach gives reasonably good results for photographs only, while it is best used for mixed datasets. More importantly, the Phong renderings, and especially the MSII renderings, improve the results on photographs, which is the largest dataset on a global scale.

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels

Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.

Rethinking the Up-Sampling Operations in CNN-based Generative Network for Generalizable Deepfake Detection

Recently, the proliferation of highly realistic synthetic images, facilitated through a variety of GANs and Diffusions, has significantly heightened the susceptibility to misuse. While the primary focus of deepfake detection has traditionally centered on the design of detection algorithms, an investigative inquiry into the generator architectures has remained conspicuously absent in recent years. This paper contributes to this lacuna by rethinking the architectures of CNN-based generators, thereby establishing a generalized representation of synthetic artifacts. Our findings illuminate that the up-sampling operator can, beyond frequency-based artifacts, produce generalized forgery artifacts. In particular, the local interdependence among image pixels caused by upsampling operators is significantly demonstrated in synthetic images generated by GAN or diffusion. Building upon this observation, we introduce the concept of Neighboring Pixel Relationships(NPR) as a means to capture and characterize the generalized structural artifacts stemming from up-sampling operations. A comprehensive analysis is conducted on an open-world dataset, comprising samples generated by 28 distinct generative models. This analysis culminates in the establishment of a novel state-of-the-art performance, showcasing a remarkable 11.6\% improvement over existing methods. The code is available at https://github.com/chuangchuangtan/NPR-DeepfakeDetection.

Eliminating Warping Shakes for Unsupervised Online Video Stitching

In this paper, we retarget video stitching to an emerging issue, named warping shake, when extending image stitching to video stitching. It unveils the temporal instability of warped content in non-overlapping regions, despite image stitching having endeavored to preserve the natural structures. Therefore, in most cases, even if the input videos to be stitched are stable, the stitched video will inevitably cause undesired warping shakes and affect the visual experience. To eliminate the shakes, we propose StabStitch to simultaneously realize video stitching and video stabilization in a unified unsupervised learning framework. Starting from the camera paths in video stabilization, we first derive the expression of stitching trajectories in video stitching by elaborately integrating spatial and temporal warps. Then a warp smoothing model is presented to optimize them with a comprehensive consideration regarding content alignment, trajectory smoothness, spatial consistency, and online collaboration. To establish an evaluation benchmark and train the learning framework, we build a video stitching dataset with a rich diversity in camera motions and scenes. Compared with existing stitching solutions, StabStitch exhibits significant superiority in scene robustness and inference speed in addition to stitching and stabilization performance, contributing to a robust and real-time online video stitching system. The code and dataset are available at https://github.com/nie-lang/StabStitch.

Boosting 3D Object Generation through PBR Materials

Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.

Improving Lens Flare Removal with General Purpose Pipeline and Multiple Light Sources Recovery

When taking images against strong light sources, the resulting images often contain heterogeneous flare artifacts. These artifacts can importantly affect image visual quality and downstream computer vision tasks. While collecting real data pairs of flare-corrupted/flare-free images for training flare removal models is challenging, current methods utilize the direct-add approach to synthesize data. However, these methods do not consider automatic exposure and tone mapping in image signal processing pipeline (ISP), leading to the limited generalization capability of deep models training using such data. Besides, existing methods struggle to handle multiple light sources due to the different sizes, shapes and illuminance of various light sources. In this paper, we propose a solution to improve the performance of lens flare removal by revisiting the ISP and remodeling the principle of automatic exposure in the synthesis pipeline and design a more reliable light sources recovery strategy. The new pipeline approaches realistic imaging by discriminating the local and global illumination through convex combination, avoiding global illumination shifting and local over-saturation. Our strategy for recovering multiple light sources convexly averages the input and output of the neural network based on illuminance levels, thereby avoiding the need for a hard threshold in identifying light sources. We also contribute a new flare removal testing dataset containing the flare-corrupted images captured by ten types of consumer electronics. The dataset facilitates the verification of the generalization capability of flare removal methods. Extensive experiments show that our solution can effectively improve the performance of lens flare removal and push the frontier toward more general situations.

PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.

AugUndo: Scaling Up Augmentations for Monocular Depth Completion and Estimation

Unsupervised depth completion and estimation methods are trained by minimizing reconstruction error. Block artifacts from resampling, intensity saturation, and occlusions are amongst the many undesirable by-products of common data augmentation schemes that affect image reconstruction quality, and thus the training signal. Hence, typical augmentations on images viewed as essential to training pipelines in other vision tasks have seen limited use beyond small image intensity changes and flipping. The sparse depth modality in depth completion have seen even less use as intensity transformations alter the scale of the 3D scene, and geometric transformations may decimate the sparse points during resampling. We propose a method that unlocks a wide range of previously-infeasible geometric augmentations for unsupervised depth completion and estimation. This is achieved by reversing, or ``undo''-ing, geometric transformations to the coordinates of the output depth, warping the depth map back to the original reference frame. This enables computing the reconstruction losses using the original images and sparse depth maps, eliminating the pitfalls of naive loss computation on the augmented inputs and allowing us to scale up augmentations to boost performance. We demonstrate our method on indoor (VOID) and outdoor (KITTI) datasets, where we consistently improve upon recent methods across both datasets as well as generalization to four other datasets. Code available at: https://github.com/alexklwong/augundo.

Textured 3D Regenerative Morphing with 3D Diffusion Prior

Textured 3D morphing creates smooth and plausible interpolation sequences between two 3D objects, focusing on transitions in both shape and texture. This is important for creative applications like visual effects in filmmaking. Previous methods rely on establishing point-to-point correspondences and determining smooth deformation trajectories, which inherently restrict them to shape-only morphing on untextured, topologically aligned datasets. This restriction leads to labor-intensive preprocessing and poor generalization. To overcome these challenges, we propose a method for 3D regenerative morphing using a 3D diffusion prior. Unlike previous methods that depend on explicit correspondences and deformations, our method eliminates the additional need for obtaining correspondence and uses the 3D diffusion prior to generate morphing. Specifically, we introduce a 3D diffusion model and interpolate the source and target information at three levels: initial noise, model parameters, and condition features. We then explore an Attention Fusion strategy to generate more smooth morphing sequences. To further improve the plausibility of semantic interpolation and the generated 3D surfaces, we propose two strategies: (a) Token Reordering, where we match approximate tokens based on semantic analysis to guide implicit correspondences in the denoising process of the diffusion model, and (b) Low-Frequency Enhancement, where we enhance low-frequency signals in the tokens to improve the quality of generated surfaces. Experimental results show that our method achieves superior smoothness and plausibility in 3D morphing across diverse cross-category object pairs, offering a novel regenerative method for 3D morphing with textured representations.

Garment3DGen: 3D Garment Stylization and Texture Generation

We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.

Automated SSIM Regression for Detection and Quantification of Motion Artefacts in Brain MR Images

Motion artefacts in magnetic resonance brain images can have a strong impact on diagnostic confidence. The assessment of MR image quality is fundamental before proceeding with the clinical diagnosis. Motion artefacts can alter the delineation of structures such as the brain, lesions or tumours and may require a repeat scan. Otherwise, an inaccurate (e.g. correct pathology but wrong severity) or incorrect diagnosis (e.g. wrong pathology) may occur. "Image quality assessment" as a fast, automated step right after scanning can assist in deciding if the acquired images are diagnostically sufficient. An automated image quality assessment based on the structural similarity index (SSIM) regression through a residual neural network is proposed in this work. Additionally, a classification into different groups - by subdividing with SSIM ranges - is evaluated. Importantly, this method predicts SSIM values of an input image in the absence of a reference ground truth image. The networks were able to detect motion artefacts, and the best performance for the regression and classification task has always been achieved with ResNet-18 with contrast augmentation. The mean and standard deviation of residuals' distribution were mu=-0.0009 and sigma=0.0139, respectively. Whilst for the classification task in 3, 5 and 10 classes, the best accuracies were 97, 95 and 89\%, respectively. The results show that the proposed method could be a tool for supporting neuro-radiologists and radiographers in evaluating image quality quickly.

FlexiClip: Locality-Preserving Free-Form Character Animation

Animating clipart images with seamless motion while maintaining visual fidelity and temporal coherence presents significant challenges. Existing methods, such as AniClipart, effectively model spatial deformations but often fail to ensure smooth temporal transitions, resulting in artifacts like abrupt motions and geometric distortions. Similarly, text-to-video (T2V) and image-to-video (I2V) models struggle to handle clipart due to the mismatch in statistical properties between natural video and clipart styles. This paper introduces FlexiClip, a novel approach designed to overcome these limitations by addressing the intertwined challenges of temporal consistency and geometric integrity. FlexiClip extends traditional B\'ezier curve-based trajectory modeling with key innovations: temporal Jacobians to correct motion dynamics incrementally, continuous-time modeling via probability flow ODEs (pfODEs) to mitigate temporal noise, and a flow matching loss inspired by GFlowNet principles to optimize smooth motion transitions. These enhancements ensure coherent animations across complex scenarios involving rapid movements and non-rigid deformations. Extensive experiments validate the effectiveness of FlexiClip in generating animations that are not only smooth and natural but also structurally consistent across diverse clipart types, including humans and animals. By integrating spatial and temporal modeling with pre-trained video diffusion models, FlexiClip sets a new standard for high-quality clipart animation, offering robust performance across a wide range of visual content. Project Page: https://creative-gen.github.io/flexiclip.github.io/

PICA: Physics-Integrated Clothed Avatar

We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

Deformation-Recovery Diffusion Model (DRDM): Instance Deformation for Image Manipulation and Synthesis

In medical imaging, the diffusion models have shown great potential in synthetic image generation tasks. However, these models often struggle with the interpretable connections between the generated and existing images and could create illusions. To address these challenges, our research proposes a novel diffusion-based generative model based on deformation diffusion and recovery. This model, named Deformation-Recovery Diffusion Model (DRDM), diverges from traditional score/intensity and latent feature-based approaches, emphasizing morphological changes through deformation fields rather than direct image synthesis. This is achieved by introducing a topological-preserving deformation field generation method, which randomly samples and integrates a set of multi-scale Deformation Vector Fields (DVF). DRDM is trained to learn to recover unreasonable deformation components, thereby restoring each randomly deformed image to a realistic distribution. These innovations facilitate the generation of diverse and anatomically plausible deformations, enhancing data augmentation and synthesis for further analysis in downstream tasks, such as few-shot learning and image registration. Experimental results in cardiac MRI and pulmonary CT show DRDM is capable of creating diverse, large (over 10\% image size deformation scale), and high-quality (negative rate of the Jacobian matrix's determinant is lower than 1\%) deformation fields. The further experimental results in downstream tasks, 2D image segmentation and 3D image registration, indicate significant improvements resulting from DRDM, showcasing the potential of our model to advance image manipulation and synthesis in medical imaging and beyond. Project page: https://jianqingzheng.github.io/def_diff_rec/

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

UMat: Uncertainty-Aware Single Image High Resolution Material Capture

We propose a learning-based method to recover normals, specularity, and roughness from a single diffuse image of a material, using microgeometry appearance as our primary cue. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. In contrast, in this work, we propose a novel capture approach that leverages a generative network with attention and a U-Net discriminator, which shows outstanding performance integrating global information at reduced computational complexity. We showcase the performance of our method with a real dataset of digitized textile materials and show that a commodity flatbed scanner can produce the type of diffuse illumination required as input to our method. Additionally, because the problem might be illposed -more than a single diffuse image might be needed to disambiguate the specular reflection- or because the training dataset is not representative enough of the real distribution, we propose a novel framework to quantify the model's confidence about its prediction at test time. Our method is the first one to deal with the problem of modeling uncertainty in material digitization, increasing the trustworthiness of the process and enabling more intelligent strategies for dataset creation, as we demonstrate with an active learning experiment.

RAGDiffusion: Faithful Cloth Generation via External Knowledge Assimilation

Standard clothing asset generation involves creating forward-facing flat-lay garment images displayed on a clear background by extracting clothing information from diverse real-world contexts, which presents significant challenges due to highly standardized sampling distributions and precise structural requirements in the generated images. Existing models have limited spatial perception and often exhibit structural hallucinations in this high-specification generative task. To address this issue, we propose a novel Retrieval-Augmented Generation (RAG) framework, termed RAGDiffusion, to enhance structure determinacy and mitigate hallucinations by assimilating external knowledge from LLM and databases. RAGDiffusion consists of two core processes: (1) Retrieval-based structure aggregation, which employs contrastive learning and a Structure Locally Linear Embedding (SLLE) to derive global structure and spatial landmarks, providing both soft and hard guidance to counteract structural ambiguities; and (2) Omni-level faithful garment generation, which introduces a three-level alignment that ensures fidelity in structural, pattern, and decoding components within the diffusing. Extensive experiments on challenging real-world datasets demonstrate that RAGDiffusion synthesizes structurally and detail-faithful clothing assets with significant performance improvements, representing a pioneering effort in high-specification faithful generation with RAG to confront intrinsic hallucinations and enhance fidelity.

XHand: Real-time Expressive Hand Avatar

Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.

NSF: Neural Surface Fields for Human Modeling from Monocular Depth

Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method `\keyfeature: Neural Surface Fields' for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.

VITON-HD: High-Resolution Virtual Try-On via Misalignment-Aware Normalization

The task of image-based virtual try-on aims to transfer a target clothing item onto the corresponding region of a person, which is commonly tackled by fitting the item to the desired body part and fusing the warped item with the person. While an increasing number of studies have been conducted, the resolution of synthesized images is still limited to low (e.g., 256x192), which acts as the critical limitation against satisfying online consumers. We argue that the limitation stems from several challenges: as the resolution increases, the artifacts in the misaligned areas between the warped clothes and the desired clothing regions become noticeable in the final results; the architectures used in existing methods have low performance in generating high-quality body parts and maintaining the texture sharpness of the clothes. To address the challenges, we propose a novel virtual try-on method called VITON-HD that successfully synthesizes 1024x768 virtual try-on images. Specifically, we first prepare the segmentation map to guide our virtual try-on synthesis, and then roughly fit the target clothing item to a given person's body. Next, we propose ALIgnment-Aware Segment (ALIAS) normalization and ALIAS generator to handle the misaligned areas and preserve the details of 1024x768 inputs. Through rigorous comparison with existing methods, we demonstrate that VITON-HD highly surpasses the baselines in terms of synthesized image quality both qualitatively and quantitatively. Code is available at https://github.com/shadow2496/VITON-HD.

SHaDe: Compact and Consistent Dynamic 3D Reconstruction via Tri-Plane Deformation and Latent Diffusion

We present a novel framework for dynamic 3D scene reconstruction that integrates three key components: an explicit tri-plane deformation field, a view-conditioned canonical radiance field with spherical harmonics (SH) attention, and a temporally-aware latent diffusion prior. Our method encodes 4D scenes using three orthogonal 2D feature planes that evolve over time, enabling efficient and compact spatiotemporal representation. These features are explicitly warped into a canonical space via a deformation offset field, eliminating the need for MLP-based motion modeling. In canonical space, we replace traditional MLP decoders with a structured SH-based rendering head that synthesizes view-dependent color via attention over learned frequency bands improving both interpretability and rendering efficiency. To further enhance fidelity and temporal consistency, we introduce a transformer-guided latent diffusion module that refines the tri-plane and deformation features in a compressed latent space. This generative module denoises scene representations under ambiguous or out-of-distribution (OOD) motion, improving generalization. Our model is trained in two stages: the diffusion module is first pre-trained independently, and then fine-tuned jointly with the full pipeline using a combination of image reconstruction, diffusion denoising, and temporal consistency losses. We demonstrate state-of-the-art results on synthetic benchmarks, surpassing recent methods such as HexPlane and 4D Gaussian Splatting in visual quality, temporal coherence, and robustness to sparse-view dynamic inputs.

AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model

Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.

Self-supervised Learning of Implicit Shape Representation with Dense Correspondence for Deformable Objects

Learning 3D shape representation with dense correspondence for deformable objects is a fundamental problem in computer vision. Existing approaches often need additional annotations of specific semantic domain, e.g., skeleton poses for human bodies or animals, which require extra annotation effort and suffer from error accumulation, and they are limited to specific domain. In this paper, we propose a novel self-supervised approach to learn neural implicit shape representation for deformable objects, which can represent shapes with a template shape and dense correspondence in 3D. Our method does not require the priors of skeleton and skinning weight, and only requires a collection of shapes represented in signed distance fields. To handle the large deformation, we constrain the learned template shape in the same latent space with the training shapes, design a new formulation of local rigid constraint that enforces rigid transformation in local region and addresses local reflection issue, and present a new hierarchical rigid constraint to reduce the ambiguity due to the joint learning of template shape and correspondences. Extensive experiments show that our model can represent shapes with large deformations. We also show that our shape representation can support two typical applications, such as texture transfer and shape editing, with competitive performance. The code and models are available at https://iscas3dv.github.io/deformshape

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

MICDIR: Multi-scale Inverse-consistent Deformable Image Registration using UNetMSS with Self-Constructing Graph Latent

Image registration is the process of bringing different images into a common coordinate system - a technique widely used in various applications of computer vision, such as remote sensing, image retrieval, and, most commonly, medical imaging. Deep learning based techniques have been applied successfully to tackle various complex medical image processing problems, including medical image registration. Over the years, several image registration techniques have been proposed using deep learning. Deformable image registration techniques such as Voxelmorph have been successful in capturing finer changes and providing smoother deformations. However, Voxelmorph, as well as ICNet and FIRE, do not explicitly encode global dependencies (i.e. the overall anatomical view of the supplied image) and, therefore, cannot track large deformations. In order to tackle the aforementioned problems, this paper extends the Voxelmorph approach in three different ways. To improve the performance in case of small as well as large deformations, supervision of the model at different resolutions has been integrated using a multi-scale UNet. To support the network to learn and encode the minute structural co-relations of the given image-pairs, a self-constructing graph network (SCGNet) has been used as the latent of the multi-scale UNet - which can improve the learning process of the model and help the model to generalise better. And finally, to make the deformations inverse-consistent, cycle consistency loss has been employed. On the task of registration of brain MRIs, the proposed method achieved significant improvements over ANTs and VoxelMorph, obtaining a Dice score of 0.8013 \pm 0.0243 for intramodal and 0.6211 \pm 0.0309 for intermodal, while VoxelMorph achieved 0.7747 \pm 0.0260 and 0.6071 \pm 0.0510, respectively

Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2

MagicArticulate: Make Your 3D Models Articulation-Ready

With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual annotation, which is both time-consuming and labor-intensive. Moreover, the lack of large-scale benchmarks has hindered the development of learning-based solutions. In this work, we present MagicArticulate, an effective framework that automatically transforms static 3D models into articulation-ready assets. Our key contributions are threefold. First, we introduce Articulation-XL, a large-scale benchmark containing over 33k 3D models with high-quality articulation annotations, carefully curated from Objaverse-XL. Second, we propose a novel skeleton generation method that formulates the task as a sequence modeling problem, leveraging an auto-regressive transformer to naturally handle varying numbers of bones or joints within skeletons and their inherent dependencies across different 3D models. Third, we predict skinning weights using a functional diffusion process that incorporates volumetric geodesic distance priors between vertices and joints. Extensive experiments demonstrate that MagicArticulate significantly outperforms existing methods across diverse object categories, achieving high-quality articulation that enables realistic animation. Project page: https://chaoyuesong.github.io/MagicArticulate.

The MAMe Dataset: On the relevance of High Resolution and Variable Shape image properties

In the image classification task, the most common approach is to resize all images in a dataset to a unique shape, while reducing their precision to a size which facilitates experimentation at scale. This practice has benefits from a computational perspective, but it entails negative side-effects on performance due to loss of information and image deformation. In this work we introduce the MAMe dataset, an image classification dataset with remarkable high resolution and variable shape properties. The goal of MAMe is to provide a tool for studying the impact of such properties in image classification, while motivating research in the field. The MAMe dataset contains thousands of artworks from three different museums, and proposes a classification task consisting on differentiating between 29 mediums (i.e. materials and techniques) supervised by art experts. After reviewing the singularity of MAMe in the context of current image classification tasks, a thorough description of the task is provided, together with dataset statistics. Experiments are conducted to evaluate the impact of using high resolution images, variable shape inputs and both properties at the same time. Results illustrate the positive impact in performance when using high resolution images, while highlighting the lack of solutions to exploit variable shapes. An additional experiment exposes the distinctiveness between the MAMe dataset and the prototypical ImageNet dataset. Finally, the baselines are inspected using explainability methods and expert knowledge, to gain insights on the challenges that remain ahead.

FlexiDreamer: Single Image-to-3D Generation with FlexiCubes

3D content generation from text prompts or single images has made remarkable progress in quality and speed recently. One of its dominant paradigms involves generating consistent multi-view images followed by a sparse-view reconstruction. However, due to the challenge of directly deforming the mesh representation to approach the target topology, most methodologies learn an implicit representation (such as NeRF) during the sparse-view reconstruction and acquire the target mesh by a post-processing extraction. Although the implicit representation can effectively model rich 3D information, its training typically entails a long convergence time. In addition, the post-extraction operation from the implicit field also leads to undesirable visual artifacts. In this paper, we propose FlexiDreamer, a novel single image-to-3d generation framework that reconstructs the target mesh in an end-to-end manner. By leveraging a flexible gradient-based extraction known as FlexiCubes, our method circumvents the defects brought by the post-processing and facilitates a direct acquisition of the target mesh. Furthermore, we incorporate a multi-resolution hash grid encoding scheme that progressively activates the encoding levels into the implicit field in FlexiCubes to help capture geometric details for per-step optimization. Notably, FlexiDreamer recovers a dense 3D structure from a single-view image in approximately 1 minute on a single NVIDIA A100 GPU, outperforming previous methodologies by a large margin.

Deep Fashion3D: A Dataset and Benchmark for 3D Garment Reconstruction from Single Images

High-fidelity clothing reconstruction is the key to achieving photorealism in a wide range of applications including human digitization, virtual try-on, etc. Recent advances in learning-based approaches have accomplished unprecedented accuracy in recovering unclothed human shape and pose from single images, thanks to the availability of powerful statistical models, e.g. SMPL, learned from a large number of body scans. In contrast, modeling and recovering clothed human and 3D garments remains notoriously difficult, mostly due to the lack of large-scale clothing models available for the research community. We propose to fill this gap by introducing Deep Fashion3D, the largest collection to date of 3D garment models, with the goal of establishing a novel benchmark and dataset for the evaluation of image-based garment reconstruction systems. Deep Fashion3D contains 2078 models reconstructed from real garments, which covers 10 different categories and 563 garment instances. It provides rich annotations including 3D feature lines, 3D body pose and the corresponded multi-view real images. In addition, each garment is randomly posed to enhance the variety of real clothing deformations. To demonstrate the advantage of Deep Fashion3D, we propose a novel baseline approach for single-view garment reconstruction, which leverages the merits of both mesh and implicit representations. A novel adaptable template is proposed to enable the learning of all types of clothing in a single network. Extensive experiments have been conducted on the proposed dataset to verify its significance and usefulness. We will make Deep Fashion3D publicly available upon publication.

4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians

We propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by jointly optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model non-rigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D SLAM research is the lack of reliable ground truth and evaluation protocols, primarily due to the difficulty of 4D capture using commodity sensors. To address this, we present a novel open synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques.

EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices

Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.

Leveraging Intrinsic Properties for Non-Rigid Garment Alignment

We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023_intrinsic/index.html.

Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting

Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis

Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.

GARF: Learning Generalizable 3D Reassembly for Real-World Fractures

3D reassembly is a challenging spatial intelligence task with broad applications across scientific domains. While large-scale synthetic datasets have fueled promising learning-based approaches, their generalizability to different domains is limited. Critically, it remains uncertain whether models trained on synthetic datasets can generalize to real-world fractures where breakage patterns are more complex. To bridge this gap, we propose GARF, a generalizable 3D reassembly framework for real-world fractures. GARF leverages fracture-aware pretraining to learn fracture features from individual fragments, with flow matching enabling precise 6-DoF alignments. At inference time, we introduce one-step preassembly, improving robustness to unseen objects and varying numbers of fractures. In collaboration with archaeologists, paleoanthropologists, and ornithologists, we curate Fractura, a diverse dataset for vision and learning communities, featuring real-world fracture types across ceramics, bones, eggshells, and lithics. Comprehensive experiments have shown our approach consistently outperforms state-of-the-art methods on both synthetic and real-world datasets, achieving 82.87\% lower rotation error and 25.15\% higher part accuracy. This sheds light on training on synthetic data to advance real-world 3D puzzle solving, demonstrating its strong generalization across unseen object shapes and diverse fracture types.

Free-form Generation Enhances Challenging Clothed Human Modeling

Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, these methods struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that our method achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.

Parallax-Tolerant Unsupervised Deep Image Stitching

Traditional image stitching approaches tend to leverage increasingly complex geometric features (point, line, edge, etc.) for better performance. However, these hand-crafted features are only suitable for specific natural scenes with adequate geometric structures. In contrast, deep stitching schemes overcome the adverse conditions by adaptively learning robust semantic features, but they cannot handle large-parallax cases due to homography-based registration. To solve these issues, we propose UDIS++, a parallax-tolerant unsupervised deep image stitching technique. First, we propose a robust and flexible warp to model the image registration from global homography to local thin-plate spline motion. It provides accurate alignment for overlapping regions and shape preservation for non-overlapping regions by joint optimization concerning alignment and distortion. Subsequently, to improve the generalization capability, we design a simple but effective iterative strategy to enhance the warp adaption in cross-dataset and cross-resolution applications. Finally, to further eliminate the parallax artifacts, we propose to composite the stitched image seamlessly by unsupervised learning for seam-driven composition masks. Compared with existing methods, our solution is parallax-tolerant and free from laborious designs of complicated geometric features for specific scenes. Extensive experiments show our superiority over the SoTA methods, both quantitatively and qualitatively. The code is available at https://github.com/nie-lang/UDIS2.

MvDrag3D: Drag-based Creative 3D Editing via Multi-view Generation-Reconstruction Priors

Drag-based editing has become popular in 2D content creation, driven by the capabilities of image generative models. However, extending this technique to 3D remains a challenge. Existing 3D drag-based editing methods, whether employing explicit spatial transformations or relying on implicit latent optimization within limited-capacity 3D generative models, fall short in handling significant topology changes or generating new textures across diverse object categories. To overcome these limitations, we introduce MVDrag3D, a novel framework for more flexible and creative drag-based 3D editing that leverages multi-view generation and reconstruction priors. At the core of our approach is the usage of a multi-view diffusion model as a strong generative prior to perform consistent drag editing over multiple rendered views, which is followed by a reconstruction model that reconstructs 3D Gaussians of the edited object. While the initial 3D Gaussians may suffer from misalignment between different views, we address this via view-specific deformation networks that adjust the position of Gaussians to be well aligned. In addition, we propose a multi-view score function that distills generative priors from multiple views to further enhance the view consistency and visual quality. Extensive experiments demonstrate that MVDrag3D provides a precise, generative, and flexible solution for 3D drag-based editing, supporting more versatile editing effects across various object categories and 3D representations.

ColorizeDiffusion v2: Enhancing Reference-based Sketch Colorization Through Separating Utilities

Reference-based sketch colorization methods have garnered significant attention due to their potential applications in the animation production industry. However, most existing methods are trained with image triplets of sketch, reference, and ground truth that are semantically and spatially well-aligned, while real-world references and sketches often exhibit substantial misalignment. This mismatch in data distribution between training and inference leads to overfitting, consequently resulting in spatial artifacts and significant degradation in overall colorization quality, limiting potential applications of current methods for general purposes. To address this limitation, we conduct an in-depth analysis of the carrier, defined as the latent representation facilitating information transfer from reference to sketch. Based on this analysis, we propose a novel workflow that dynamically adapts the carrier to optimize distinct aspects of colorization. Specifically, for spatially misaligned artifacts, we introduce a split cross-attention mechanism with spatial masks, enabling region-specific reference injection within the diffusion process. To mitigate semantic neglect of sketches, we employ dedicated background and style encoders to transfer detailed reference information in the latent feature space, achieving enhanced spatial control and richer detail synthesis. Furthermore, we propose character-mask merging and background bleaching as preprocessing steps to improve foreground-background integration and background generation. Extensive qualitative and quantitative evaluations, including a user study, demonstrate the superior performance of our proposed method compared to existing approaches. An ablation study further validates the efficacy of each proposed component.

Deformer: Dynamic Fusion Transformer for Robust Hand Pose Estimation

Accurately estimating 3D hand pose is crucial for understanding how humans interact with the world. Despite remarkable progress, existing methods often struggle to generate plausible hand poses when the hand is heavily occluded or blurred. In videos, the movements of the hand allow us to observe various parts of the hand that may be occluded or blurred in a single frame. To adaptively leverage the visual clue before and after the occlusion or blurring for robust hand pose estimation, we propose the Deformer: a framework that implicitly reasons about the relationship between hand parts within the same image (spatial dimension) and different timesteps (temporal dimension). We show that a naive application of the transformer self-attention mechanism is not sufficient because motion blur or occlusions in certain frames can lead to heavily distorted hand features and generate imprecise keys and queries. To address this challenge, we incorporate a Dynamic Fusion Module into Deformer, which predicts the deformation of the hand and warps the hand mesh predictions from nearby frames to explicitly support the current frame estimation. Furthermore, we have observed that errors are unevenly distributed across different hand parts, with vertices around fingertips having disproportionately higher errors than those around the palm. We mitigate this issue by introducing a new loss function called maxMSE that automatically adjusts the weight of every vertex to focus the model on critical hand parts. Extensive experiments show that our method significantly outperforms state-of-the-art methods by 10%, and is more robust to occlusions (over 14%).

Relightable and Animatable Neural Avatar from Sparse-View Video

This paper tackles the challenge of creating relightable and animatable neural avatars from sparse-view (or even monocular) videos of dynamic humans under unknown illumination. Compared to studio environments, this setting is more practical and accessible but poses an extremely challenging ill-posed problem. Previous neural human reconstruction methods are able to reconstruct animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but cannot recover material parameters for relighting. While differentiable inverse rendering-based methods have succeeded in material recovery of static objects, it is not straightforward to extend them to dynamic humans as it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for inverse rendering. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space distances under arbitrary human poses. Specifically, we estimate coarse distances based on a parametric human model and compute fine distances by exploiting the local deformation invariance of SDF. Based on the HDQ algorithm, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover animatable and relightable neural avatars from sparse view (or monocular) inputs. Experiments demonstrate that our approach is able to produce superior results compared to state-of-the-art methods. Our code will be released for reproducibility.

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting

As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.

CoDeF: Content Deformation Fields for Temporally Consistent Video Processing

We present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis.Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline.We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video.With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field.We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training.More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog.Project page can be found at https://qiuyu96.github.io/CoDeF/.

RecRecNet: Rectangling Rectified Wide-Angle Images by Thin-Plate Spline Model and DoF-based Curriculum Learning

The wide-angle lens shows appealing applications in VR technologies, but it introduces severe radial distortion into its captured image. To recover the realistic scene, previous works devote to rectifying the content of the wide-angle image. However, such a rectification solution inevitably distorts the image boundary, which potentially changes related geometric distributions and misleads the current vision perception models. In this work, we explore constructing a win-win representation on both content and boundary by contributing a new learning model, i.e., Rectangling Rectification Network (RecRecNet). In particular, we propose a thin-plate spline (TPS) module to formulate the non-linear and non-rigid transformation for rectangling images. By learning the control points on the rectified image, our model can flexibly warp the source structure to the target domain and achieves an end-to-end unsupervised deformation. To relieve the complexity of structure approximation, we then inspire our RecRecNet to learn the gradual deformation rules with a DoF (Degree of Freedom)-based curriculum learning. By increasing the DoF in each curriculum stage, namely, from similarity transformation (4-DoF) to homography transformation (8-DoF), the network is capable of investigating more detailed deformations, offering fast convergence on the final rectangling task. Experiments show the superiority of our solution over the compared methods on both quantitative and qualitative evaluations. The code and dataset will be made available.

MonoHuman: Animatable Human Neural Field from Monocular Video

Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.

Instructive3D: Editing Large Reconstruction Models with Text Instructions

Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.