Abstract:Learning-based real image dehazing methods have achieved notable progress, yet they still face adaptation challenges in diverse real haze scenes. These challenges mainly stem from the lack of effective unsupervised mechanisms for unlabeled data and the heavy cost of full model fine-tuning. To address these challenges, we propose the haze-to-clear text-directed loss that leverages CLIP's cross-modal capabilities to reformulate real image dehazing as a semantic alignment problem in latent space, thereby providing explicit unsupervised cross-modal guidance in the absence of reference images. Furthermore, we introduce the Bilevel Layer-positioning LoRA (BiLaLoRA) strategy, which learns both the LoRA parameters and automatically search the injection layers, enabling targeted adaptation of critical network layers. Extensive experiments demonstrate our superiority against state-of-the-art methods on multiple real-world dehazing benchmarks. The code is publicly available at https://github.com/YanZhang-zy/BiLaLoRA.
Abstract:Reconstructing photorealistic and animatable 4D head avatars from a single portrait image remains a fundamental challenge in computer vision. While diffusion models have enabled remarkable progress in image and video generation for avatar reconstruction, existing methods primarily rely on 2D priors and struggle to achieve consistent 3D geometry. We propose a novel framework that leverages geometry-aware diffusion to learn strong geometry priors for high-fidelity head avatar reconstruction. Our approach jointly synthesizes portrait images and corresponding surface normals, while a pose-free expression encoder captures implicit expression representations. Both synthesized images and expression latents are incorporated into 3D Gaussian-based avatars, enabling photorealistic rendering with accurate geometry. Extensive experiments demonstrate that our method substantially outperforms state-of-the-art approaches in visual quality, expression fidelity, and cross-identity generalization, while supporting real-time rendering.




Abstract:We present FlexAvatar, a flexible large reconstruction model for high-fidelity 3D head avatars with detailed dynamic deformation from single or sparse images, without requiring camera poses or expression labels. It leverages a transformer-based reconstruction model with structured head query tokens as canonical anchor to aggregate flexible input-number-agnostic, camera-pose-free and expression-free inputs into a robust canonical 3D representation. For detailed dynamic deformation, we introduce a lightweight UNet decoder conditioned on UV-space position maps, which can produce detailed expression-dependent deformations in real time. To better capture rare but critical expressions like wrinkles and bared teeth, we also adopt a data distribution adjustment strategy during training to balance the distribution of these expressions in the training set. Moreover, a lightweight 10-second refinement can further enhances identity-specific details in extreme identities without affecting deformation quality. Extensive experiments demonstrate that our FlexAvatar achieves superior 3D consistency, detailed dynamic realism compared with previous methods, providing a practical solution for animatable 3D avatar creation.
Abstract:Face relighting aims to synthesize realistic portraits under novel illumination while preserving identity and geometry. However, progress remains constrained by the limited availability of large-scale, physically consistent illumination data. To address this, we introduce POLAR, a large-scale and physically calibrated One-Light-at-a-Time (OLAT) dataset containing over 200 subjects captured under 156 lighting directions, multiple views, and diverse expressions. Building upon POLAR, we develop a flow-based generative model POLARNet that predicts per-light OLAT responses from a single portrait, capturing fine-grained and direction-aware illumination effects while preserving facial identity. Unlike diffusion or background-conditioned methods that rely on statistical or contextual cues, our formulation models illumination as a continuous, physically interpretable transformation between lighting states, enabling scalable and controllable relighting. Together, POLAR and POLARNet form a unified illumination learning framework that links real data, generative synthesis, and physically grounded relighting, establishing a self-sustaining "chicken-and-egg" cycle for scalable and reproducible portrait illumination. Our project page: https://rex0191.github.io/POLAR/.
Abstract:This paper addresses the challenge of deploying salient object detection (SOD) on resource-constrained devices with real-time performance. While recent advances in deep neural networks have improved SOD, existing top-leading models are computationally expensive. We propose an efficient network design that combines traditional wisdom on SOD and the representation power of modern CNNs. Like biologically-inspired classical SOD methods relying on computing contrast cues to determine saliency of image regions, our model leverages Pixel Difference Convolutions (PDCs) to encode the feature contrasts. Differently, PDCs are incorporated in a CNN architecture so that the valuable contrast cues are extracted from rich feature maps. For efficiency, we introduce a difference convolution reparameterization (DCR) strategy that embeds PDCs into standard convolutions, eliminating computation and parameters at inference. Additionally, we introduce SpatioTemporal Difference Convolution (STDC) for video SOD, enhancing the standard 3D convolution with spatiotemporal contrast capture. Our models, SDNet for image SOD and STDNet for video SOD, achieve significant improvements in efficiency-accuracy trade-offs. On a Jetson Orin device, our models with $<$ 1M parameters operate at 46 FPS and 150 FPS on streamed images and videos, surpassing the second-best lightweight models in our experiments by more than $2\times$ and $3\times$ in speed with superior accuracy. Code will be available at https://github.com/hellozhuo/stdnet.git.
Abstract:Photorealistic and animatable human avatars are a key enabler for virtual/augmented reality, telepresence, and digital entertainment. While recent advances in 3D Gaussian Splatting (3DGS) have greatly improved rendering quality and efficiency, existing methods still face fundamental challenges, including time-consuming per-subject optimization and poor generalization under sparse monocular inputs. In this work, we present the Parametric Gaussian Human Model (PGHM), a generalizable and efficient framework that integrates human priors into 3DGS for fast and high-fidelity avatar reconstruction from monocular videos. PGHM introduces two core components: (1) a UV-aligned latent identity map that compactly encodes subject-specific geometry and appearance into a learnable feature tensor; and (2) a disentangled Multi-Head U-Net that predicts Gaussian attributes by decomposing static, pose-dependent, and view-dependent components via conditioned decoders. This design enables robust rendering quality under challenging poses and viewpoints, while allowing efficient subject adaptation without requiring multi-view capture or long optimization time. Experiments show that PGHM is significantly more efficient than optimization-from-scratch methods, requiring only approximately 20 minutes per subject to produce avatars with comparable visual quality, thereby demonstrating its practical applicability for real-world monocular avatar creation.
Abstract:Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
Abstract:Learning-based image dehazing algorithms have shown remarkable success in synthetic domains. However, real image dehazing is still in suspense due to computational resource constraints and the diversity of real-world scenes. Therefore, there is an urgent need for an algorithm that excels in both efficiency and adaptability to address real image dehazing effectively. This work proposes a Compression-and-Adaptation (CoA) computational flow to tackle these challenges from a divide-and-conquer perspective. First, model compression is performed in the synthetic domain to develop a compact dehazing parameter space, satisfying efficiency demands. Then, a bilevel adaptation in the real domain is introduced to be fearless in unknown real environments by aggregating the synthetic dehazing capabilities during the learning process. Leveraging a succinct design free from additional constraints, our CoA exhibits domain-irrelevant stability and model-agnostic flexibility, effectively bridging the model chasm between synthetic and real domains to further improve its practical utility. Extensive evaluations and analyses underscore the approach's superiority and effectiveness. The code is publicly available at https://github.com/fyxnl/COA.




Abstract:Human-centric volumetric videos offer immersive free-viewpoint experiences, yet existing methods focus either on replaying general dynamic scenes or animating human avatars, limiting their ability to re-perform general dynamic scenes. In this paper, we present RePerformer, a novel Gaussian-based representation that unifies playback and re-performance for high-fidelity human-centric volumetric videos. Specifically, we hierarchically disentangle the dynamic scenes into motion Gaussians and appearance Gaussians which are associated in the canonical space. We further employ a Morton-based parameterization to efficiently encode the appearance Gaussians into 2D position and attribute maps. For enhanced generalization, we adopt 2D CNNs to map position maps to attribute maps, which can be assembled into appearance Gaussians for high-fidelity rendering of the dynamic scenes. For re-performance, we develop a semantic-aware alignment module and apply deformation transfer on motion Gaussians, enabling photo-real rendering under novel motions. Extensive experiments validate the robustness and effectiveness of RePerformer, setting a new benchmark for playback-then-reperformance paradigm in human-centric volumetric videos.




Abstract:Estimating full-body motion using the tracking signals of head and hands from VR devices holds great potential for various applications. However, the sparsity and unique distribution of observations present a significant challenge, resulting in an ill-posed problem with multiple feasible solutions (i.e., hypotheses). This amplifies uncertainty and ambiguity in full-body motion estimation, especially for the lower-body joints. Therefore, we propose a new method, EnvPoser, that employs a two-stage framework to perform full-body motion estimation using sparse tracking signals and pre-scanned environment from VR devices. EnvPoser models the multi-hypothesis nature of human motion through an uncertainty-aware estimation module in the first stage. In the second stage, we refine these multi-hypothesis estimates by integrating semantic and geometric environmental constraints, ensuring that the final motion estimation aligns realistically with both the environmental context and physical interactions. Qualitative and quantitative experiments on two public datasets demonstrate that our method achieves state-of-the-art performance, highlighting significant improvements in human motion estimation within motion-environment interaction scenarios.