Abstract:Human-Object Interaction (HOI) video reenactment with realistic motion remains a frontier in expressive digital human creation. Existing approaches primarily handle simple image-plane motion (e.g., in-plane translations), struggling with complex non-planar manipulations like out-of-plane reorientation. In this paper, we propose MVHOI, a two-stage HOI video reenactment framework that bridges multi-view reference conditions and video foundation models via a 3D Foundation Model (3DFM). The 3DFM first produces view-consistent object priors conditioned on implicit motion dynamics across novel viewpoints. A controllable video generation model then synthesizes high-fidelity object texture by incorporating multi-view reference images, ensuring appearance consistency via a reasonable retrieval mechanism. By enabling these two stages to mutually reinforce one another during the inference phase, our framework shows superior performance in generating long-duration HOI videos with intricate object manipulations. Extensive experiments show substantial improvements over prior approaches, especially for HOI with complex 3D object manipulations.
Abstract:We propose Light-Geometry Interaction (LGI) maps, a novel representation that encodes light-aware occlusion from monocular depth. Unlike ray tracing, which requires full 3D reconstruction, LGI captures essential light-shadow interactions reliably and accurately, computed from off-the-shelf 2.5D depth map predictions. LGI explicitly ties illumination direction to geometry, providing a physics-inspired prior that constrains generative models. Without such prior, these models often produce floating shadows, inconsistent illumination, and implausible shadow geometry. Building on this representation, we propose a unified pipeline for joint shadow generation and relighting - unlike prior methods that treat them as disjoint tasks - capturing the intrinsic coupling of illumination and shadowing essential for modeling indirect effects. By embedding LGI into a bridge-matching generative backbone, we reduce ambiguity and enforce physically consistent light-shadow reasoning. To enable effective training, we curated the first large-scale benchmark dataset for joint shadow and relighting, covering reflections, transparency, and complex interreflections. Experiments show significant gains in realism and consistency across synthetic and real images. LGI thus bridges geometry-inspired rendering with generative modeling, enabling efficient, physically consistent shadow generation and relighting.
Abstract:Audio-driven 3D talking avatar generation is increasingly important in virtual communication, digital humans, and interactive media, where avatars must preserve identity, synchronize lip motion with speech, express emotion, and exhibit lifelike spatial dynamics, collectively defining a broader objective of expressivity. However, achieving this remains challenging due to insufficient training data with limited subject identities, narrow audio representations, and restricted explicit controllability. In this paper, we propose 3DXTalker, an expressive 3D talking avatar through data-curated identity modeling, audio-rich representations, and spatial dynamics controllability. 3DXTalker enables scalable identity modeling via 2D-to-3D data curation pipeline and disentangled representations, alleviating data scarcity and improving identity generalization. Then, we introduce frame-wise amplitude and emotional cues beyond standard speech embeddings, ensuring superior lip synchronization and nuanced expression modulation. These cues are unified by a flow-matching-based transformer for coherent facial dynamics. Moreover, 3DXTalker also enables natural head-pose motion generation while supporting stylized control via prompt-based conditioning. Extensive experiments show that 3DXTalker integrates lip synchronization, emotional expression, and head-pose dynamics within a unified framework, achieves superior performance in 3D talking avatar generation.
Abstract:Existing diffusion-based super-resolution approaches often exhibit semantic ambiguities due to inaccuracies and incompleteness in their text conditioning, coupled with the inherent tendency for cross-attention to divert towards irrelevant pixels. These limitations can lead to semantic misalignment and hallucinated details in the generated high-resolution outputs. To address these, we propose a novel, plug-and-play spatially re-focused super-resolution (SRSR) framework that consists of two core components: first, we introduce Spatially Re-focused Cross-Attention (SRCA), which refines text conditioning at inference time by applying visually-grounded segmentation masks to guide cross-attention. Second, we introduce a Spatially Targeted Classifier-Free Guidance (STCFG) mechanism that selectively bypasses text influences on ungrounded pixels to prevent hallucinations. Extensive experiments on both synthetic and real-world datasets demonstrate that SRSR consistently outperforms seven state-of-the-art baselines in standard fidelity metrics (PSNR and SSIM) across all datasets, and in perceptual quality measures (LPIPS and DISTS) on two real-world benchmarks, underscoring its effectiveness in achieving both high semantic fidelity and perceptual quality in super-resolution.
Abstract:Diffusion Transformers (DiTs) have recently driven significant progress in text-to-video (T2V) generation. However, generating multiple videos with consistent characters and backgrounds remains a significant challenge. Existing methods typically rely on reference images or extensive training, and often only address character consistency, leaving background consistency to image-to-video models. We introduce BachVid, the first training-free method that achieves consistent video generation without needing any reference images. Our approach is based on a systematic analysis of DiT's attention mechanism and intermediate features, revealing its ability to extract foreground masks and identify matching points during the denoising process. Our method leverages this finding by first generating an identity video and caching the intermediate variables, and then inject these cached variables into corresponding positions in newly generated videos, ensuring both foreground and background consistency across multiple videos. Experimental results demonstrate that BachVid achieves robust consistency in generated videos without requiring additional training, offering a novel and efficient solution for consistent video generation without relying on reference images or additional training.
Abstract:3D modeling of highly reflective objects remains challenging due to strong view-dependent appearances. While previous SDF-based methods can recover high-quality meshes, they are often time-consuming and tend to produce over-smoothed surfaces. In contrast, 3D Gaussian Splatting (3DGS) offers the advantage of high speed and detailed real-time rendering, but extracting surfaces from the Gaussians can be noisy due to the lack of geometric constraints. To bridge the gap between these approaches, we propose a novel reconstruction method called GS-2DGS for reflective objects based on 2D Gaussian Splatting (2DGS). Our approach combines the rapid rendering capabilities of Gaussian Splatting with additional geometric information from foundation models. Experimental results on synthetic and real datasets demonstrate that our method significantly outperforms Gaussian-based techniques in terms of reconstruction and relighting and achieves performance comparable to SDF-based methods while being an order of magnitude faster. Code is available at https://github.com/hirotong/GS2DGS




Abstract:Diffusion models indirectly estimate the probability density over a data space, which can be used to study its structure. In this work, we show that geodesics can be computed in diffusion latent space, where the norm induced by the spatially-varying inner product is inversely proportional to the probability density. In this formulation, a path that traverses a high density (that is, probable) region of image latent space is shorter than the equivalent path through a low density region. We present algorithms for solving the associated initial and boundary value problems and show how to compute the probability density along the path and the geodesic distance between two points. Using these techniques, we analyze how closely video clips approximate geodesics in a pre-trained image diffusion space. Finally, we demonstrate how these techniques can be applied to training-free image sequence interpolation and extrapolation, given a pre-trained image diffusion model.




Abstract: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.




Abstract:Video restoration (VR) aims to recover high-quality videos from degraded ones. Although recent zero-shot VR methods using pre-trained diffusion models (DMs) show good promise, they suffer from approximation errors during reverse diffusion and insufficient temporal consistency. Moreover, dealing with 3D video data, VR is inherently computationally intensive. In this paper, we advocate viewing the reverse process in DMs as a function and present a novel Maximum a Posterior (MAP) framework that directly parameterizes video frames in the seed space of DMs, eliminating approximation errors. We also introduce strategies to promote bilevel temporal consistency: semantic consistency by leveraging clustering structures in the seed space, and pixel-level consistency by progressive warping with optical flow refinements. Extensive experiments on multiple virtual reality tasks demonstrate superior visual quality and temporal consistency achieved by our method compared to the state-of-the-art.
Abstract:Sparse-view 3D CT reconstruction aims to recover volumetric structures from a limited number of 2D X-ray projections. Existing feedforward methods are constrained by the limited capacity of CNN-based architectures and the scarcity of large-scale training datasets. In this paper, we propose an X-ray Large Reconstruction Model (X-LRM) for extremely sparse-view (<10 views) CT reconstruction. X-LRM consists of two key components: X-former and X-triplane. Our X-former can handle an arbitrary number of input views using an MLP-based image tokenizer and a Transformer-based encoder. The output tokens are then upsampled into our X-triplane representation, which models the 3D radiodensity as an implicit neural field. To support the training of X-LRM, we introduce Torso-16K, a large-scale dataset comprising over 16K volume-projection pairs of various torso organs. Extensive experiments demonstrate that X-LRM outperforms the state-of-the-art method by 1.5 dB and achieves 27x faster speed and better flexibility. Furthermore, the downstream evaluation of lung segmentation tasks also suggests the practical value of our approach. Our code, pre-trained models, and dataset will be released at https://github.com/caiyuanhao1998/X-LRM