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Jul 20

3DProxyImg: Controllable 3D-Aware Animation Synthesis from Single Image via 2D-3D Aligned Proxy Embedding

3D animation is central to modern visual media, yet traditional production pipelines remain labor-intensive, expertise-demanding, and computationally expensive. Recent AIGC-based approaches partially automate asset creation and rigging, but they either inherit the heavy costs of full 3D pipelines or rely on video-synthesis paradigms that sacrifice 3D controllability and interactivity. We focus on single-image 3D animation generation and argue that progress is fundamentally constrained by a trade-off between rendering quality and 3D control. To address this limitation, we propose a lightweight 3D animation framework that decouples geometric control from appearance synthesis. The core idea is a 2D-3D aligned proxy representation that uses a coarse 3D estimate as a structural carrier, while delegating high-fidelity appearance and view synthesis to learned image-space generative priors. This proxy formulation enables 3D-aware motion control and interaction comparable to classical pipelines, without requiring accurate geometry or expensive optimization, and naturally extends to coherent background animation. Extensive experiments demonstrate that our method achieves efficient animation generation on low-power platforms and outperforms video-based 3D animation generation in identity preservation, geometric and textural consistency, and the level of precise, interactive control it offers to users.

  • 4 authors
·
Dec 17, 2025

GimbalDiffusion: Gravity-Aware Camera Control for Video Generation

Recent progress in text-to-video generation has achieved remarkable realism, yet fine-grained control over camera motion and orientation remains elusive. Existing approaches typically encode camera trajectories through relative or ambiguous representations, limiting explicit geometric control. We introduce GimbalDiffusion, a framework that enables camera control grounded in physical-world coordinates, using gravity as a global reference. Instead of describing motion relative to previous frames, our method defines camera trajectories in an absolute coordinate system, allowing precise and interpretable control over camera parameters without requiring an initial reference frame. We leverage panoramic 360-degree videos to construct a wide variety of camera trajectories, well beyond the predominantly straight, forward-facing trajectories seen in conventional video data. To further enhance camera guidance, we introduce null-pitch conditioning, an annotation strategy that reduces the model's reliance on text content when conflicting with camera specifications (e.g., generating grass while the camera points towards the sky). Finally, we establish a benchmark for camera-aware video generation by rebalancing SpatialVID-HQ for comprehensive evaluation under wide camera pitch variation. Together, these contributions advance the controllability and robustness of text-to-video models, enabling precise, gravity-aligned camera manipulation within generative frameworks.

adobe Adobe
·
Dec 9, 2025 3

UniControl: A Unified Diffusion Model for Controllable Visual Generation In the Wild

Achieving machine autonomy and human control often represent divergent objectives in the design of interactive AI systems. Visual generative foundation models such as Stable Diffusion show promise in navigating these goals, especially when prompted with arbitrary languages. However, they often fall short in generating images with spatial, structural, or geometric controls. The integration of such controls, which can accommodate various visual conditions in a single unified model, remains an unaddressed challenge. In response, we introduce UniControl, a new generative foundation model that consolidates a wide array of controllable condition-to-image (C2I) tasks within a singular framework, while still allowing for arbitrary language prompts. UniControl enables pixel-level-precise image generation, where visual conditions primarily influence the generated structures and language prompts guide the style and context. To equip UniControl with the capacity to handle diverse visual conditions, we augment pretrained text-to-image diffusion models and introduce a task-aware HyperNet to modulate the diffusion models, enabling the adaptation to different C2I tasks simultaneously. Trained on nine unique C2I tasks, UniControl demonstrates impressive zero-shot generation abilities with unseen visual conditions. Experimental results show that UniControl often surpasses the performance of single-task-controlled methods of comparable model sizes. This control versatility positions UniControl as a significant advancement in the realm of controllable visual generation.

  • 13 authors
·
May 18, 2023 1

TexAvatars : Hybrid Texel-3D Representations for Stable Rigging of Photorealistic Gaussian Head Avatars

Constructing drivable and photorealistic 3D head avatars has become a central task in AR/XR, enabling immersive and expressive user experiences. With the emergence of high-fidelity and efficient representations such as 3D Gaussians, recent works have pushed toward ultra-detailed head avatars. Existing approaches typically fall into two categories: rule-based analytic rigging or neural network-based deformation fields. While effective in constrained settings, both approaches often fail to generalize to unseen expressions and poses, particularly in extreme reenactment scenarios. Other methods constrain Gaussians to the global texel space of 3DMMs to reduce rendering complexity. However, these texel-based avatars tend to underutilize the underlying mesh structure. They apply minimal analytic deformation and rely heavily on neural regressors and heuristic regularization in UV space, which weakens geometric consistency and limits extrapolation to complex, out-of-distribution deformations. To address these limitations, we introduce TexAvatars, a hybrid avatar representation that combines the explicit geometric grounding of analytic rigging with the spatial continuity of texel space. Our approach predicts local geometric attributes in UV space via CNNs, but drives 3D deformation through mesh-aware Jacobians, enabling smooth and semantically meaningful transitions across triangle boundaries. This hybrid design separates semantic modeling from geometric control, resulting in improved generalization, interpretability, and stability. Furthermore, TexAvatars captures fine-grained expression effects, including muscle-induced wrinkles, glabellar lines, and realistic mouth cavity geometry, with high fidelity. Our method achieves state-of-the-art performance under extreme pose and expression variations, demonstrating strong generalization in challenging head reenactment settings.

  • 4 authors
·
Dec 24, 2025

Ctrl&Shift: High-Quality Geometry-Aware Object Manipulation in Visual Generation

Object-level manipulation, relocating or reorienting objects in images or videos while preserving scene realism, is central to film post-production, AR, and creative editing. Yet existing methods struggle to jointly achieve three core goals: background preservation, geometric consistency under viewpoint shifts, and user-controllable transformations. Geometry-based approaches offer precise control but require explicit 3D reconstruction and generalize poorly; diffusion-based methods generalize better but lack fine-grained geometric control. We present Ctrl&Shift, an end-to-end diffusion framework to achieve geometry-consistent object manipulation without explicit 3D representations. Our key insight is to decompose manipulation into two stages, object removal and reference-guided inpainting under explicit camera pose control, and encode both within a unified diffusion process. To enable precise, disentangled control, we design a multi-task, multi-stage training strategy that separates background, identity, and pose signals across tasks. To improve generalization, we introduce a scalable real-world dataset construction pipeline that generates paired image and video samples with estimated relative camera poses. Extensive experiments demonstrate that Ctrl&Shift achieves state-of-the-art results in fidelity, viewpoint consistency, and controllability. To our knowledge, this is the first framework to unify fine-grained geometric control and real-world generalization for object manipulation, without relying on any explicit 3D modeling.

  • 8 authors
·
Feb 11

LazyDrag: Enabling Stable Drag-Based Editing on Multi-Modal Diffusion Transformers via Explicit Correspondence

The reliance on implicit point matching via attention has become a core bottleneck in drag-based editing, resulting in a fundamental compromise on weakened inversion strength and costly test-time optimization (TTO). This compromise severely limits the generative capabilities of diffusion models, suppressing high-fidelity inpainting and text-guided creation. In this paper, we introduce LazyDrag, the first drag-based image editing method for Multi-Modal Diffusion Transformers, which directly eliminates the reliance on implicit point matching. In concrete terms, our method generates an explicit correspondence map from user drag inputs as a reliable reference to boost the attention control. This reliable reference opens the potential for a stable full-strength inversion process, which is the first in the drag-based editing task. It obviates the necessity for TTO and unlocks the generative capability of models. Therefore, LazyDrag naturally unifies precise geometric control with text guidance, enabling complex edits that were previously out of reach: opening the mouth of a dog and inpainting its interior, generating new objects like a ``tennis ball'', or for ambiguous drags, making context-aware changes like moving a hand into a pocket. Additionally, LazyDrag supports multi-round workflows with simultaneous move and scale operations. Evaluated on the DragBench, our method outperforms baselines in drag accuracy and perceptual quality, as validated by VIEScore and human evaluation. LazyDrag not only establishes new state-of-the-art performance, but also paves a new way to editing paradigms.

  • 7 authors
·
Sep 15, 2025 3

StoryBlender: Inter-Shot Consistent and Editable 3D Storyboard with Spatial-temporal Dynamics

Storyboarding is a core skill in visual storytelling for film, animation, and games. However, automating this process requires a system to achieve two properties that current approaches rarely satisfy simultaneously: inter-shot consistency and explicit editability. While 2D diffusion-based generators produce vivid imagery, they often suffer from identity drift along with limited geometric control; conversely, traditional 3D animation workflows are consistent and editable but require expert-heavy, labor-intensive authoring. We present StoryBlender, a grounded 3D storyboard generation framework governed by a Story-centric Reflection Scheme. At its core, we propose the StoryBlender system, which is built on a three-stage pipeline: (1) Semantic-Spatial Grounding, to construct a continuity memory graph to decouple global assets from shot-specific variables for long-horizon consistency; (2) Canonical Asset Materialization, to instantiate entities in a unified coordinate space to maintain visual identity; and (3) Spatial-Temporal Dynamics, to achieve layout design and cinematic evolution through visual metrics. By orchestrating multiple agents in a hierarchical manner within a verification loop, StoryBlender iteratively self-corrects spatial hallucinations via engine-verified feedback. The resulting native 3D scenes support direct, precise editing of cameras and visual assets while preserving unwavering multi-shot continuity. Experiments demonstrate that StoryBlender significantly improves consistency and editability over both diffusion-based and 3D-grounded baselines. Code, data, and demonstration video will be available on https://engineeringai-lab.github.io/StoryBlender/

  • 9 authors
·
Mar 31

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.

  • 6 authors
·
May 26

PAGER: Bridging the Semantic-Execution Gap in Point-Precise Geometric GUI Control

Large vision-language models have significantly advanced GUI agents, enabling executable interaction across web, mobile, and desktop interfaces. Yet these gains largely rely on a forgiving region-tolerant paradigm, where many nearby pixels inside the same component remain valid. Precise geometric construction breaks this assumption: actions must land on points in continuous canvas space rather than tolerant regions. Because geometric primitives carry ontological dependencies, a local coordinate error can induce cascading topological failures that distort downstream objects and invalidate the final construction. We identify this regime as precision-sensitive GUI tasks, requiring point-level accuracy, geometry-aware verification, and robustness to dependency-driven error propagation. To benchmark it, we introduce PAGE Bench, with 4,906 problems and over 224K process-supervised, pixel-level GUI actions. We further propose PAGER, a topology-aware agent that decomposes construction into dependency-structured planning and pixel-level execution. Pixel-grounded supervised tuning establishes executable action grammar, while precision-aligned reinforcement learning mitigates rollout-induced exposure bias through state-conditioned geometric feedback. Experiments reveal a pronounced Semantic-Execution Gap: general multimodal models can exceed 88% action type accuracy yet remain below 6% task success. PAGER closes this gap, delivering 4.1x higher task success than the strongest evaluated general baseline and raising step success rate from below 9% for GUI-specialized agents to over 62%, establishing a new state of the art for point-precise GUI control.

opendatalab OpenDataLab
·
May 14 1

BLIP-FusePPO: A Vision-Language Deep Reinforcement Learning Framework for Lane Keeping in Autonomous Vehicles

In this paper, we propose Bootstrapped Language-Image Pretraining-driven Fused State Representation in Proximal Policy Optimization (BLIP-FusePPO), a novel multimodal reinforcement learning (RL) framework for autonomous lane-keeping (LK), in which semantic embeddings generated by a vision-language model (VLM) are directly fused with geometric states, LiDAR observations, and Proportional-Integral-Derivative-based (PID) control feedback within the agent observation space. The proposed method lets the agent learn driving rules that are aware of their surroundings and easy to understand by combining high-level scene understanding from the VLM with low-level control and spatial signals. Our architecture brings together semantic, geometric, and control-aware representations to make policy learning more robust. A hybrid reward function that includes semantic alignment, LK accuracy, obstacle avoidance, and speed regulation helps learning to be more efficient and generalizable. Our method is different from the approaches that only use semantic models to shape rewards. Instead, it directly embeds semantic features into the state representation. This cuts down on expensive runtime inference and makes sure that semantic guidance is always available. The simulation results show that the proposed model is better at LK stability and adaptability than the best vision-based and multimodal RL baselines in a wide range of difficult driving situations. We make our code publicly available.

  • 3 authors
·
Oct 25, 2025

Implicit Concept Removal of Diffusion Models

Text-to-image (T2I) diffusion models often inadvertently generate unwanted concepts such as watermarks and unsafe images. These concepts, termed as the "implicit concepts", could be unintentionally learned during training and then be generated uncontrollably during inference. Existing removal methods still struggle to eliminate implicit concepts primarily due to their dependency on the model's ability to recognize concepts it actually can not discern. To address this, we utilize the intrinsic geometric characteristics of implicit concepts and present the Geom-Erasing, a novel concept removal method based on the geometric-driven control. Specifically, once an unwanted implicit concept is identified, we integrate the existence and geometric information of the concept into the text prompts with the help of an accessible classifier or detector model. Subsequently, the model is optimized to identify and disentangle this information, which is then adopted as negative prompts during generation. Moreover, we introduce the Implicit Concept Dataset (ICD), a novel image-text dataset imbued with three typical implicit concepts (i.e., QR codes, watermarks, and text), reflecting real-life situations where implicit concepts are easily injected. Geom-Erasing effectively mitigates the generation of implicit concepts, achieving the state-of-the-art results on the Inappropriate Image Prompts (I2P) and our challenging Implicit Concept Dataset (ICD) benchmarks.

  • 9 authors
·
Oct 9, 2023

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.

Consolidating Attention Features for Multi-view Image Editing

Large-scale text-to-image models enable a wide range of image editing techniques, using text prompts or even spatial controls. However, applying these editing methods to multi-view images depicting a single scene leads to 3D-inconsistent results. In this work, we focus on spatial control-based geometric manipulations and introduce a method to consolidate the editing process across various views. We build on two insights: (1) maintaining consistent features throughout the generative process helps attain consistency in multi-view editing, and (2) the queries in self-attention layers significantly influence the image structure. Hence, we propose to improve the geometric consistency of the edited images by enforcing the consistency of the queries. To do so, we introduce QNeRF, a neural radiance field trained on the internal query features of the edited images. Once trained, QNeRF can render 3D-consistent queries, which are then softly injected back into the self-attention layers during generation, greatly improving multi-view consistency. We refine the process through a progressive, iterative method that better consolidates queries across the diffusion timesteps. We compare our method to a range of existing techniques and demonstrate that it can achieve better multi-view consistency and higher fidelity to the input scene. These advantages allow us to train NeRFs with fewer visual artifacts, that are better aligned with the target geometry.

  • 5 authors
·
Feb 22, 2024 1

WorldForge: Unlocking Emergent 3D/4D Generation in Video Diffusion Model via Training-Free Guidance

Recent video diffusion models demonstrate strong potential in spatial intelligence tasks due to their rich latent world priors. However, this potential is hindered by their limited controllability and geometric inconsistency, creating a gap between their strong priors and their practical use in 3D/4D tasks. As a result, current approaches often rely on retraining or fine-tuning, which risks degrading pretrained knowledge and incurs high computational costs. To address this, we propose WorldForge, a training-free, inference-time framework composed of three tightly coupled modules. Intra-Step Recursive Refinement introduces a recursive refinement mechanism during inference, which repeatedly optimizes network predictions within each denoising step to enable precise trajectory injection. Flow-Gated Latent Fusion leverages optical flow similarity to decouple motion from appearance in the latent space and selectively inject trajectory guidance into motion-related channels. Dual-Path Self-Corrective Guidance compares guided and unguided denoising paths to adaptively correct trajectory drift caused by noisy or misaligned structural signals. Together, these components inject fine-grained, trajectory-aligned guidance without training, achieving both accurate motion control and photorealistic content generation. Extensive experiments across diverse benchmarks validate our method's superiority in realism, trajectory consistency, and visual fidelity. This work introduces a novel plug-and-play paradigm for controllable video synthesis, offering a new perspective on leveraging generative priors for spatial intelligence.

  • 5 authors
·
Sep 18, 2025 7

UniGeo: Unifying Geometric Guidance for Camera-Controllable Image Editing via Video Models

Camera-controllable image editing aims to synthesize novel views of a given scene under varying camera poses while strictly preserving cross-view geometric consistency. However, existing methods typically rely on fragmented geometric guidance, such as only injecting point clouds at the representation level despite models containing multiple levels, and are mainly based on image diffusion models that operate on discrete view mappings. These two limitations jointly lead to geometric drift and structural degradation under continuous camera motion. We observe that while leveraging video models provides continuous viewpoint priors for camera-controllable image editing, they still struggle to form stable geometric understanding if geometric guidance remains fragmented. To systematically address this, we inject unified geometric guidance across three levels that jointly determine the generative output: representation, architecture, and loss function. To this end, we propose UniGeo, a novel camera-controllable editing framework. Specifically, at the representation level, UniGeo incorporates a frame-decoupled geometric reference injection mechanism to provide robust cross-view geometry context. At the architecture level, it introduces geometric anchor attention to align multi-view features. At the loss function level, it proposes a trajectory-endpoint geometric supervision strategy to explicitly reinforce the structural fidelity of target views. Comprehensive experiments across multiple public benchmarks, encompassing both extensive and limited camera motion settings, demonstrate that UniGeo significantly outperforms existing methods in both visual quality and geometric consistency.

  • 5 authors
·
Apr 18 2

Online Fault Detection and Classification of Chemical Process Systems Leveraging Statistical Process Control and Riemannian Geometric Analysis

In this work, we study an integrated fault detection and classification framework called FARM for fast, accurate, and robust online chemical process monitoring. The FARM framework integrates the latest advancements in statistical process control (SPC) for monitoring nonparametric and heterogeneous data streams with novel data analysis approaches based on Riemannian geometry together in a hierarchical framework for online process monitoring. We conduct a systematic evaluation of the FARM monitoring framework using the Tennessee Eastman Process (TEP) dataset. Results show that FARM performs competitively against state-of-the-art process monitoring algorithms by achieving a good balance among fault detection rate (FDR), fault detection speed (FDS), and false alarm rate (FAR). Specifically, FARM achieved an average FDR of 96.97% while also outperforming benchmark methods in successfully detecting hard-to-detect faults that are previously known, including Faults 3, 9 and 15, with FDRs being 97.08%, 96.30% and 95.99%, respectively. In terms of FAR, our FARM framework allows practitioners to customize their choice of FAR, thereby offering great flexibility. Moreover, we report a significant improvement in average fault classification accuracy during online monitoring from 61% to 82% when leveraging Riemannian geometric analysis, and further to 84.5% when incorporating additional features from SPC. This illustrates the synergistic effect of integrating fault detection and classification in a holistic, hierarchical monitoring framework.

  • 3 authors
·
Apr 1, 2025

Geometric Factual Recall in Transformers

How do transformer language models memorize factual associations? A common view casts internal weight matrices as associative memories over pairs of embeddings, requiring parameter counts that scale linearly with the number of facts. We develop a theoretical and empirical account of an alternative, geometric form of memorization in which learned embeddings encode relational structure directly, and the MLP plays a qualitatively different role. In a controlled setting where a single-layer transformer must memorize random bijections from subjects to a shared attribute set, we prove that a logarithmic embedding dimension suffices: subject embeddings encode linear superpositions of their associated attribute vectors, and a small MLP acts as a relation-conditioned selector that extracts the relevant attribute via ReLU gating, and not as an associative key-value mapping. We extend these results to the multi-hop setting -- chains of relational queries such as ``Who is the mother of the wife of x?'' -- providing constructions with and without chain-of-thought that exhibit a provable capacity-depth tradeoff, complemented by a matching information-theoretic lower bound. Empirically, gradient descent discovers solutions with precisely the predicted structure. Once trained, the MLP transfers zero-shot to entirely new bijections when subject embeddings are appropriately re-initialized, revealing that it has learned a generic selection mechanism rather than memorized any particular set of facts.

  • 4 authors
·
May 11 1

SceneDesigner: Controllable Multi-Object Image Generation with 9-DoF Pose Manipulation

Controllable image generation has attracted increasing attention in recent years, enabling users to manipulate visual content such as identity and style. However, achieving simultaneous control over the 9D poses (location, size, and orientation) of multiple objects remains an open challenge. Despite recent progress, existing methods often suffer from limited controllability and degraded quality, falling short of comprehensive multi-object 9D pose control. To address these limitations, we propose SceneDesigner, a method for accurate and flexible multi-object 9-DoF pose manipulation. SceneDesigner incorporates a branched network to the pre-trained base model and leverages a new representation, CNOCS map, which encodes 9D pose information from the camera view. This representation exhibits strong geometric interpretation properties, leading to more efficient and stable training. To support training, we construct a new dataset, ObjectPose9D, which aggregates images from diverse sources along with 9D pose annotations. To further address data imbalance issues, particularly performance degradation on low-frequency poses, we introduce a two-stage training strategy with reinforcement learning, where the second stage fine-tunes the model using a reward-based objective on rebalanced data. At inference time, we propose Disentangled Object Sampling, a technique that mitigates insufficient object generation and concept confusion in complex multi-object scenes. Moreover, by integrating user-specific personalization weights, SceneDesigner enables customized pose control for reference subjects. Extensive qualitative and quantitative experiments demonstrate that SceneDesigner significantly outperforms existing approaches in both controllability and quality. Code is publicly available at https://github.com/FudanCVL/SceneDesigner.

  • 3 authors
·
Nov 20, 2025

Probing into Camera Control of Video Models

Video is a rich and scalable source of 3D/4D visual observations, and camera control is a key capability for video generation models to produce geometrically meaningful content. Existing approaches typically learn a mapping from camera motion to video using additional camera modules and paired data. However, such datasets are often limited in scale, diversity, and scene dynamics, which can bias the model toward a narrow output distribution and compromise the strong prior learned by the base model. These limitations motivate a different perspective on camera control. In this paper, we show that camera control need not be modeled as an implicit mapping problem, but can instead be treated as a form of geometric guidance that induces displacements across frames. Specifically, we reformulate camera control into a set of displacement fields and apply them via differentiable resampling of latent features during denoising. Our simple approach achieves effective camera control with minimal degradation across diverse quality metrics compared to fine-tuned baselines. Since our method is applicable to most video diffusion models without training, it can also serve as a probe to study the camera control capabilities of base models. Using this probe, we identify universal biases shared by representative video models, as well as disparities in their responses to camera control. Finally, we benchmark their performance in multi-view generation, offering insights into their potential for 3D/4D tasks.

  • 2 authors
·
May 13

Beyond Inpainting: Unleash 3D Understanding for Precise Camera-Controlled Video Generation

Camera control has been extensively studied in conditioned video generation; however, performing precisely altering the camera trajectories while faithfully preserving the video content remains a challenging task. The mainstream approach to achieving precise camera control is warping a 3D representation according to the target trajectory. However, such methods fail to fully leverage the 3D priors of video diffusion models (VDMs) and often fall into the Inpainting Trap, resulting in subject inconsistency and degraded generation quality. To address this problem, we propose DepthDirector, a video re-rendering framework with precise camera controllability. By leveraging the depth video from explicit 3D representation as camera-control guidance, our method can faithfully reproduce the dynamic scene of an input video under novel camera trajectories. Specifically, we design a View-Content Dual-Stream Condition mechanism that injects both the source video and the warped depth sequence rendered under the target viewpoint into the pretrained video generation model. This geometric guidance signal enables VDMs to comprehend camera movements and leverage their 3D understanding capabilities, thereby facilitating precise camera control and consistent content generation. Next, we introduce a lightweight LoRA-based video diffusion adapter to train our framework, fully preserving the knowledge priors of VDMs. Additionally, we construct a large-scale multi-camera synchronized dataset named MultiCam-WarpData using Unreal Engine 5, containing 8K videos across 1K dynamic scenes. Extensive experiments show that DepthDirector outperforms existing methods in both camera controllability and visual quality. Our code and dataset will be publicly available.

  • 5 authors
·
Jan 15

GAP: Geometric Anchor Pre-training for Data-Efficient Visuomotor Learning of Manipulation Tasks

Learning visuomotor policies from scarce expert demonstrations remains a core challenge in robotic manipulation. A primary hurdle lies in distilling high-dimensional RGB representations into control-relevant geometry without overfitting. While using frozen pre-trained Vision Foundation Models (VFMs) improves data efficiency, it also shifts most task adaptation onto a small spatial pooling module, which can latch onto task-irrelevant shortcuts and lose geometric grounding when finetuned with few data samples. More broadly, pre-trained visual representations used for policy learning have been observed to struggle under even minor scene perturbations, highlighting the need for robustness-oriented inductive biases. We propose Geometric Anchor Pre-training (GAP), a simple, action-free warm-up stage that regularizes the spatial adapter before downstream imitation learning. GAP pre-trains the pooling layer on a lightweight simulated proxy task where object masks are available at no cost, encouraging the adapter to produce keypoints that lie on the object, cover its spatial extent, and remain sharp and repeatable over time. This yields stable geometric anchors that provide a reliable coordinate interface for few-shot policy learning, while keeping the VFM frozen. We evaluate GAP on RoboMimic and ManiSkill under severe data scarcity (15-50 demonstrations) and domain shift. A simple adapter regularized with GAP consistently outperforms stronger attention-based poolers and end-to-end fine-tuning, achieving 62% success on RoboMimic Can with 15 demonstrations (+16% over AFA), 63% on the long-horizon high-precision Tool Hang task with 50 demonstrations, and 61% on ManiSkill StackCube with 30 demonstrations (+11% over full fine-tuning). The proxy stage is lightweight and fully decoupled from downstream tasks, making it practical to reuse across environments and manipulation skills.

  • 5 authors
·
May 14

AnimateScene: Camera-controllable Animation in Any Scene

3D scene reconstruction and 4D human animation have seen rapid progress and broad adoption in recent years. However, seamlessly integrating reconstructed scenes with 4D human animation to produce visually engaging results remains challenging. One key difficulty lies in placing the human at the correct location and scale within the scene while avoiding unrealistic interpenetration. Another challenge is that the human and the background may exhibit different lighting and style, leading to unrealistic composites. In addition, appealing character motion videos are often accompanied by camera movements, which means that the viewpoints need to be reconstructed along a specified trajectory. We present AnimateScene, which addresses the above issues in a unified framework. First, we design an accurate placement module that automatically determines a plausible 3D position for the human and prevents any interpenetration within the scene during motion. Second, we propose a training-free style alignment method that adapts the 4D human representation to match the background's lighting and style, achieving coherent visual integration. Finally, we design a joint post-reconstruction method for both the 4D human and the 3D scene that allows camera trajectories to be inserted, enabling the final rendered video to feature visually appealing camera movements. Extensive experiments show that AnimateScene generates dynamic scene videos with high geometric detail and spatiotemporal coherence across various camera and action combinations.

  • 12 authors
·
Aug 7, 2025

ComposeAnyone: Controllable Layout-to-Human Generation with Decoupled Multimodal Conditions

Building on the success of diffusion models, significant advancements have been made in multimodal image generation tasks. Among these, human image generation has emerged as a promising technique, offering the potential to revolutionize the fashion design process. However, existing methods often focus solely on text-to-image or image reference-based human generation, which fails to satisfy the increasingly sophisticated demands. To address the limitations of flexibility and precision in human generation, we introduce ComposeAnyone, a controllable layout-to-human generation method with decoupled multimodal conditions. Specifically, our method allows decoupled control of any part in hand-drawn human layouts using text or reference images, seamlessly integrating them during the generation process. The hand-drawn layout, which utilizes color-blocked geometric shapes such as ellipses and rectangles, can be easily drawn, offering a more flexible and accessible way to define spatial layouts. Additionally, we introduce the ComposeHuman dataset, which provides decoupled text and reference image annotations for different components of each human image, enabling broader applications in human image generation tasks. Extensive experiments on multiple datasets demonstrate that ComposeAnyone generates human images with better alignment to given layouts, text descriptions, and reference images, showcasing its multi-task capability and controllability.

  • 9 authors
·
Jan 21, 2025

Graph Neural Networks Uncover Geometric Neural Representations in Reinforcement-Based Motor Learning

Graph Neural Networks (GNN) can capture the geometric properties of neural representations in EEG data. Here we utilise those to study how reinforcement-based motor learning affects neural activity patterns during motor planning, leveraging the inherent graph structure of EEG channels to capture the spatial relationships in brain activity. By exploiting task-specific symmetries, we define different pretraining strategies that not only improve model performance across all participant groups but also validate the robustness of the geometric representations. Explainability analysis based on the graph structures reveals consistent group-specific neural signatures that persist across pretraining conditions, suggesting stable geometric structures in the neural representations associated with motor learning and feedback processing. These geometric patterns exhibit partial invariance to certain task space transformations, indicating symmetries that enable generalisation across conditions while maintaining specificity to individual learning strategies. This work demonstrates how GNNs can uncover the effects of previous outcomes on motor planning, in a complex real-world task, providing insights into the geometric principles governing neural representations. Our experimental design bridges the gap between controlled experiments and ecologically valid scenarios, offering new insights into the organisation of neural representations during naturalistic motor learning, which may open avenues for exploring fundamental principles governing brain activity in complex tasks.

  • 4 authors
·
Oct 31, 2024

3D-Aware Implicit Motion Control for View-Adaptive Human Video Generation

Existing methods for human motion control in video generation typically rely on either 2D poses or explicit 3D parametric models (e.g., SMPL) as control signals. However, 2D poses rigidly bind motion to the driving viewpoint, precluding novel-view synthesis. Explicit 3D models, though structurally informative, suffer from inherent inaccuracies (e.g., depth ambiguity and inaccurate dynamics) which, when used as a strong constraint, override the powerful intrinsic 3D awareness of large-scale video generators. In this work, we revisit motion control from a 3D-aware perspective, advocating for an implicit, view-agnostic motion representation that naturally aligns with the generator's spatial priors rather than depending on externally reconstructed constraints. We introduce 3DiMo, which jointly trains a motion encoder with a pretrained video generator to distill driving frames into compact, view-agnostic motion tokens, injected semantically via cross-attention. To foster 3D awareness, we train with view-rich supervision (i.e., single-view, multi-view, and moving-camera videos), forcing motion consistency across diverse viewpoints. Additionally, we use auxiliary geometric supervision that leverages SMPL only for early initialization and is annealed to zero, enabling the model to transition from external 3D guidance to learning genuine 3D spatial motion understanding from the data and the generator's priors. Experiments confirm that 3DiMo faithfully reproduces driving motions with flexible, text-driven camera control, significantly surpassing existing methods in both motion fidelity and visual quality.

KlingTeam Kling Team
·
Feb 3 8

Geometric coherence of single-cell CRISPR perturbations reveals regulatory architecture and predicts cellular stress

Genome engineering has achieved sequence-level precision, yet predicting the transcriptomic state a cell will occupy after perturbation remains open. Single-cell CRISPR screens measure how far cells move, but effect magnitude ignores whether the cells move together. We introduce Shesha perturbation stability (S_p), which quantifies directional coherence as the mean cosine similarity between individual cell shift vectors and the mean perturbation direction. Across five CRISPR datasets (2,200+ perturbations), stability correlates with magnitude (Spearman ρ= 0.75--0.97), but discordant cases expose regulatory architecture: pleiotropic regulators such as CEBPA pay a ``geometric tax,'' producing large but incoherent shifts, while lineage-specific factors such as KLF1 produce coordinated responses. S_p and Song et al.'s perturbation-response score (PS) share partial overlap (ρ_{partial} = +0.51 after controlling for magnitude), but S_p provides significant incremental prediction of UPR pathway activation beyond both PS and magnitude (p < 10^{-18}). In a split-half reproducibility assay, S_p predicts directional reproducibility beyond magnitude (ρ_{partial} = +0.384) while PS does not (ρ_{partial} = -0.193), with the advantage consistent across all magnitude strata and both datasets. Geometric instability is independently associated with UPR activation across four datasets. S_p is implemented in the open-source shesha-geometry Python package.

  • 1 authors
·
Jun 21 2

MVCustom: Multi-View Customized Diffusion via Geometric Latent Rendering and Completion

Multi-view generation with camera pose control and prompt-based customization are both essential elements for achieving controllable generative models. However, existing multi-view generation models do not support customization with geometric consistency, whereas customization models lack explicit viewpoint control, making them challenging to unify. Motivated by these gaps, we introduce a novel task, multi-view customization, which aims to jointly achieve multi-view camera pose control and customization. Due to the scarcity of training data in customization, existing multi-view generation models, which inherently rely on large-scale datasets, struggle to generalize to diverse prompts. To address this, we propose MVCustom, a novel diffusion-based framework explicitly designed to achieve both multi-view consistency and customization fidelity. In the training stage, MVCustom learns the subject's identity and geometry using a feature-field representation, incorporating the text-to-video diffusion backbone enhanced with dense spatio-temporal attention, which leverages temporal coherence for multi-view consistency. In the inference stage, we introduce two novel techniques: depth-aware feature rendering explicitly enforces geometric consistency, and consistent-aware latent completion ensures accurate perspective alignment of the customized subject and surrounding backgrounds. Extensive experiments demonstrate that MVCustom is the only framework that simultaneously achieves faithful multi-view generation and customization.

  • 5 authors
·
Oct 15, 2025

WorldStereo: Bridging Camera-Guided Video Generation and Scene Reconstruction via 3D Geometric Memories

Recent advances in foundational Video Diffusion Models (VDMs) have yielded significant progress. Yet, despite the remarkable visual quality of generated videos, reconstructing consistent 3D scenes from these outputs remains challenging, due to limited camera controllability and inconsistent generated content when viewed from distinct camera trajectories. In this paper, we propose WorldStereo, a novel framework that bridges camera-guided video generation and 3D reconstruction via two dedicated geometric memory modules. Formally, the global-geometric memory enables precise camera control while injecting coarse structural priors through incrementally updated point clouds. Moreover, the spatial-stereo memory constrains the model's attention receptive fields with 3D correspondence to focus on fine-grained details from the memory bank. These components enable WorldStereo to generate multi-view-consistent videos under precise camera control, facilitating high-quality 3D reconstruction. Furthermore, the flexible control branch-based WorldStereo shows impressive efficiency, benefiting from the distribution matching distilled VDM backbone without joint training. Extensive experiments across both camera-guided video generation and 3D reconstruction benchmarks demonstrate the effectiveness of our approach. Notably, we show that WorldStereo acts as a powerful world model, tackling diverse scene generation tasks (whether starting from perspective or panoramic images) with high-fidelity 3D results. Models will be released.

tencent Tencent
·
Mar 2 2

HyCodePolicy: Hybrid Language Controllers for Multimodal Monitoring and Decision in Embodied Agents

Recent advances in multimodal large language models (MLLMs) have enabled richer perceptual grounding for code policy generation in embodied agents. However, most existing systems lack effective mechanisms to adaptively monitor policy execution and repair codes during task completion. In this work, we introduce HyCodePolicy, a hybrid language-based control framework that systematically integrates code synthesis, geometric grounding, perceptual monitoring, and iterative repair into a closed-loop programming cycle for embodied agents. Technically, given a natural language instruction, our system first decomposes it into subgoals and generates an initial executable program grounded in object-centric geometric primitives. The program is then executed in simulation, while a vision-language model (VLM) observes selected checkpoints to detect and localize execution failures and infer failure reasons. By fusing structured execution traces capturing program-level events with VLM-based perceptual feedback, HyCodePolicy infers failure causes and repairs programs. This hybrid dual feedback mechanism enables self-correcting program synthesis with minimal human supervision. Our results demonstrate that HyCodePolicy significantly improves the robustness and sample efficiency of robot manipulation policies, offering a scalable strategy for integrating multimodal reasoning into autonomous decision-making pipelines.

  • 10 authors
·
Aug 4, 2025 2

Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Controllable video generation for complex hand-object interactions is a critical step toward building visual world models. However, existing methods often struggle to achieve fine-grained, 3D-consistent hand articulation in generated videos. By relying on dense 2D trajectories or implicit pose representations, they collapse crucial geometric structures into spatially ambiguous signals, leading to severe motion inconsistencies and hallucinated artifacts under egocentric occlusions. To address this, we propose leveraging sparse 3D hand joints as explicit control signals with three key advantages: explicit geometry to resolve occlusions, an intuitive interface for interactive editing, and cross-embodiment generalization to robotic hands. Built upon this, our efficient control module extracts occlusion-aware features from the source reference frame by penalizing unreliable visual features from hidden joints, and employs a 3D-based weighting mechanism to handle dynamically occluded target joints during motion propagation. Meanwhile, it directly injects 3D geometric embeddings into the latent space to enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline, yielding 1M high-quality egocentric video clips paired with precise hand trajectories. Experiments demonstrate that our approach outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic hand-object interactions.

  • 7 authors
·
Jun 28

CHARM: Control-point-based 3D Anime Hairstyle Auto-Regressive Modeling

We present CHARM, a novel parametric representation and generative framework for anime hairstyle modeling. While traditional hair modeling methods focus on realistic hair using strand-based or volumetric representations, anime hairstyle exhibits highly stylized, piecewise-structured geometry that challenges existing techniques. Existing works often rely on dense mesh modeling or hand-crafted spline curves, making them inefficient for editing and unsuitable for scalable learning. CHARM introduces a compact, invertible control-point-based parameterization, where a sequence of control points represents each hair card, and each point is encoded with only five geometric parameters. This efficient and accurate representation supports both artist-friendly design and learning-based generation. Built upon this representation, CHARM introduces an autoregressive generative framework that effectively generates anime hairstyles from input images or point clouds. By interpreting anime hairstyles as a sequential "hair language", our autoregressive transformer captures both local geometry and global hairstyle topology, resulting in high-fidelity anime hairstyle creation. To facilitate both training and evaluation of anime hairstyle generation, we construct AnimeHair, a large-scale dataset of 37K high-quality anime hairstyles with separated hair cards and processed mesh data. Extensive experiments demonstrate state-of-the-art performance of CHARM in both reconstruction accuracy and generation quality, offering an expressive and scalable solution for anime hairstyle modeling. Project page: https://hyzcluster.github.io/charm/

  • 9 authors
·
Sep 25, 2025 2

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model

Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.

  • 3 authors
·
Sep 7, 2023

GeoDrive: 3D Geometry-Informed Driving World Model with Precise Action Control

Recent advancements in world models have revolutionized dynamic environment simulation, allowing systems to foresee future states and assess potential actions. In autonomous driving, these capabilities help vehicles anticipate the behavior of other road users, perform risk-aware planning, accelerate training in simulation, and adapt to novel scenarios, thereby enhancing safety and reliability. Current approaches exhibit deficiencies in maintaining robust 3D geometric consistency or accumulating artifacts during occlusion handling, both critical for reliable safety assessment in autonomous navigation tasks. To address this, we introduce GeoDrive, which explicitly integrates robust 3D geometry conditions into driving world models to enhance spatial understanding and action controllability. Specifically, we first extract a 3D representation from the input frame and then obtain its 2D rendering based on the user-specified ego-car trajectory. To enable dynamic modeling, we propose a dynamic editing module during training to enhance the renderings by editing the positions of the vehicles. Extensive experiments demonstrate that our method significantly outperforms existing models in both action accuracy and 3D spatial awareness, leading to more realistic, adaptable, and reliable scene modeling for safer autonomous driving. Additionally, our model can generalize to novel trajectories and offers interactive scene editing capabilities, such as object editing and object trajectory control.

  • 8 authors
·
May 28, 2025 3

IDCNet: Guided Video Diffusion for Metric-Consistent RGBD Scene Generation with Precise Camera Control

We present IDC-Net (Image-Depth Consistency Network), a novel framework designed to generate RGB-D video sequences under explicit camera trajectory control. Unlike approaches that treat RGB and depth generation separately, IDC-Net jointly synthesizes both RGB images and corresponding depth maps within a unified geometry-aware diffusion model. The joint learning framework strengthens spatial and geometric alignment across frames, enabling more precise camera control in the generated sequences. To support the training of this camera-conditioned model and ensure high geometric fidelity, we construct a camera-image-depth consistent dataset with metric-aligned RGB videos, depth maps, and accurate camera poses, which provides precise geometric supervision with notably improved inter-frame geometric consistency. Moreover, we introduce a geometry-aware transformer block that enables fine-grained camera control, enhancing control over the generated sequences. Extensive experiments show that IDC-Net achieves improvements over state-of-the-art approaches in both visual quality and geometric consistency of generated scene sequences. Notably, the generated RGB-D sequences can be directly feed for downstream 3D Scene reconstruction tasks without extra post-processing steps, showcasing the practical benefits of our joint learning framework. See more at https://idcnet-scene.github.io.

  • 5 authors
·
Aug 6, 2025

Reference-based Controllable Scene Stylization with Gaussian Splatting

Referenced-based scene stylization that edits the appearance based on a content-aligned reference image is an emerging research area. Starting with a pretrained neural radiance field (NeRF), existing methods typically learn a novel appearance that matches the given style. Despite their effectiveness, they inherently suffer from time-consuming volume rendering, and thus are impractical for many real-time applications. In this work, we propose ReGS, which adapts 3D Gaussian Splatting (3DGS) for reference-based stylization to enable real-time stylized view synthesis. Editing the appearance of a pretrained 3DGS is challenging as it uses discrete Gaussians as 3D representation, which tightly bind appearance with geometry. Simply optimizing the appearance as prior methods do is often insufficient for modeling continuous textures in the given reference image. To address this challenge, we propose a novel texture-guided control mechanism that adaptively adjusts local responsible Gaussians to a new geometric arrangement, serving for desired texture details. The proposed process is guided by texture clues for effective appearance editing, and regularized by scene depth for preserving original geometric structure. With these novel designs, we show ReGs can produce state-of-the-art stylization results that respect the reference texture while embracing real-time rendering speed for free-view navigation.

  • 3 authors
·
Jul 9, 2024

Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets

While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.

  • 18 authors
·
May 12, 2025 3

Track2View: 4D-Consistent Camera-Controlled Video Generation via Paired 3D Point Tracks

Re-rendering an existing video from a novel camera viewpoint requires the output to follow the prescribed camera trajectory while preserving the appearance and dynamics of the original scene across every frame. Existing methods rely on per-frame pose embeddings, noisy point-cloud renderings, or implicit learned correspondences, none of which provides an explicit, temporally continuous link between source and target pixels. We propose Track2View, which conditions a video diffusion transformer on paired 3D point tracks: sparse trajectories of scene points projected into both the source and target camera views. These tracks provide explicit spatiotemporal correspondences that are temporally continuous by construction, encoding what content should appear where and when. At the core of Track2View is a dual-view track conditioner that transfers visual context from source to target view through parameter-free geometric operations and learned temporal aggregation, ensuring generalization to arbitrary camera trajectories without memorizing specific motions. We further introduce a data curation pipeline that extracts one-to-one track correspondences by running a 3D point tracker on temporally concatenated multi-camera view pairs. On a 400-video benchmark spanning static and dynamic scenes, Track2View achieves state-of-the-art results across visual quality, view synchronization, and camera accuracy, reducing rotation error by 30-65% and translation error by 61-72% relative to leading baselines. Project page is available at this https URL: https://qjizhi.github.io/track2view

MajutsuCity: Language-driven Aesthetic-adaptive City Generation with Controllable 3D Assets and Layouts

Generating realistic 3D cities is fundamental to world models, virtual reality, and game development, where an ideal urban scene must satisfy both stylistic diversity, fine-grained, and controllability. However, existing methods struggle to balance the creative flexibility offered by text-based generation with the object-level editability enabled by explicit structural representations. We introduce MajutsuCity, a natural language-driven and aesthetically adaptive framework for synthesizing structurally consistent and stylistically diverse 3D urban scenes. MajutsuCity represents a city as a composition of controllable layouts, assets, and materials, and operates through a four-stage pipeline. To extend controllability beyond initial generation, we further integrate MajutsuAgent, an interactive language-grounded editing agent} that supports five object-level operations. To support photorealistic and customizable scene synthesis, we also construct MajutsuDataset, a high-quality multimodal dataset} containing 2D semantic layouts and height maps, diverse 3D building assets, and curated PBR materials and skyboxes, each accompanied by detailed annotations. Meanwhile, we develop a practical set of evaluation metrics, covering key dimensions such as structural consistency, scene complexity, material fidelity, and lighting atmosphere. Extensive experiments demonstrate MajutsuCity reduces layout FID by 83.7% compared with CityDreamer and by 20.1% over CityCraft. Our method ranks first across all AQS and RDR scores, outperforming existing methods by a clear margin. These results confirm MajutsuCity as a new state-of-the-art in geometric fidelity, stylistic adaptability, and semantic controllability for 3D city generation. We expect our framework can inspire new avenues of research in 3D city generation. Our dataset and code will be released at https://github.com/LongHZ140516/MajutsuCity.

SunYatsen Sun Yat-Sen University
·
Nov 25, 2025 2

DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars

Existing 3D clothed avatar reconstruction methods achieve high visual fidelity but ignore geometric structure and physical plausibility. They either model clothed humans as a single deformable surface or attempt garment disentanglement without enforcing geometric constraints, resulting in ambiguous garment boundaries and no control over stacking or layer ordering. To address these limitations, we introduce DAMA (Disentangled body-Anchored Gaussians for Controllable Multi-layered Avatars), a 3D avatar reconstruction method that produces physically plausible clothed avatars through a dedicated representation and reconstruction method. At the representation level, we bind Gaussians to SMPL-X faces using barycentric in-plane coordinates and a positive normal offset. Based on this parameterization, the reconstruction method lifts 2D segmentations to body-anchored Gaussians, refines layers using topology-guided correction, and jointly optimizes geometry and appearance. DAMA is the first Gaussian avatar reconstruction method from multi-view images to achieve physically plausible layering, clean garment separation, and explicit stacking control. On the full 4D-DRESS dataset (82 scans), it achieves state-of-the-art performance in geometry reconstruction, garment separation, penetration rate, and penetration depth. The representation further supports user-defined garment reordering and fast conversion of body-conforming garments to simulation-ready meshes. Project Page: https://danieleskandar.github.io/dama/

GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

  • 4 authors
·
Oct 7, 2024

StereoGenBench: A Synthetic Multi-Camera Benchmark for Stereo Generation under Controlled Baseline Regimes

Stereo image and video generation, stereo geometry estimation, and condition-controlled view synthesis require paired data in which the variables that determine binocular geometry -- camera baseline, intrinsics, scene depth, and camera motion -- are known and controllable. Existing stereo resources provide subsets of these variables, but resources commonly used for stereo generation evaluation do not, to our knowledge, provide scene-paired, calibrated multi-baseline right-view ground truth with jointly recorded intrinsics, dense metric depth, and per-frame poses in a single controlled source. We introduce StereoGenBench, a synthetic Unreal Engine benchmark designed to make baseline-regime sensitivity and target-camera consistency measurable under matched scene content. Each scene is rendered with a rigid six-camera lateral array, yielding up to 15 calibrated view pairs; adjacent baselines are sampled from inter-pupillary to wide-baseline regimes; focal length is sampled independently; and every view is released with RGB, metric depth, intrinsics, per-pair baselines, and per-frame poses. The splits include two evaluation families for narrow and wide baseline regimes and a train-only family for broader all-pairs coverage. We release the dataset, evaluation code, reference results, Croissant metadata, and generation code/configuration for extension with compatible assets. The dataset is available at https://huggingface.co/datasets/stereo-dataset/stereo-dataset

  • 3 authors
·
May 21

DiffSwap++: 3D Latent-Controlled Diffusion for Identity-Preserving Face Swapping

Diffusion-based approaches have recently achieved strong results in face swapping, offering improved visual quality over traditional GAN-based methods. However, even state-of-the-art models often suffer from fine-grained artifacts and poor identity preservation, particularly under challenging poses and expressions. A key limitation of existing approaches is their failure to meaningfully leverage 3D facial structure, which is crucial for disentangling identity from pose and expression. In this work, we propose DiffSwap++, a novel diffusion-based face-swapping pipeline that incorporates 3D facial latent features during training. By guiding the generation process with 3D-aware representations, our method enhances geometric consistency and improves the disentanglement of facial identity from appearance attributes. We further design a diffusion architecture that conditions the denoising process on both identity embeddings and facial landmarks, enabling high-fidelity and identity-preserving face swaps. Extensive experiments on CelebA, FFHQ, and CelebV-Text demonstrate that DiffSwap++ outperforms prior methods in preserving source identity while maintaining target pose and expression. Additionally, we introduce a biometric-style evaluation and conduct a user study to further validate the realism and effectiveness of our approach. Code will be made publicly available at https://github.com/WestonBond/DiffSwapPP

  • 5 authors
·
Nov 4, 2025

Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image

With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.

  • 6 authors
·
Sep 16, 2025

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.

  • 3 authors
·
Oct 9, 2024

WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.

adobe Adobe
·
Mar 17 2

LooseControlVideo: Directorial Video Control using Spatial Blocking

Precise 3D spatial orchestration in text-to-video generation remains a significant challenge, particularly for multi-object scenes where semantic layout and temporal dynamics are often entangled. While existing depth-conditioned models achieve good structural fidelity, they necessitate dense, frame-accurate guidance that is labor-intensive to author for dynamic events involving deformable objects. We present LooseControlVideo, a framework that enables intuitive and expressive control by using sparse, oriented 3D boxes as a "blocking" proxy. This allows users to author high-level layout and trajectory while leveraging a video generative model to generate realistic occlusions, dynamics and interactions. We achieve this by fine-tuning a Wan 2.2 backbone on a video dataset annotated with DNOCS, a novel encoding for 3D size, orientation and depth-ordered occlusions. Furthermore, our method allows for localized refinement, such as adjusting a jump trajectory or adding an interaction, with minimal disruption to the global scene context. Extensive evaluations on the nuScenes, HO-3D, and BEHAVE benchmarks demonstrate that LooseControlVideo significantly outperforms existing 2D-box and flow-based baselines. Our findings indicate a 1.2x to 3x improvement in Trajectory Error; 2x improvement in Rigid Motion Consistency; and a 1.5x to 2x increase in Occlusion Accuracy over current state-of-the-art layout-conditioned models, demonstrating that oriented 3D primitives provide good geometric prior for complex, multi-agent video authoring.

adobe Adobe
·
Jun 16 1

TerraDiT-$Ω$: Unified Spatial Control for Satellite Image Synthesis with Any Geospatial Primitive

Generative models have achieved remarkable progress, yet applying them to satellite imagery remains challenging. Unlike natural imagery, satellite scenes are structured by spatially complex and semantically distinct geometries. Prior work addresses this complexity by adapting natural image frameworks using dense rasters or sparse prompts, trading off annotation cost and fidelity while breaking compatibility with vector primitives commonly used to represent geographic information. We introduce TerraDiT-Ω, a unified spatial control framework that generates satellite imagery directly from any native geospatial primitive. By jointly leveraging precise annotations (polygons, polylines) and coarser ones (bounding boxes, points), the model supports controllable layouts across varying annotation budgets, broadening applicability to design tasks such as urban planning while remaining naturally compatible with end-to-end GeoAI workflows. To effectively leverage these primitives during generation, we propose Geometry-Aware Local Attention, a conditioning mechanism that injects explicit geometric cues into the attention space. Across all conditioning formats, our approach consistently outperforms both dense-control and sparse-control baselines. Furthermore, this flexibility enables controllable synthetic data augmentation using a single generative model, improving downstream performance on land-cover segmentation, object detection, road graph extraction, and scene classification. Code, data, and weights are available at https://github.com/mvrl/TerraDiT.

Efficient Self-Supervised Neuro-Analytic Visual Servoing for Real-time Quadrotor Control

This work introduces a self-supervised neuro-analytical, cost efficient, model for visual-based quadrotor control in which a small 1.7M parameters student ConvNet learns automatically from an analytical teacher, an improved image-based visual servoing (IBVS) controller. Our IBVS system solves numerical instabilities by reducing the classical visual servoing equations and enabling efficient stable image feature detection. Through knowledge distillation, the student model achieves 11x faster inference compared to the teacher IBVS pipeline, while demonstrating similar control accuracy at a significantly lower computational and memory cost. Our vision-only self-supervised neuro-analytic control, enables quadrotor orientation and movement without requiring explicit geometric models or fiducial markers. The proposed methodology leverages simulation-to-reality transfer learning and is validated on a small drone platform in GPS-denied indoor environments. Our key contributions include: (1) an analytical IBVS teacher that solves numerical instabilities inherent in classical approaches, (2) a two-stage segmentation pipeline combining YOLOv11 with a U-Net-based mask splitter for robust anterior-posterior vehicle segmentation to correctly estimate the orientation of the target, and (3) an efficient knowledge distillation dual-path system, which transfers geometric visual servoing capabilities from the analytical IBVS teacher to a compact and small student neural network that outperforms the teacher, while being suitable for real-time onboard deployment.

  • 4 authors
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Jul 26, 2025

A Closed-Form Geometric Retargeting Solver for Upper Body Humanoid Robot Teleoperation

Retargeting human motion to robot poses is a practical approach for teleoperating bimanual humanoid robot arms, but existing methods can be suboptimal and slow, often causing undesirable motion or latency. This is due to optimizing to match robot end-effector to human hand position and orientation, which can also limit the robot's workspace to that of the human. Instead, this paper reframes retargeting as an orientation alignment problem, enabling a closed-form, geometric solution algorithm with an optimality guarantee. The key idea is to align a robot arm to a human's upper and lower arm orientations, as identified from shoulder, elbow, and wrist (SEW) keypoints; hence, the method is called SEW-Mimic. The method has fast inference (3 kHz) on standard commercial CPUs, leaving computational overhead for downstream applications; an example in this paper is a safety filter to avoid bimanual self-collision. The method suits most 7-degree-of-freedom robot arms and humanoids, and is agnostic to input keypoint source. Experiments show that SEW-Mimic outperforms other retargeting methods in computation time and accuracy. A pilot user study suggests that the method improves teleoperation task success. Preliminary analysis indicates that data collected with SEW-Mimic improves policy learning due to being smoother. SEW-Mimic is also shown to be a drop-in way to accelerate full-body humanoid retargeting. Finally, hardware demonstrations illustrate SEW-Mimic's practicality. The results emphasize the utility of SEW-Mimic as a fundamental building block for bimanual robot manipulation and humanoid robot teleoperation.

  • 14 authors
·
Feb 1

Inference-Time Alignment Control for Diffusion Models with Reinforcement Learning Guidance

Denoising-based generative models, particularly diffusion and flow matching algorithms, have achieved remarkable success. However, aligning their output distributions with complex downstream objectives, such as human preferences, compositional accuracy, or data compressibility, remains challenging. While reinforcement learning (RL) fine-tuning methods, inspired by advances in RL from human feedback (RLHF) for large language models, have been adapted to these generative frameworks, current RL approaches are suboptimal for diffusion models and offer limited flexibility in controlling alignment strength after fine-tuning. In this work, we reinterpret RL fine-tuning for diffusion models through the lens of stochastic differential equations and implicit reward conditioning. We introduce Reinforcement Learning Guidance (RLG), an inference-time method that adapts Classifier-Free Guidance (CFG) by combining the outputs of the base and RL fine-tuned models via a geometric average. Our theoretical analysis shows that RLG's guidance scale is mathematically equivalent to adjusting the KL-regularization coefficient in standard RL objectives, enabling dynamic control over the alignment-quality trade-off without further training. Extensive experiments demonstrate that RLG consistently improves the performance of RL fine-tuned models across various architectures, RL algorithms, and downstream tasks, including human preferences, compositional control, compressibility, and text rendering. Furthermore, RLG supports both interpolation and extrapolation, thereby offering unprecedented flexibility in controlling generative alignment. Our approach provides a practical and theoretically sound solution for enhancing and controlling diffusion model alignment at inference. The source code for RLG is publicly available at the Github: https://github.com/jinluo12345/Reinforcement-learning-guidance.

  • 8 authors
·
Aug 28, 2025

Boundary Guided Learning-Free Semantic Control with Diffusion Models

Applying pre-trained generative denoising diffusion models (DDMs) for downstream tasks such as image semantic editing usually requires either fine-tuning DDMs or learning auxiliary editing networks in the existing literature. In this work, we present our BoundaryDiffusion method for efficient, effective and light-weight semantic control with frozen pre-trained DDMs, without learning any extra networks. As one of the first learning-free diffusion editing works, we start by seeking a comprehensive understanding of the intermediate high-dimensional latent spaces by theoretically and empirically analyzing their probabilistic and geometric behaviors in the Markov chain. We then propose to further explore the critical step for editing in the denoising trajectory that characterizes the convergence of a pre-trained DDM and introduce an automatic search method. Last but not least, in contrast to the conventional understanding that DDMs have relatively poor semantic behaviors, we prove that the critical latent space we found already exhibits semantic subspace boundaries at the generic level in unconditional DDMs, which allows us to do controllable manipulation by guiding the denoising trajectory towards the targeted boundary via a single-step operation. We conduct extensive experiments on multiple DPMs architectures (DDPM, iDDPM) and datasets (CelebA, CelebA-HQ, LSUN-church, LSUN-bedroom, AFHQ-dog) with different resolutions (64, 256), achieving superior or state-of-the-art performance in various task scenarios (image semantic editing, text-based editing, unconditional semantic control) to demonstrate the effectiveness.

  • 5 authors
·
Feb 16, 2023

Pixel-to-4D: Camera-Controlled Image-to-Video Generation with Dynamic 3D Gaussians

Humans excel at forecasting the future dynamics of a scene given just a single image. Video generation models that can mimic this ability are an essential component for intelligent systems. Recent approaches have improved temporal coherence and 3D consistency in single-image-conditioned video generation. However, these methods often lack robust user controllability, such as modifying the camera path, limiting their applicability in real-world applications. Most existing camera-controlled image-to-video models struggle with accurately modeling camera motion, maintaining temporal consistency, and preserving geometric integrity. Leveraging explicit intermediate 3D representations offers a promising solution by enabling coherent video generation aligned with a given camera trajectory. Although these methods often use 3D point clouds to render scenes and introduce object motion in a later stage, this two-step process still falls short in achieving full temporal consistency, despite allowing precise control over camera movement. We propose a novel framework that constructs a 3D Gaussian scene representation and samples plausible object motion, given a single image in a single forward pass. This enables fast, camera-guided video generation without the need for iterative denoising to inject object motion into render frames. Extensive experiments on the KITTI, Waymo, RealEstate10K and DL3DV-10K datasets demonstrate that our method achieves state-of-the-art video quality and inference efficiency. The project page is available at https://melonienimasha.github.io/Pixel-to-4D-Website.

  • 5 authors
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Jan 2

ZeroScene: A Zero-Shot Framework for 3D Scene Generation from a Single Image and Controllable Texture Editing

In the field of 3D content generation, single image scene reconstruction methods still struggle to simultaneously ensure the quality of individual assets and the coherence of the overall scene in complex environments, while texture editing techniques often fail to maintain both local continuity and multi-view consistency. In this paper, we propose a novel system ZeroScene, which leverages the prior knowledge of large vision models to accomplish both single image-to-3D scene reconstruction and texture editing in a zero-shot manner. ZeroScene extracts object-level 2D segmentation and depth information from input images to infer spatial relationships within the scene. It then jointly optimizes 3D and 2D projection losses of the point cloud to update object poses for precise scene alignment, ultimately constructing a coherent and complete 3D scene that encompasses both foreground and background. Moreover, ZeroScene supports texture editing of objects in the scene. By imposing constraints on the diffusion model and introducing a mask-guided progressive image generation strategy, we effectively maintain texture consistency across multiple viewpoints and further enhance the realism of rendered results through Physically Based Rendering (PBR) material estimation. Experimental results demonstrate that our framework not only ensures the geometric and appearance accuracy of generated assets, but also faithfully reconstructs scene layouts and produces highly detailed textures that closely align with text prompts.

  • 3 authors
·
Sep 27, 2025

Cog2Gen3D: Sculpturing 3D Semantic-Geometric Cognition for 3D Generation

Generative models have achieved success in producing semantically plausible 2D images, but it remains challenging in 3D generation due to the absence of spatial geometry constraints. Typically, existing methods utilize geometric features as conditions to enhance spatial awareness. However, these methods can only model relative relationships and are prone to scale inconsistency of absolute geometry. Thus, we argue that semantic information and absolute geometry empower 3D cognition, thereby enabling controllable 3D generation for the physical world. In this work, we propose Cog2Gen3D, a 3D cognition-guided diffusion framework for 3D generation. Our model is guided by three key designs: 1) Cognitive Feature Embeddings. We encode different modalities into semantic and geometric representations and further extract logical representations. 2) 3D Latent Cognition Graph. We structure different representations into dual-stream semantic-geometric graphs and fuse them via common-based cross-attention to obtain a 3D cognition graph. 3) Cognition-Guided Latent Diffusion. We leverage the fused 3D cognition graph as the condition to guide the latent diffusion process for 3D Gaussian generation. Under this unified framework, the 3D cognition graph ensures the physical plausibility and structural rationality of 3D generation. Moreover, we construct a validation subset based on the Marble World Labs. Extensive experiments demonstrate that our Cog2Gen3D significantly outperforms existing methods in both semantic fidelity and geometric plausibility.

  • 5 authors
·
Mar 5

Generative 3D Gaussians with Learned Density Control

We present Density-Sampled Gaussians (DeG), a novel 3D representation designed to bridge the gap between adaptive rendering primitives and scalable generative modeling. Unlike existing approaches that constrain 3D Gaussians to fixed voxel grids or arrays, DeG models Gaussian centers as samples from a learnable probability density function defined over an octree. This formulation provides a rigorous mathematical framework for adaptive density control: by jointly optimizing the spatial density and Gaussian attributes under rendering supervision, our model naturally concentrates primitives in regions of high geometric complexity. We achieve this via a new render loss contribution gradient that serves as a fully differentiable analogue to the discrete densification and pruning heuristics used in standard Gaussian Splatting. The resulting representation is highly flexible, supporting variable-resolution decoding from a single latent code by simply adjusting the sampling budget. To enable generative synthesis, we train a latent diffusion model on DeG. We identify a critical challenge in applying diffusion to unordered set-structured latents, which can significantly slow convergence, and propose VecSeq, a canonical re-indexing mechanism that anchors latent tokens to a deterministic 3D Sobol sequence. This transforms the ambiguous set-generation problem into a robust sequence modeling task. Extensive experiments demonstrate that our pipeline achieves state-of-the-art quality in single-image-to-3D generation, combining the structural adaptivity of unstructured primitives with the training stability of grid-based methods.

  • 5 authors
·
May 7 1

Code as Policies: Language Model Programs for Embodied Control

Large language models (LLMs) trained on code completion have been shown to be capable of synthesizing simple Python programs from docstrings [1]. We find that these code-writing LLMs can be re-purposed to write robot policy code, given natural language commands. Specifically, policy code can express functions or feedback loops that process perception outputs (e.g.,from object detectors [2], [3]) and parameterize control primitive APIs. When provided as input several example language commands (formatted as comments) followed by corresponding policy code (via few-shot prompting), LLMs can take in new commands and autonomously re-compose API calls to generate new policy code respectively. By chaining classic logic structures and referencing third-party libraries (e.g., NumPy, Shapely) to perform arithmetic, LLMs used in this way can write robot policies that (i) exhibit spatial-geometric reasoning, (ii) generalize to new instructions, and (iii) prescribe precise values (e.g., velocities) to ambiguous descriptions ("faster") depending on context (i.e., behavioral commonsense). This paper presents code as policies: a robot-centric formulation of language model generated programs (LMPs) that can represent reactive policies (e.g., impedance controllers), as well as waypoint-based policies (vision-based pick and place, trajectory-based control), demonstrated across multiple real robot platforms. Central to our approach is prompting hierarchical code-gen (recursively defining undefined functions), which can write more complex code and also improves state-of-the-art to solve 39.8% of problems on the HumanEval [1] benchmark. Code and videos are available at https://code-as-policies.github.io

  • 8 authors
·
Sep 16, 2022

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

  • 6 authors
·
Dec 20, 2024