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Yebin Liu

Publications and source records attributed to Yebin Liu.

At least 55 records · Page 3Linked to original sources

Geo-NI: Geometry-aware Neural Interpolation for Light Field Rendering

In this paper, we present a Geometry-aware Neural Interpolation (Geo-NI) framework for light field rendering. Previous learning-based approaches either rely on the capability of neural networks to perform direct interpolation, which we dubbed Neural Interpolation (NI), or explore scene geometry for novel view synthesis, also known as Depth Image-Based Rendering (DIBR). Instead, we incorporate the ideas behind these two kinds of approaches by launching the NI with a novel DIBR pipeline. Specifically, the proposed Geo-NI first performs NI using input light field sheared by a set of depth hypotheses. Then the DIBR is implemented by assigning the sheared light fields with a novel reconstruction cost volume according to the reconstruction quality under different depth hypotheses. The reconstruction cost is interpreted as a blending weight to render the final output light field by blending the reconstructed light fields along the dimension of depth hypothesis. By combining the superiorities of NI and DIBR, the proposed Geo-NI is able to render views with large disparity with the help of scene geometry while also reconstruct non-Lambertian effect when depth is prone to be ambiguous. Extensive experiments on various datasets demonstrate the superior performance of the proposed geometry-aware light field rendering framework.

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X-NeMo: Expressive Neural Motion Reenactment via Disentangled Latent Attention

We propose X-NeMo, a novel zero-shot diffusion-based portrait animation pipeline that animates a static portrait using facial movements from a driving video of a different individual. Our work first identifies the root causes of the key issues in prior approaches, such as identity leakage and difficulty in capturing subtle and extreme expressions. To address these challenges, we introduce a fully end-to-end training framework that distills a 1D identity-agnostic latent motion descriptor from driving image, effectively controlling motion through cross-attention during image generation. Our implicit motion descriptor captures expressive facial motion in fine detail, learned end-to-end from a diverse video dataset without reliance on pretrained motion detectors. We further enhance expressiveness and disentangle motion latents from identity cues by supervising their learning with a dual GAN decoder, alongside spatial and color augmentations. By embedding the driving motion into a 1D latent vector and controlling motion via cross-attention rather than additive spatial guidance, our design eliminates the transmission of spatial-aligned structural clues from the driving condition to the diffusion backbone, substantially mitigating identity leakage. Extensive experiments demonstrate that X-NeMo surpasses state-of-the-art baselines, producing highly expressive animations with superior identity resemblance. Our code and models are available for research.

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AniMer: Animal Pose and Shape Estimation Using Family Aware Transformer

Quantitative analysis of animal behavior and biomechanics requires accurate animal pose and shape estimation across species, and is important for animal welfare and biological research. However, the small network capacity of previous methods and limited multi-species dataset leave this problem underexplored. To this end, this paper presents AniMer to estimate animal pose and shape using family aware Transformer, enhancing the reconstruction accuracy of diverse quadrupedal families. A key insight of AniMer is its integration of a high-capacity Transformer-based backbone and an animal family supervised contrastive learning scheme, unifying the discriminative understanding of various quadrupedal shapes within a single framework. For effective training, we aggregate most available open-sourced quadrupedal datasets, either with 3D or 2D labels. To improve the diversity of 3D labeled data, we introduce CtrlAni3D, a novel large-scale synthetic dataset created through a new diffusion-based conditional image generation pipeline. CtrlAni3D consists of about 10k images with pixel-aligned SMAL labels. In total, we obtain 41.3k annotated images for training and validation. Consequently, the combination of a family aware Transformer network and an expansive dataset enables AniMer to outperform existing methods not only on 3D datasets like Animal3D and CtrlAni3D, but also on out-of-distribution Animal Kingdom dataset. Ablation studies further demonstrate the effectiveness of our network design and CtrlAni3D in enhancing the performance of AniMer for in-the-wild applications. The project page of AniMer is https://luoxue-star.github.io/AniMer_project_page/.

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SemanticSplat: Feed-Forward 3D Scene Understanding with Language-Aware Gaussian Fields

Holistic 3D scene understanding, which jointly models geometry, appearance, and semantics, is crucial for applications like augmented reality and robotic interaction. Existing feed-forward 3D scene understanding methods (e.g., LSM) are limited to extracting language-based semantics from scenes, failing to achieve holistic scene comprehension. Additionally, they suffer from low-quality geometry reconstruction and noisy artifacts. In contrast, per-scene optimization methods rely on dense input views, which reduces practicality and increases complexity during deployment. In this paper, we propose SemanticSplat, a feed-forward semantic-aware 3D reconstruction method, which unifies 3D Gaussians with latent semantic attributes for joint geometry-appearance-semantics modeling. To predict the semantic anisotropic Gaussians, SemanticSplat fuses diverse feature fields (e.g., LSeg, SAM) with a cost volume representation that stores cross-view feature similarities, enhancing coherent and accurate scene comprehension. Leveraging a two-stage distillation framework, SemanticSplat reconstructs a holistic multi-modal semantic feature field from sparse-view images. Experiments demonstrate the effectiveness of our method for 3D scene understanding tasks like promptable and open-vocabulary segmentation. Video results are available at https://semanticsplat.github.io.

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Parametric Gaussian Human Model: Generalizable Prior for Efficient and Realistic Human Avatar Modeling

Photorealistic and animatable human avatars are a key enabler for virtual/augmented reality, telepresence, and digital entertainment. While recent advances in 3D Gaussian Splatting (3DGS) have greatly improved rendering quality and efficiency, existing methods still face fundamental challenges, including time-consuming per-subject optimization and poor generalization under sparse monocular inputs. In this work, we present the Parametric Gaussian Human Model (PGHM), a generalizable and efficient framework that integrates human priors into 3DGS for fast and high-fidelity avatar reconstruction from monocular videos. PGHM introduces two core components: (1) a UV-aligned latent identity map that compactly encodes subject-specific geometry and appearance into a learnable feature tensor; and (2) a disentangled Multi-Head U-Net that predicts Gaussian attributes by decomposing static, pose-dependent, and view-dependent components via conditioned decoders. This design enables robust rendering quality under challenging poses and viewpoints, while allowing efficient subject adaptation without requiring multi-view capture or long optimization time. Experiments show that PGHM is significantly more efficient than optimization-from-scratch methods, requiring only approximately 20 minutes per subject to produce avatars with comparable visual quality, thereby demonstrating its practical applicability for real-world monocular avatar creation.

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SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios

Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at https://github.com/Droliven/SViMo_project.

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Interspatial Attention for Efficient 4D Human Video Generation

Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)--based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.

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DetailGen3D: Generative 3D Geometry Enhancement via Data-Dependent Flow

Modern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training.

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GMTalker: Gaussian Mixture-based Audio-Driven Emotional Talking Video Portraits

Synthesizing high-fidelity and emotion-controllable talking video portraits, with audio-lip sync, vivid expressions, realistic head poses, and eye blinks, has been an important and challenging task in recent years. Most existing methods suffer in achieving personalized and precise emotion control, smooth transitions between different emotion states, and the generation of diverse motions. To tackle these challenges, we present GMTalker, a Gaussian mixture-based emotional talking portraits generation framework. Specifically, we propose a Gaussian mixture-based expression generator that can construct a continuous and disentangled latent space, achieving more flexible emotion manipulation. Furthermore, we introduce a normalizing flow-based motion generator pretrained on a large dataset with a wide-range motion to generate diverse head poses, blinks, and eyeball movements. Finally, we propose a personalized emotion-guided head generator with an emotion mapping network that can synthesize high-fidelity and faithful emotional video portraits. Both quantitative and qualitative experiments demonstrate our method outperforms previous methods in image quality, photo-realism, emotion accuracy, and motion diversity.

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ReCoM: Realistic Co-Speech Motion Generation with Recurrent Embedded Transformer

We present ReCoM, an efficient framework for generating high-fidelity and generalizable human body motions synchronized with speech. The core innovation lies in the Recurrent Embedded Transformer (RET), which integrates Dynamic Embedding Regularization (DER) into a Vision Transformer (ViT) core architecture to explicitly model co-speech motion dynamics. This architecture enables joint spatial-temporal dependency modeling, thereby enhancing gesture naturalness and fidelity through coherent motion synthesis. To enhance model robustness, we incorporate the proposed DER strategy, which equips the model with dual capabilities of noise resistance and cross-domain generalization, thereby improving the naturalness and fluency of zero-shot motion generation for unseen speech inputs. To mitigate inherent limitations of autoregressive inference, including error accumulation and limited self-correction, we propose an iterative reconstruction inference (IRI) strategy. IRI refines motion sequences via cyclic pose reconstruction, driven by two key components: (1) classifier-free guidance improves distribution alignment between generated and real gestures without auxiliary supervision, and (2) a temporal smoothing process eliminates abrupt inter-frame transitions while ensuring kinematic continuity. Extensive experiments on benchmark datasets validate ReCoM's effectiveness, achieving state-of-the-art performance across metrics. Notably, it reduces the Fréchet Gesture Distance (FGD) from 18.70 to 2.48, demonstrating an 86.7% improvement in motion realism. Our project page is https://yong-xie-xy.github.io/ReCoM/.

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Human as Points: Explicit Point-based 3D Human Reconstruction from Single-view RGB Images

The latest trends in the research field of single-view human reconstruction devote to learning deep implicit functions constrained by explicit body shape priors. Despite the remarkable performance improvements compared with traditional processing pipelines, existing learning approaches still show different aspects of limitations in terms of flexibility, generalizability, robustness, and/or representation capability. To comprehensively address the above issues, in this paper, we investigate an explicit point-based human reconstruction framework called HaP, which adopts point clouds as the intermediate representation of the target geometric structure. Technically, our approach is featured by fully-explicit point cloud estimation, manipulation, generation, and refinement in the 3D geometric space, instead of an implicit learning process that can be ambiguous and less controllable. The overall workflow is carefully organized with dedicated designs of the corresponding specialized learning components as well as processing procedures. Extensive experiments demonstrate that our framework achieves quantitative performance improvements of 20% to 40% over current state-of-the-art methods, and better qualitative results. Our promising results may indicate a paradigm rollback to the fully-explicit and geometry-centric algorithm design, which enables to exploit various powerful point cloud modeling architectures and processing techniques. We will make our code and data publicly available at https://github.com/yztang4/HaP.

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EigenActor: Variant Body-Object Interaction Generation Evolved from Invariant Action Basis Reasoning

This paper explores a cross-modality synthesis task that infers 3D human-object interactions (HOIs) from a given text-based instruction. Existing text-to-HOI synthesis methods mainly deploy a direct mapping from texts to object-specific 3D body motions, which may encounter a performance bottleneck since the huge cross-modality gap. In this paper, we observe that those HOI samples with the same interaction intention toward different targets, e.g., "lift a chair" and "lift a cup", always encapsulate similar action-specific body motion patterns while characterizing different object-specific interaction styles. Thus, learning effective action-specific motion priors and object-specific interaction priors is crucial for a text-to-HOI model and dominates its performances on text-HOI semantic consistency and body-object interaction realism. In light of this, we propose a novel body pose generation strategy for the text-to-HOI task: infer object-agnostic canonical body action first and then enrich object-specific interaction styles. Specifically, the first canonical body action inference stage focuses on learning intra-class shareable body motion priors and mapping given text-based semantics to action-specific canonical 3D body motions. Then, in the object-specific interaction inference stage, we focus on object affordance learning and enrich object-specific interaction styles on an inferred action-specific body motion basis. Extensive experiments verify that our proposed text-to-HOI synthesis system significantly outperforms other SOTA methods on three large-scale datasets with better semantic consistency and interaction realism performances.

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SpeechAct: Towards Generating Whole-body Motion from Speech

This paper addresses the problem of generating whole-body motion from speech. Despite great successes, prior methods still struggle to produce reasonable and diverse whole-body motions from speech. This is due to their reliance on suboptimal representations and a lack of strategies for generating diverse results. To address these challenges, we present a novel hybrid point representation to achieve accurate and continuous motion generation, e.g., avoiding foot skating, and this representation can be transformed into an easy-to-use representation, i.e., SMPL-X body mesh, for many applications. To generate whole-body motion from speech, for facial motion, closely tied to the audio signal, we introduce an encoder-decoder architecture to achieve deterministic outcomes. However, for the body and hands, which have weaker connections to the audio signal, we aim to generate diverse yet reasonable motions. To boost diversity in motion generation, we propose a contrastive motion learning method to encourage the model to produce more distinctive representations. Specifically, we design a robust VQ-VAE to learn a quantized motion codebook using our hybrid representation. Then, we regress the motion representation from the audio signal by a translation model employing our contrastive motion learning method. Experimental results validate the superior performance and the correctness of our model. The project page is available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/SpeechAct.

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A Plug-and-Play Physical Motion Restoration Approach for In-the-Wild High-Difficulty Motions

Extracting physically plausible 3D human motion from videos is a critical task. Although existing simulation-based motion imitation methods can enhance the physical quality of daily motions estimated from monocular video capture, extending this capability to high-difficulty motions remains an open challenge. This can be attributed to some flawed motion clips in video-based motion capture results and the inherent complexity in modeling high-difficulty motions. Therefore, sensing the advantage of segmentation in localizing human body, we introduce a mask-based motion correction module (MCM) that leverages motion context and video mask to repair flawed motions, producing imitation-friendly motions; and propose a physics-based motion transfer module (PTM), which employs a pretrain and adapt approach for motion imitation, improving physical plausibility with the ability to handle in-the-wild and challenging motions. Our approach is designed as a plug-and-play module to physically refine the video motion capture results, including high-difficulty in-the-wild motions. Finally, to validate our approach, we collected a challenging in-the-wild test set to establish a benchmark, and our method has demonstrated effectiveness on both the new benchmark and existing public datasets.https://physicalmotionrestoration.github.io

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InterDance:Reactive 3D Dance Generation with Realistic Duet Interactions

Humans perform a variety of interactive motions, among which duet dance is one of the most challenging interactions. However, in terms of human motion generative models, existing works are still unable to generate high-quality interactive motions, especially in the field of duet dance. On the one hand, it is due to the lack of large-scale high-quality datasets. On the other hand, it arises from the incomplete representation of interactive motion and the lack of fine-grained optimization of interactions. To address these challenges, we propose, InterDance, a large-scale duet dance dataset that significantly enhances motion quality, data scale, and the variety of dance genres. Built upon this dataset, we propose a new motion representation that can accurately and comprehensively describe interactive motion. We further introduce a diffusion-based framework with an interaction refinement guidance strategy to optimize the realism of interactions progressively. Extensive experiments demonstrate the effectiveness of our dataset and algorithm.

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ManiVideo: Generating Hand-Object Manipulation Video with Dexterous and Generalizable Grasping

In this paper, we introduce ManiVideo, a novel method for generating consistent and temporally coherent bimanual hand-object manipulation videos from given motion sequences of hands and objects. The core idea of ManiVideo is the construction of a multi-layer occlusion (MLO) representation that learns 3D occlusion relationships from occlusion-free normal maps and occlusion confidence maps. By embedding the MLO structure into the UNet in two forms, the model enhances the 3D consistency of dexterous hand-object manipulation. To further achieve the generalizable grasping of objects, we integrate Objaverse, a large-scale 3D object dataset, to address the scarcity of video data, thereby facilitating the learning of extensive object consistency. Additionally, we propose an innovative training strategy that effectively integrates multiple datasets, supporting downstream tasks such as human-centric hand-object manipulation video generation. Through extensive experiments, we demonstrate that our approach not only achieves video generation with plausible hand-object interaction and generalizable objects, but also outperforms existing SOTA methods.

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HHAvatar: Gaussian Head Avatar with Dynamic Hairs

Creating high-fidelity 3D head avatars has always been a research hotspot, but it remains a great challenge under lightweight sparse view setups. In this paper, we propose HHAvatar represented by controllable 3D Gaussians for high-fidelity head avatar with dynamic hair modeling. We first use 3D Gaussians to represent the appearance of the head, and then jointly optimize neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. To address the problem of dynamic hair modeling, we introduce a hybrid head model into our avatar representation based Gaussian Head Avatar and a training method that considers timing information and an occlusion perception module to model the non-rigid motion of hair. Experiments show that our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions and driving hairs reasonably with the motion of the head

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GPS-Gaussian+: Generalizable Pixel-wise 3D Gaussian Splatting for Real-Time Human-Scene Rendering from Sparse Views

Differentiable rendering techniques have recently shown promising results for free-viewpoint video synthesis of characters. However, such methods, either Gaussian Splatting or neural implicit rendering, typically necessitate per-subject optimization which does not meet the requirement of real-time rendering in an interactive application. We propose a generalizable Gaussian Splatting approach for high-resolution image rendering under a sparse-view camera setting. To this end, we introduce Gaussian parameter maps defined on the source views and directly regress Gaussian properties for instant novel view synthesis without any fine-tuning or optimization. We train our Gaussian parameter regression module on human-only data or human-scene data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable with both depth and rendering supervision or with only rendering supervision. We further introduce a regularization term and an epipolar attention mechanism to preserve geometry consistency between two source views, especially when neglecting depth supervision. Experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed.

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