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Ruisi Zhao

Publications and source records attributed to Ruisi Zhao.

4 recordsLinked to original sources

RegRet: Enhancing Region-Level Retrieval in Large Multimodal Models

Region-level retrieval aims to align user-specified image regions with relevant regions or textual descriptions, playing a crucial role in realworld applications such as e-commerce product search and RAG. Although recent Large Multimodal Models (LMMs) have made significant strides in multimodal retrieval, they primarily focus on global-level tasks and struggle to capture effective region-level representations. To bridge this gap, we present RegRet, an LMM-based Region-level Retrieval framework that enhances the regional representations without compromising overall global retrieval performance. At its core, RegRet integrates a Region-Aware Encoder to capture detailed regional features while balancing them with the global background context. To further enhance the fine-grained understanding and discriminability of representations, we design a multi-stage training pipeline that includes detailed localized captioning and regional contrastive learning tasks. In addition, considering the absence of region-level contrastive training data and the limited diversity of evaluation tasks in current benchmarks, we introduce the REGMB benchmark. It comprises 225k contrastive pairs, covering four multimodal retrieval tasks. Extensive experiments validate the effectiveness of our approach. RegRet outperforms strong baselines in the zero-shot setting. Further training with contrastive learning leads to an average improvement of more than 20\% on both REGMB and public benchmarks, while achieving comparable or better results on global-level retrieval tasks.

cs.CV↗

Stroke3D: Lifting 2D strokes into rigged 3D model via latent diffusion models

Rigged 3D assets are fundamental to 3D deformation and animation. However, existing 3D generation methods face challenges in generating animatable geometry, while rigging techniques lack fine-grained structural control over skeleton creation. To address these limitations, we introduce Stroke3D, a novel framework that directly generates rigged meshes from user inputs: 2D drawn strokes and a descriptive text prompt. Our approach pioneers a two-stage pipeline that separates the generation into: 1) Controllable Skeleton Generation, we employ the Skeletal Graph VAE (Sk-VAE) to encode the skeleton's graph structure into a latent space, where the Skeletal Graph DiT (Sk-DiT) generates a skeletal embedding. The generation process is conditioned on both the text for semantics and the 2D strokes for explicit structural control, with the VAE's decoder reconstructing the final high-quality 3D skeleton; and 2) Enhanced Mesh Synthesis via TextuRig and SKA-DPO, where we then synthesize a textured mesh conditioned on the generated skeleton. For this stage, we first enhance an existing skeleton-to-mesh model by augmenting its training data with TextuRig: a dataset of textured and rigged meshes with captions, curated from Objaverse-XL. Additionally, we employ a preference optimization strategy, SKA-DPO, guided by a skeleton-mesh alignment score, to further improve geometric fidelity. Together, our framework enables a more intuitive workflow for creating ready to animate 3D content. To the best of our knowledge, our work is the first to generate rigged 3D meshes conditioned on user-drawn 2D strokes. Extensive experiments demonstrate that Stroke3D produces plausible skeletons and high-quality meshes.

cs.CV↗

3D Object Manipulation in a Single Image using Generative Models

Object manipulation in images aims to not only edit the object's presentation but also gift objects with motion. Previous methods encountered challenges in concurrently handling static editing and dynamic generation, while also struggling to achieve fidelity in object appearance and scene lighting. In this work, we introduce \textbf{OMG3D}, a novel framework that integrates the precise geometric control with the generative power of diffusion models, thus achieving significant enhancements in visual performance. Our framework first converts 2D objects into 3D, enabling user-directed modifications and lifelike motions at the geometric level. To address texture realism, we propose CustomRefiner, a texture refinement module that pre-train a customized diffusion model, aligning the details and style of coarse renderings of 3D rough model with the original image, further refine the texture. Additionally, we introduce IllumiCombiner, a lighting processing module that estimates and corrects background lighting to match human visual perception, resulting in more realistic shadow effects. Extensive experiments demonstrate the outstanding visual performance of our approach in both static and dynamic scenarios. Remarkably, all these steps can be done using one NVIDIA 3090. Project page is at https://whalesong-zrs.github.io/OMG3D-projectpage/

cs.CV↗

SmoothVideo: Smooth Video Synthesis with Noise Constraints on Diffusion Models for One-shot Video Tuning

Recent one-shot video tuning methods, which fine-tune the network on a specific video based on pre-trained text-to-image models (e.g., Stable Diffusion), are popular in the community because of the flexibility. However, these methods often produce videos marred by incoherence and inconsistency. To address these limitations, this paper introduces a simple yet effective noise constraint across video frames. This constraint aims to regulate noise predictions across their temporal neighbors, resulting in smooth latents. It can be simply included as a loss term during the training phase. By applying the loss to existing one-shot video tuning methods, we significantly improve the overall consistency and smoothness of the generated videos. Furthermore, we argue that current video evaluation metrics inadequately capture smoothness. To address this, we introduce a novel metric that considers detailed features and their temporal dynamics. Experimental results validate the effectiveness of our approach in producing smoother videos on various one-shot video tuning baselines. The source codes and video demos are available at \href{https://github.com/SPengLiang/SmoothVideo}{https://github.com/SPengLiang/SmoothVideo}.

cs.CV↗