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Weicai Ye

Publications and source records attributed to Weicai Ye.

At least 19 recordsLinked to original sources

VideoCanvas: Unified Video Completion from Arbitrary Spatiotemporal Patches via In-Context Conditioning

Existing controllable video generation methods are typically designed for rigid, task-specific settings, such as first-frame image-to-video, inpainting, or interpolation, treating spatio-temporal control as a set of isolated problems. We formalize a unified task, arbitrary spatio-temporal video completion, where a model generates a coherent video from user-specified patches placed at any spatial location and timestamp. However, realizing such a unified framework within modern latent video diffusion models is non-trivial: causal video VAEs compress multiple frames into a single latent slot, making frame-level conditioning fundamentally ill-posed, and directly feeding sparsely populated, zero-padded video inputs into the VAE leads to severe out-of-distribution artifacts. To address these challenges, we propose VideoCanvas, a simple yet effective framework that adapts the In-Context Conditioning paradigm to arbitrary spatio-temporal completion without modifying or retraining the VAE. Our key idea is a hybrid conditioning strategy that decouples spatial and temporal control: spatially, we encode zero-padded full-frame canvases in image mode to keep VAE inputs in-distribution, and temporally we use Temporal RoPE Interpolation to assign each condition a continuous fractional index in the latent sequence for precise frame-level alignment. To evaluate this capability, we develop VideoCanvasBench, the first benchmark for arbitrary spatio-temporal video completion, covering both intra-scene fidelity and inter-scene creativity. Extensive experiments demonstrate that VideoCanvas achieves state-of-the-art performance across a diverse range of video generation tasks under a single, unified framework.

cs.CV

VINO: A Unified Visual Generator with Interleaved OmniModal Context

We present VINO, a unified visual generator that performs image and video generation and editing within a single framework. Instead of relying on task-specific models or independent modules for each modality, VINO uses a shared diffusion backbone that conditions on text, images and videos, enabling a broad range of visual creation and editing tasks under one model. Specifically, VINO couples a vision-language model (VLM) with a Multimodal Diffusion Transformer (MMDiT), where multimodal inputs are encoded as interleaved conditioning tokens, and then used to guide the diffusion process. This design supports multi-reference grounding, long-form instruction following, and coherent identity preservation across static and dynamic content, while avoiding modality-specific architectural components. To train such a unified system, we introduce a multi-stage training pipeline that progressively expands a video generation base model into a unified, multi-task generator capable of both image and video input and output. Across diverse generation and editing benchmarks, VINO demonstrates strong visual quality, faithful instruction following, improved reference and attribute preservation, and more controllable multi-identity edits. Our results highlight a practical path toward scalable unified visual generation, and the promise of interleaved, in-context computation as a foundation for general-purpose visual creation.

cs.CV

In-Context Audio Control of Video Diffusion Transformers

Recent advancements in video generation have seen a shift towards unified, transformer-based foundation models that can handle multiple conditional inputs in-context. However, these models have primarily focused on modalities like text, images, and depth maps, while strictly time-synchronous signals like audio have been underexplored. This paper introduces In-Context Audio Control of video diffusion transformers (ICAC), a framework that investigates the integration of audio signals for speech-driven video generation within a unified full-attention architecture, akin to FullDiT. We systematically explore three distinct mechanisms for injecting audio conditions: standard cross-attention, 2D self-attention, and unified 3D self-attention. Our findings reveal that while 3D attention offers the highest potential for capturing spatio-temporal audio-visual correlations, it presents significant training challenges. To overcome this, we propose a Masked 3D Attention mechanism that constrains the attention pattern to enforce temporal alignment, enabling stable training and superior performance. Our experiments demonstrate that this approach achieves strong lip synchronization and video quality, conditioned on an audio stream and reference images.

cs.CV

Kling-Omni Technical Report

We present Kling-Omni, a generalist generative framework designed to synthesize high-fidelity videos directly from multimodal visual language inputs. Adopting an end-to-end perspective, Kling-Omni bridges the functional separation among diverse video generation, editing, and intelligent reasoning tasks, integrating them into a holistic system. Unlike disjointed pipeline approaches, Kling-Omni supports a diverse range of user inputs, including text instructions, reference images, and video contexts, processing them into a unified multimodal representation to deliver cinematic-quality and highly-intelligent video content creation. To support these capabilities, we constructed a comprehensive data system that serves as the foundation for multimodal video creation. The framework is further empowered by efficient large-scale pre-training strategies and infrastructure optimizations for inference. Comprehensive evaluations reveal that Kling-Omni demonstrates exceptional capabilities in in-context generation, reasoning-based editing, and multimodal instruction following. Moving beyond a content creation tool, we believe Kling-Omni is a pivotal advancement toward multimodal world simulators capable of perceiving, reasoning, generating and interacting with the dynamic and complex worlds.

cs.CV

Any2Caption:Interpreting Any Condition to Caption for Controllable Video Generation

To address the bottleneck of accurate user intent interpretation within the current video generation community, we present Any2Caption, a novel framework for controllable video generation under any condition. The key idea is to decouple various condition interpretation steps from the video synthesis step. By leveraging modern multimodal large language models (MLLMs), Any2Caption interprets diverse inputs--text, images, videos, and specialized cues such as region, motion, and camera poses--into dense, structured captions that offer backbone video generators with better guidance. We also introduce Any2CapIns, a large-scale dataset with 337K instances and 407K conditions for any-condition-to-caption instruction tuning. Comprehensive evaluations demonstrate significant improvements of our system in controllability and video quality across various aspects of existing video generation models. Project Page: https://sqwu.top/Any2Cap/

cs.CV

HBLLM: Wavelet-Enhanced High-Fidelity 1-Bit Quantization for LLMs

We introduce HBLLM, a wavelet-enhanced high-fidelity $1$-bit post-training quantization method for Large Language Models (LLMs). By leveraging Haar wavelet transforms to enhance expressive capacity through frequency decomposition, HBLLM significantly improves quantization fidelity while maintaining minimal overhead. This approach features two innovative structure-aware grouping strategies: (1) frequency-aware multi-parameter intra-row grouping and (2) $\ell_2$-norm-based saliency-driven column selection. For non-salient weights, a shared mean is employed across quantization groups within each frequency band to optimize storage efficiency. Experiments conducted on the OPT and LLaMA models demonstrate that HBLLM achieves state-of-the-art performance in $1$-bit quantization, attaining a perplexity of $6.71$ on LLaMA$2$-$13$B with an average weight storage of only $1.08$ bits. Code available at: https://github.com/Yeyke/HBLLM.

cs.LG

A Reason-then-Describe Instruction Interpreter for Controllable Video Generation

Diffusion Transformers have significantly improved video fidelity and temporal coherence, however, practical controllability remains limited. Concise, ambiguous, and compositionally complex user inputs contrast with the detailed prompts used in training, yielding an intent-output mismatch. We propose ReaDe, a universal, model-agnostic interpreter that converts raw instructions into precise, actionable specifications for downstream video generators. ReaDe follows a reason-then-describe paradigm: it first analyzes the user request to identify core requirements and resolve ambiguities, then produces detailed guidance that enables faithful, controllable generation. We train ReaDe via a two-stage optimization: (i) reasoning-augmented supervision imparts analytic parsing with stepwise traces and dense captions, and (ii) a multi-dimensional reward assigner enables stable, feedback-driven refinement for natural-style captions. Experiments across single- and multi-condition scenarios show consistent gains in instruction fidelity, caption accuracy, and downstream video quality, with strong generalization to reasoning-intensive and unseen inputs. ReaDe offers a practical route to aligning controllable video generation with accurately interpreted user intent. Project Page: https://sqwu.top/ReaDe/.

cs.CV

Native 3D Editing with Full Attention

Instruction-guided 3D editing is a rapidly emerging field with the potential to broaden access to 3D content creation. However, existing methods face critical limitations: optimization-based approaches are prohibitively slow, while feed-forward approaches relying on multi-view 2D editing often suffer from inconsistent geometry and degraded visual quality. To address these issues, we propose a novel native 3D editing framework that directly manipulates 3D representations in a single, efficient feed-forward pass. Specifically, we create a large-scale, multi-modal dataset for instruction-guided 3D editing, covering diverse addition, deletion, and modification tasks. This dataset is meticulously curated to ensure that edited objects faithfully adhere to the instructional changes while preserving the consistency of unedited regions with the source object. Building upon this dataset, we explore two distinct conditioning strategies for our model: a conventional cross-attention mechanism and a novel 3D token concatenation approach. Our results demonstrate that token concatenation is more parameter-efficient and achieves superior performance. Extensive evaluations show that our method outperforms existing 2D-lifting approaches, setting a new benchmark in generation quality, 3D consistency, and instruction fidelity.

cs.CV

FullDiT2: Efficient In-Context Conditioning for Video Diffusion Transformers

Fine-grained and efficient controllability on video diffusion transformers has raised increasing desires for the applicability. Recently, In-context Conditioning emerged as a powerful paradigm for unified conditional video generation, which enables diverse controls by concatenating varying context conditioning signals with noisy video latents into a long unified token sequence and jointly processing them via full-attention, e.g., FullDiT. Despite their effectiveness, these methods face quadratic computation overhead as task complexity increases, hindering practical deployment. In this paper, we study the efficiency bottleneck neglected in original in-context conditioning video generation framework. We begin with systematic analysis to identify two key sources of the computation inefficiencies: the inherent redundancy within context condition tokens and the computational redundancy in context-latent interactions throughout the diffusion process. Based on these insights, we propose FullDiT2, an efficient in-context conditioning framework for general controllability in both video generation and editing tasks, which innovates from two key perspectives. Firstly, to address the token redundancy, FullDiT2 leverages a dynamic token selection mechanism to adaptively identify important context tokens, reducing the sequence length for unified full-attention. Additionally, a selective context caching mechanism is devised to minimize redundant interactions between condition tokens and video latents. Extensive experiments on six diverse conditional video editing and generation tasks demonstrate that FullDiT2 achieves significant computation reduction and 2-3 times speedup in averaged time cost per diffusion step, with minimal degradation or even higher performance in video generation quality. The project page is at \href{https://fulldit2.github.io/}{https://fulldit2.github.io/}.

cs.CV

PhysFlow: Unleashing the Potential of Multi-modal Foundation Models and Video Diffusion for 4D Dynamic Physical Scene Simulation

Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce PhysFlow, a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.

cs.CV

ND-SDF: Learning Normal Deflection Fields for High-Fidelity Indoor Reconstruction

Neural implicit reconstruction via volume rendering has demonstrated its effectiveness in recovering dense 3D surfaces. However, it is non-trivial to simultaneously recover meticulous geometry and preserve smoothness across regions with differing characteristics. To address this issue, previous methods typically employ geometric priors, which are often constrained by the performance of the prior models. In this paper, we propose ND-SDF, which learns a Normal Deflection field to represent the angular deviation between the scene normal and the prior normal. Unlike previous methods that uniformly apply geometric priors on all samples, introducing significant bias in accuracy, our proposed normal deflection field dynamically learns and adapts the utilization of samples based on their specific characteristics, thereby improving both the accuracy and effectiveness of the model. Our method not only obtains smooth weakly textured regions such as walls and floors but also preserves the geometric details of complex structures. In addition, we introduce a novel ray sampling strategy based on the deflection angle to facilitate the unbiased rendering process, which significantly improves the quality and accuracy of intricate surfaces, especially on thin structures. Consistent improvements on various challenging datasets demonstrate the superiority of our method.

cs.CV

SketchVideo: Sketch-based Video Generation and Editing

Video generation and editing conditioned on text prompts or images have undergone significant advancements. However, challenges remain in accurately controlling global layout and geometry details solely by texts, and supporting motion control and local modification through images. In this paper, we aim to achieve sketch-based spatial and motion control for video generation and support fine-grained editing of real or synthetic videos. Based on the DiT video generation model, we propose a memory-efficient control structure with sketch control blocks that predict residual features of skipped DiT blocks. Sketches are drawn on one or two keyframes (at arbitrary time points) for easy interaction. To propagate such temporally sparse sketch conditions across all frames, we propose an inter-frame attention mechanism to analyze the relationship between the keyframes and each video frame. For sketch-based video editing, we design an additional video insertion module that maintains consistency between the newly edited content and the original video's spatial feature and dynamic motion. During inference, we use latent fusion for the accurate preservation of unedited regions. Extensive experiments demonstrate that our SketchVideo achieves superior performance in controllable video generation and editing.

cs.GR

FullDiT: Multi-Task Video Generative Foundation Model with Full Attention

Current video generative foundation models primarily focus on text-to-video tasks, providing limited control for fine-grained video content creation. Although adapter-based approaches (e.g., ControlNet) enable additional controls with minimal fine-tuning, they encounter challenges when integrating multiple conditions, including: branch conflicts between independently trained adapters, parameter redundancy leading to increased computational cost, and suboptimal performance compared to full fine-tuning. To address these challenges, we introduce FullDiT, a unified foundation model for video generation that seamlessly integrates multiple conditions via unified full-attention mechanisms. By fusing multi-task conditions into a unified sequence representation and leveraging the long-context learning ability of full self-attention to capture condition dynamics, FullDiT reduces parameter overhead, avoids conditions conflict, and shows scalability and emergent ability. We further introduce FullBench for multi-task video generation evaluation. Experiments demonstrate that FullDiT achieves state-of-the-art results, highlighting the efficacy of full-attention in complex multi-task video generation.

cs.CV

VIPeR: Visual Incremental Place Recognition with Adaptive Mining and Continual Learning

Visual place recognition (VPR) is an essential component of many autonomous and augmented/virtual reality systems. It enables the systems to robustly localize themselves in large-scale environments. Existing VPR methods demonstrate attractive performance at the cost of heavy pre-training and limited generalizability. When deployed in unseen environments, these methods exhibit significant performance drops. Targeting this issue, we present VIPeR, a novel approach for visual incremental place recognition with the ability to adapt to new environments while retaining the performance of previous environments. We first introduce an adaptive mining strategy that balances the performance within a single environment and the generalizability across multiple environments. Then, to prevent catastrophic forgetting in lifelong learning, we draw inspiration from human memory systems and design a novel memory bank for our VIPeR. Our memory bank contains a sensory memory, a working memory and a long-term memory, with the first two focusing on the current environment and the last one for all previously visited environments. Additionally, we propose a probabilistic knowledge distillation to explicitly safeguard the previously learned knowledge. We evaluate our proposed VIPeR on three large-scale datasets, namely Oxford Robotcar, Nordland, and TartanAir. For comparison, we first set a baseline performance with naive finetuning. Then, several more recent lifelong learning methods are compared. Our VIPeR achieves better performance in almost all aspects with the biggest improvement of 13.65% in average performance.

cs.CV

PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction

Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that our method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods.

cs.CV

CoSurfGS:Collaborative 3D Surface Gaussian Splatting with Distributed Learning for Large Scene Reconstruction

3D Gaussian Splatting (3DGS) has demonstrated impressive performance in scene reconstruction. However, most existing GS-based surface reconstruction methods focus on 3D objects or limited scenes. Directly applying these methods to large-scale scene reconstruction will pose challenges such as high memory costs, excessive time consumption, and lack of geometric detail, which makes it difficult to implement in practical applications. To address these issues, we propose a multi-agent collaborative fast 3DGS surface reconstruction framework based on distributed learning for large-scale surface reconstruction. Specifically, we develop local model compression (LMC) and model aggregation schemes (MAS) to achieve high-quality surface representation of large scenes while reducing GPU memory consumption. Extensive experiments on Urban3d, MegaNeRF, and BlendedMVS demonstrate that our proposed method can achieve fast and scalable high-fidelity surface reconstruction and photorealistic rendering. Our project page is available at \url{https://gyy456.github.io/CoSurfGS}.

cs.CV

NeuRodin: A Two-stage Framework for High-Fidelity Neural Surface Reconstruction

Signed Distance Function (SDF)-based volume rendering has demonstrated significant capabilities in surface reconstruction. Although promising, SDF-based methods often fail to capture detailed geometric structures, resulting in visible defects. By comparing SDF-based volume rendering to density-based volume rendering, we identify two main factors within the SDF-based approach that degrade surface quality: SDF-to-density representation and geometric regularization. These factors introduce challenges that hinder the optimization of the SDF field. To address these issues, we introduce NeuRodin, a novel two-stage neural surface reconstruction framework that not only achieves high-fidelity surface reconstruction but also retains the flexible optimization characteristics of density-based methods. NeuRodin incorporates innovative strategies that facilitate transformation of arbitrary topologies and reduce artifacts associated with density bias. Extensive evaluations on the Tanks and Temples and ScanNet++ datasets demonstrate the superiority of NeuRodin, showing strong reconstruction capabilities for both indoor and outdoor environments using solely posed RGB captures. Project website: https://open3dvlab.github.io/NeuRodin/

cs.CV

LLaVA-SLT: Visual Language Tuning for Sign Language Translation

In the realm of Sign Language Translation (SLT), reliance on costly gloss-annotated datasets has posed a significant barrier. Recent advancements in gloss-free SLT methods have shown promise, yet they often largely lag behind gloss-based approaches in terms of translation accuracy. To narrow this performance gap, we introduce LLaVA-SLT, a pioneering Large Multimodal Model (LMM) framework designed to leverage the power of Large Language Models (LLMs) through effectively learned visual language embeddings. Our model is trained through a trilogy. First, we propose linguistic continued pretraining. We scale up the LLM and adapt it to the sign language domain using an extensive corpus dataset, effectively enhancing its textual linguistic knowledge about sign language. Then, we adopt visual contrastive pretraining to align the visual encoder with a large-scale pretrained text encoder. We propose hierarchical visual encoder that learns a robust word-level intermediate representation that is compatible with LLM token embeddings. Finally, we propose visual language tuning. We freeze pretrained models and employ a lightweight trainable MLP connector. It efficiently maps the pretrained visual language embeddings into the LLM token embedding space, enabling downstream SLT task. Our comprehensive experiments demonstrate that LLaVA-SLT outperforms the state-of-the-art methods. By using extra annotation-free data, it even closes to the gloss-based accuracy.

cs.CV