Abstract:Large-scale foundation models (LFMs) have recently made impressive progress in text-to-motion generation by learning strong generative priors from massive 3D human motion datasets and paired text descriptions. However, how to effectively and efficiently leverage such single-purpose motion LFMs, i.e., text-to-motion synthesis, in more diverse cross-modal and in-context motion generation downstream tasks remains largely unclear. Prior work typically adapts pretrained generative priors to individual downstream tasks in a task-specific manner. In contrast, our goal is to unlock such priors to support a broad spectrum of downstream motion generation tasks within a single unified framework. To bridge this gap, we present UMO, a simple yet general unified formulation that casts diverse downstream tasks into compositions of atomic per-frame operations, enabling in-context adaptation to unlock the generative priors of pretrained DiT-based motion LFMs. Specifically, UMO introduces three learnable frame-level meta-operation embeddings to specify per-frame intent and employs lightweight temporal fusion to inject in-context cues into the pretrained backbone, with negligible runtime overhead compared to the base model. With this design, UMO finetunes the pretrained model, originally limited to text-to-motion generation, to support diverse previously unsupported tasks, including temporal inpainting, text-guided motion editing, text-serialized geometric constraints, and multi-identity reaction generation. Experiments demonstrate that UMO consistently outperforms task-specific and training-free baselines across a wide range of benchmarks, despite using a single unified model. Code and model will be publicly available. Project Page: https://oliver-cong02.github.io/UMO.github.io/
Abstract:Volumetric videos offer immersive 4D experiences, but remain difficult to reconstruct, store, and stream at scale. Existing Gaussian Splatting based methods achieve high-quality reconstruction but break down on long sequences, temporal inconsistency, and fail under large motions and disocclusions. Moreover, their outputs are typically incompatible with conventional video coding pipelines, preventing practical applications. We introduce PackUV, a novel 4D Gaussian representation that maps all Gaussian attributes into a sequence of structured, multi-scale UV atlas, enabling compact, image-native storage. To fit this representation from multi-view videos, we propose PackUV-GS, a temporally consistent fitting method that directly optimizes Gaussian parameters in the UV domain. A flow-guided Gaussian labeling and video keyframing module identifies dynamic Gaussians, stabilizes static regions, and preserves temporal coherence even under large motions and disocclusions. The resulting UV atlas format is the first unified volumetric video representation compatible with standard video codecs (e.g., FFV1) without losing quality, enabling efficient streaming within existing multimedia infrastructure. To evaluate long-duration volumetric capture, we present PackUV-2B, the largest multi-view video dataset to date, featuring more than 50 synchronized cameras, substantial motion, and frequent disocclusions across 100 sequences and 2B (billion) frames. Extensive experiments demonstrate that our method surpasses existing baselines in rendering fidelity while scaling to sequences up to 30 minutes with consistent quality.
Abstract:While recent video diffusion models (VDMs) produce visually impressive results, they fundamentally struggle to maintain 3D structural consistency, often resulting in object deformation or spatial drift. We hypothesize that these failures arise because standard denoising objectives lack explicit incentives for geometric coherence. To address this, we introduce VideoGPA (Video Geometric Preference Alignment), a data-efficient self-supervised framework that leverages a geometry foundation model to automatically derive dense preference signals that guide VDMs via Direct Preference Optimization (DPO). This approach effectively steers the generative distribution toward inherent 3D consistency without requiring human annotations. VideoGPA significantly enhances temporal stability, physical plausibility, and motion coherence using minimal preference pairs, consistently outperforming state-of-the-art baselines in extensive experiments.




Abstract:Instruction-based video editing aims to modify an input video according to a natural-language instruction while preserving content fidelity and temporal coherence. However, existing diffusion-based approaches are often trained on paired data of simple editing operations, which fundamentally limits their ability to generalize to diverse and complex, real-world instructions. To address this generalization gap, we propose VIVA, a scalable framework for instruction-based video editing that leverages VLM-guided encoding and reward optimization. First, we introduce a VLM-based instructor that encodes the textual instruction, the first frame of the source video, and an optional reference image into visually-grounded instruction representations, providing fine-grained spatial and semantic context for the diffusion transformer backbone. Second, we propose a post-training stage, Edit-GRPO, which adapts Group Relative Policy Optimization to the domain of video editing, directly optimizing the model for instruction-faithful, content-preserving, and aesthetically pleasing edits using relative rewards. Furthermore, we propose a data construction pipeline designed to synthetically generate diverse, high-fidelity paired video-instruction data of basic editing operations. Extensive experiments show that VIVA achieves superior instruction following, generalization, and editing quality over state-of-the-art methods. Website: https://viva-paper.github.io
Abstract:Large-scale pre-trained video diffusion models have exhibited remarkable capabilities in diverse video generation. However, existing solutions face several challenges in using these models to generate long movie-like videos with rich human-object interactions that include unrealistic human-scene interaction, lack of subject identity preservation, and require expensive training. We propose GenHSI, a training-free method for controllable generation of long human-scene interaction videos (HSI). Taking inspiration from movie animation, our key insight is to overcome the limitations of previous work by subdividing the long video generation task into three stages: (1) script writing, (2) pre-visualization, and (3) animation. Given an image of a scene, a user description, and multiple images of a person, we use these three stages to generate long-videos that preserve human-identity and provide rich human-scene interactions. Script writing converts complex human tasks into simple atomic tasks that are used in the pre-visualization stage to generate 3D keyframes (storyboards). These 3D keyframes are rendered and animated by off-the-shelf video diffusion models for consistent long video generation with rich contacts in a 3D-aware manner. A key advantage of our work is that we alleviate the need for scanned, accurate scenes and create 3D keyframes from single-view images. We are the first to generate a long video sequence with a consistent camera pose that contains arbitrary numbers of character actions without training. Experiments demonstrate that our method can generate long videos that effectively preserve scene content and character identity with plausible human-scene interaction from a single image scene. Visit our project homepage https://kunkun0w0.github.io/project/GenHSI/ for more information.
Abstract:Large-scale pre-trained image-to-3D generative models have exhibited remarkable capabilities in diverse shape generations. However, most of them struggle to synthesize plausible 3D assets when the reference image is flat-colored like hand drawings due to the lack of 3D illusion, which are often the most user-friendly input modalities in art content creation. To this end, we propose Art3D, a training-free method that can lift flat-colored 2D designs into 3D. By leveraging structural and semantic features with pre- trained 2D image generation models and a VLM-based realism evaluation, Art3D successfully enhances the three-dimensional illusion in reference images, thus simplifying the process of generating 3D from 2D, and proves adaptable to a wide range of painting styles. To benchmark the generalization performance of existing image-to-3D models on flat-colored images without 3D feeling, we collect a new dataset, Flat-2D, with over 100 samples. Experimental results demonstrate the performance and robustness of Art3D, exhibiting superior generalizable capacity and promising practical applicability. Our source code and dataset will be publicly available on our project page: https://joy-jy11.github.io/ .




Abstract:We explore the oscillatory behavior observed in inversion methods applied to large-scale text-to-image diffusion models, with a focus on the "Flux" model. By employing a fixed-point-inspired iterative approach to invert real-world images, we observe that the solution does not achieve convergence, instead oscillating between distinct clusters. Through both toy experiments and real-world diffusion models, we demonstrate that these oscillating clusters exhibit notable semantic coherence. We offer theoretical insights, showing that this behavior arises from oscillatory dynamics in rectified flow models. Building on this understanding, we introduce a simple and fast distribution transfer technique that facilitates image enhancement, stroke-based recoloring, as well as visual prompt-guided image editing. Furthermore, we provide quantitative results demonstrating the effectiveness of our method for tasks such as image enhancement, makeup transfer, reconstruction quality, and guided sampling quality. Higher-quality examples of videos and images are available at \href{https://yanyanzheng96.github.io/oscillation_inversion/}{this link}.




Abstract:This paper presents a novel approach 4DRecons that takes a single camera RGB-D sequence of a dynamic subject as input and outputs a complete textured deforming 3D model over time. 4DRecons encodes the output as a 4D neural implicit surface and presents an optimization procedure that combines a data term and two regularization terms. The data term fits the 4D implicit surface to the input partial observations. We address fundamental challenges in fitting a complete implicit surface to partial observations. The first regularization term enforces that the deformation among adjacent frames is as rigid as possible (ARAP). To this end, we introduce a novel approach to compute correspondences between adjacent textured implicit surfaces, which are used to define the ARAP regularization term. The second regularization term enforces that the topology of the underlying object remains fixed over time. This regularization is critical for avoiding self-intersections that are typical in implicit-based reconstructions. We have evaluated the performance of 4DRecons on a variety of datasets. Experimental results show that 4DRecons can handle large deformations and complex inter-part interactions and outperform state-of-the-art approaches considerably.
Abstract:We propose a framework for automatic colorization that allows for iterative editing and modifications. The core of our framework lies in an imagination module: by understanding the content within a grayscale image, we utilize a pre-trained image generation model to generate multiple images that contain the same content. These images serve as references for coloring, mimicking the process of human experts. As the synthesized images can be imperfect or different from the original grayscale image, we propose a Reference Refinement Module to select the optimal reference composition. Unlike most previous end-to-end automatic colorization algorithms, our framework allows for iterative and localized modifications of the colorization results because we explicitly model the coloring samples. Extensive experiments demonstrate the superiority of our framework over existing automatic colorization algorithms in editability and flexibility. Project page: https://xy-cong.github.io/imagine-colorization.