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Apr 21

OmniFusion: 360 Monocular Depth Estimation via Geometry-Aware Fusion

A well-known challenge in applying deep-learning methods to omnidirectional images is spherical distortion. In dense regression tasks such as depth estimation, where structural details are required, using a vanilla CNN layer on the distorted 360 image results in undesired information loss. In this paper, we propose a 360 monocular depth estimation pipeline, OmniFusion, to tackle the spherical distortion issue. Our pipeline transforms a 360 image into less-distorted perspective patches (i.e. tangent images) to obtain patch-wise predictions via CNN, and then merge the patch-wise results for final output. To handle the discrepancy between patch-wise predictions which is a major issue affecting the merging quality, we propose a new framework with the following key components. First, we propose a geometry-aware feature fusion mechanism that combines 3D geometric features with 2D image features to compensate for the patch-wise discrepancy. Second, we employ the self-attention-based transformer architecture to conduct a global aggregation of patch-wise information, which further improves the consistency. Last, we introduce an iterative depth refinement mechanism, to further refine the estimated depth based on the more accurate geometric features. Experiments show that our method greatly mitigates the distortion issue, and achieves state-of-the-art performances on several 360 monocular depth estimation benchmark datasets.

  • 6 authors
·
Mar 1, 2022

OmniDrag: Enabling Motion Control for Omnidirectional Image-to-Video Generation

As virtual reality gains popularity, the demand for controllable creation of immersive and dynamic omnidirectional videos (ODVs) is increasing. While previous text-to-ODV generation methods achieve impressive results, they struggle with content inaccuracies and inconsistencies due to reliance solely on textual inputs. Although recent motion control techniques provide fine-grained control for video generation, directly applying these methods to ODVs often results in spatial distortion and unsatisfactory performance, especially with complex spherical motions. To tackle these challenges, we propose OmniDrag, the first approach enabling both scene- and object-level motion control for accurate, high-quality omnidirectional image-to-video generation. Building on pretrained video diffusion models, we introduce an omnidirectional control module, which is jointly fine-tuned with temporal attention layers to effectively handle complex spherical motion. In addition, we develop a novel spherical motion estimator that accurately extracts motion-control signals and allows users to perform drag-style ODV generation by simply drawing handle and target points. We also present a new dataset, named Move360, addressing the scarcity of ODV data with large scene and object motions. Experiments demonstrate the significant superiority of OmniDrag in achieving holistic scene-level and fine-grained object-level control for ODV generation. The project page is available at https://lwq20020127.github.io/OmniDrag.

  • 9 authors
·
Dec 12, 2024

OmniZoomer: Learning to Move and Zoom in on Sphere at High-Resolution

Omnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The M\"obius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called OmniZoomer, to incorporate the M\"obius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http://vlislab22.github.io/OmniZoomer/.

  • 6 authors
·
Aug 15, 2023

MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis

Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.

  • 3 authors
·
Oct 2, 2024 3

OmniSSR: Zero-shot Omnidirectional Image Super-Resolution using Stable Diffusion Model

Omnidirectional images (ODIs) are commonly used in real-world visual tasks, and high-resolution ODIs help improve the performance of related visual tasks. Most existing super-resolution methods for ODIs use end-to-end learning strategies, resulting in inferior realness of generated images and a lack of effective out-of-domain generalization capabilities in training methods. Image generation methods represented by diffusion model provide strong priors for visual tasks and have been proven to be effectively applied to image restoration tasks. Leveraging the image priors of the Stable Diffusion (SD) model, we achieve omnidirectional image super-resolution with both fidelity and realness, dubbed as OmniSSR. Firstly, we transform the equirectangular projection (ERP) images into tangent projection (TP) images, whose distribution approximates the planar image domain. Then, we use SD to iteratively sample initial high-resolution results. At each denoising iteration, we further correct and update the initial results using the proposed Octadecaplex Tangent Information Interaction (OTII) and Gradient Decomposition (GD) technique to ensure better consistency. Finally, the TP images are transformed back to obtain the final high-resolution results. Our method is zero-shot, requiring no training or fine-tuning. Experiments of our method on two benchmark datasets demonstrate the effectiveness of our proposed method.

  • 4 authors
·
Apr 16, 2024

OmniPhysGS: 3D Constitutive Gaussians for General Physics-Based Dynamics Generation

Recently, significant advancements have been made in the reconstruction and generation of 3D assets, including static cases and those with physical interactions. To recover the physical properties of 3D assets, existing methods typically assume that all materials belong to a specific predefined category (e.g., elasticity). However, such assumptions ignore the complex composition of multiple heterogeneous objects in real scenarios and tend to render less physically plausible animation given a wider range of objects. We propose OmniPhysGS for synthesizing a physics-based 3D dynamic scene composed of more general objects. A key design of OmniPhysGS is treating each 3D asset as a collection of constitutive 3D Gaussians. For each Gaussian, its physical material is represented by an ensemble of 12 physical domain-expert sub-models (rubber, metal, honey, water, etc.), which greatly enhances the flexibility of the proposed model. In the implementation, we define a scene by user-specified prompts and supervise the estimation of material weighting factors via a pretrained video diffusion model. Comprehensive experiments demonstrate that OmniPhysGS achieves more general and realistic physical dynamics across a broader spectrum of materials, including elastic, viscoelastic, plastic, and fluid substances, as well as interactions between different materials. Our method surpasses existing methods by approximately 3% to 16% in metrics of visual quality and text alignment.

  • 4 authors
·
Jan 31, 2025

PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360^{circ}

Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in 360^circ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.

  • 6 authors
·
Mar 23, 2023

OmniEarth-Bench: Towards Holistic Evaluation of Earth's Six Spheres and Cross-Spheres Interactions with Multimodal Observational Earth Data

Existing benchmarks for Earth science multimodal learning exhibit critical limitations in systematic coverage of geosystem components and cross-sphere interactions, often constrained to isolated subsystems (only in Human-activities sphere or atmosphere) with limited evaluation dimensions (less than 16 tasks). To address these gaps, we introduce OmniEarth-Bench, the first comprehensive multimodal benchmark spanning all six Earth science spheres (atmosphere, lithosphere, Oceansphere, cryosphere, biosphere and Human-activities sphere) and cross-spheres with one hundred expert-curated evaluation dimensions. Leveraging observational data from satellite sensors and in-situ measurements, OmniEarth-Bench integrates 29,779 annotations across four tiers: perception, general reasoning, scientific knowledge reasoning and chain-of-thought (CoT) reasoning. This involves the efforts of 2-5 experts per sphere to establish authoritative evaluation dimensions and curate relevant observational datasets, 40 crowd-sourcing annotators to assist experts for annotations, and finally, OmniEarth-Bench is validated via hybrid expert-crowd workflows to reduce label ambiguity. Experiments on 9 state-of-the-art MLLMs reveal that even the most advanced models struggle with our benchmarks, where none of them reach 35\% accuracy. Especially, in some cross-spheres tasks, the performance of leading models like GPT-4o drops to 0.0\%. OmniEarth-Bench sets a new standard for geosystem-aware AI, advancing both scientific discovery and practical applications in environmental monitoring and disaster prediction. The dataset, source code, and trained models were released.

  • 17 authors
·
May 29, 2025

SphereDiff: Tuning-free Omnidirectional Panoramic Image and Video Generation via Spherical Latent Representation

The increasing demand for AR/VR applications has highlighted the need for high-quality 360-degree panoramic content. However, generating high-quality 360-degree panoramic images and videos remains a challenging task due to the severe distortions introduced by equirectangular projection (ERP). Existing approaches either fine-tune pretrained diffusion models on limited ERP datasets or attempt tuning-free methods that still rely on ERP latent representations, leading to discontinuities near the poles. In this paper, we introduce SphereDiff, a novel approach for seamless 360-degree panoramic image and video generation using state-of-the-art diffusion models without additional tuning. We define a spherical latent representation that ensures uniform distribution across all perspectives, mitigating the distortions inherent in ERP. We extend MultiDiffusion to spherical latent space and propose a spherical latent sampling method to enable direct use of pretrained diffusion models. Moreover, we introduce distortion-aware weighted averaging to further improve the generation quality in the projection process. Our method outperforms existing approaches in generating 360-degree panoramic content while maintaining high fidelity, making it a robust solution for immersive AR/VR applications. The code is available here. https://github.com/pmh9960/SphereDiff

kaist-ai KAIST AI
·
Apr 19, 2025 2

OmniBooth: Learning Latent Control for Image Synthesis with Multi-modal Instruction

We present OmniBooth, an image generation framework that enables spatial control with instance-level multi-modal customization. For all instances, the multimodal instruction can be described through text prompts or image references. Given a set of user-defined masks and associated text or image guidance, our objective is to generate an image, where multiple objects are positioned at specified coordinates and their attributes are precisely aligned with the corresponding guidance. This approach significantly expands the scope of text-to-image generation, and elevates it to a more versatile and practical dimension in controllability. In this paper, our core contribution lies in the proposed latent control signals, a high-dimensional spatial feature that provides a unified representation to integrate the spatial, textual, and image conditions seamlessly. The text condition extends ControlNet to provide instance-level open-vocabulary generation. The image condition further enables fine-grained control with personalized identity. In practice, our method empowers users with more flexibility in controllable generation, as users can choose multi-modal conditions from text or images as needed. Furthermore, thorough experiments demonstrate our enhanced performance in image synthesis fidelity and alignment across different tasks and datasets. Project page: https://len-li.github.io/omnibooth-web/

  • 9 authors
·
Oct 7, 2024 2

Portrait3D: 3D Head Generation from Single In-the-wild Portrait Image

While recent works have achieved great success on one-shot 3D common object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, Portrait3D, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the id-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from single in-the-wild portrait images. The project page is at https://jinkun-hao.github.io/Portrait3D/.

  • 9 authors
·
Jun 24, 2024

PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting

Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (ge 25 fps at a resolution of 512 times 512 ).

  • 5 authors
·
Jan 23, 2024

OmniTalker: Real-Time Text-Driven Talking Head Generation with In-Context Audio-Visual Style Replication

Recent years have witnessed remarkable advances in talking head generation, owing to its potential to revolutionize the human-AI interaction from text interfaces into realistic video chats. However, research on text-driven talking heads remains underexplored, with existing methods predominantly adopting a cascaded pipeline that combines TTS systems with audio-driven talking head models. This conventional pipeline not only introduces system complexity and latency overhead but also fundamentally suffers from asynchronous audiovisual output and stylistic discrepancies between generated speech and visual expressions. To address these limitations, we introduce OmniTalker, an end-to-end unified framework that simultaneously generates synchronized speech and talking head videos from text and reference video in real-time zero-shot scenarios, while preserving both speech style and facial styles. The framework employs a dual-branch diffusion transformer architecture: the audio branch synthesizes mel-spectrograms from text, while the visual branch predicts fine-grained head poses and facial dynamics. To bridge modalities, we introduce a novel audio-visual fusion module that integrates cross-modal information to ensure temporal synchronization and stylistic coherence between audio and visual outputs. Furthermore, our in-context reference learning module effectively captures both speech and facial style characteristics from a single reference video without introducing an extra style extracting module. To the best of our knowledge, OmniTalker presents the first unified framework that jointly models speech style and facial style in a zero-shot setting, achieving real-time inference speed of 25 FPS. Extensive experiments demonstrate that our method surpasses existing approaches in generation quality, particularly excelling in style preservation and audio-video synchronization.

  • 6 authors
·
Apr 3, 2025 1

OmniAlpha: A Sequence-to-Sequence Framework for Unified Multi-Task RGBA Generation

Generative models have excelled in RGB synthesis, but real-world applications require RGBA manipulation. This has led to a fragmented landscape: specialized, single-task models handle alpha but lack versatility, while unified multi-task frameworks are confined to the RGB domain. To bridge this critical gap, we propose OmniAlpha, the first unified, multi-task generative framework for sequence-to-sequence RGBA image generation and editing. Its architecture features MSRoPE-BiL, a novel RoPE method with a bi-directionally extendable layer axis for its Diffusion Transformer (DiT) backbone, enabling the concurrent processing of multiple input and target RGBA layers. To power this framework, we introduce AlphaLayers, a new dataset of 1,000 high-quality, multi-layer triplets, built via a novel automated synthesis and filter pipeline. Jointly training OmniAlpha on this dataset across a comprehensive suite of 21 diverse tasks, extensive experiments demonstrate that our unified approach consistently outperforms strong, specialized baselines. Most notably, OmniAlpha achieves a dramatic 84.8% relative reduction in SAD for mask-free matting on AIM-500 and wins over 90% of human preferences in layer-conditioned completion. Our work proves that a unified, multi-task model can learn a superior shared representation for RGBA, paving the way for more powerful, layer-aware generative systems.

THU1911 Tsinghua University
·
Nov 25, 2025 2

Instant Multi-View Head Capture through Learnable Registration

Existing methods for capturing datasets of 3D heads in dense semantic correspondence are slow, and commonly address the problem in two separate steps; multi-view stereo (MVS) reconstruction followed by non-rigid registration. To simplify this process, we introduce TEMPEH (Towards Estimation of 3D Meshes from Performances of Expressive Heads) to directly infer 3D heads in dense correspondence from calibrated multi-view images. Registering datasets of 3D scans typically requires manual parameter tuning to find the right balance between accurately fitting the scans surfaces and being robust to scanning noise and outliers. Instead, we propose to jointly register a 3D head dataset while training TEMPEH. Specifically, during training we minimize a geometric loss commonly used for surface registration, effectively leveraging TEMPEH as a regularizer. Our multi-view head inference builds on a volumetric feature representation that samples and fuses features from each view using camera calibration information. To account for partial occlusions and a large capture volume that enables head movements, we use view- and surface-aware feature fusion, and a spatial transformer-based head localization module, respectively. We use raw MVS scans as supervision during training, but, once trained, TEMPEH directly predicts 3D heads in dense correspondence without requiring scans. Predicting one head takes about 0.3 seconds with a median reconstruction error of 0.26 mm, 64% lower than the current state-of-the-art. This enables the efficient capture of large datasets containing multiple people and diverse facial motions. Code, model, and data are publicly available at https://tempeh.is.tue.mpg.de.

  • 3 authors
·
Jun 12, 2023

OMEGA-Avatar: One-shot Modeling of 360° Gaussian Avatars

Creating high-fidelity, animatable 3D avatars from a single image remains a formidable challenge. We identified three desirable attributes of avatar generation: 1) the method should be feed-forward, 2) model a 360° full-head, and 3) should be animation-ready. However, current work addresses only two of the three points simultaneously. To address these limitations, we propose OMEGA-Avatar, the first feed-forward framework that simultaneously generates a generalizable, 360°-complete, and animatable 3D Gaussian head from a single image. Starting from a feed-forward and animatable framework, we address the 360° full-head avatar generation problem with two novel components. First, to overcome poor hair modeling in full-head avatar generation, we introduce a semantic-aware mesh deformation module that integrates multi-view normals to optimize a FLAME head with hair while preserving its topology structure. Second, to enable effective feed-forward decoding of full-head features, we propose a multi-view feature splatting module that constructs a shared canonical UV representation from features across multiple views through differentiable bilinear splatting, hierarchical UV mapping, and visibility-aware fusion. This approach preserves both global structural coherence and local high-frequency details across all viewpoints, ensuring 360° consistency without per-instance optimization. Extensive experiments demonstrate that OMEGA-Avatar achieves state-of-the-art performance, significantly outperforming existing baselines in 360° full-head completeness while robustly preserving identity across different viewpoints.

  • 6 authors
·
Feb 12

OmniTry: Virtual Try-On Anything without Masks

Virtual Try-ON (VTON) is a practical and widely-applied task, for which most of existing works focus on clothes. This paper presents OmniTry, a unified framework that extends VTON beyond garment to encompass any wearable objects, e.g., jewelries and accessories, with mask-free setting for more practical application. When extending to various types of objects, data curation is challenging for obtaining paired images, i.e., the object image and the corresponding try-on result. To tackle this problem, we propose a two-staged pipeline: For the first stage, we leverage large-scale unpaired images, i.e., portraits with any wearable items, to train the model for mask-free localization. Specifically, we repurpose the inpainting model to automatically draw objects in suitable positions given an empty mask. For the second stage, the model is further fine-tuned with paired images to transfer the consistency of object appearance. We observed that the model after the first stage shows quick convergence even with few paired samples. OmniTry is evaluated on a comprehensive benchmark consisting of 12 common classes of wearable objects, with both in-shop and in-the-wild images. Experimental results suggest that OmniTry shows better performance on both object localization and ID-preservation compared with existing methods. The code, model weights, and evaluation benchmark of OmniTry will be made publicly available at https://omnitry.github.io/.

  • 8 authors
·
Aug 19, 2025 2

Can General-Purpose Omnimodels Compete with Specialists? A Case Study in Medical Image Segmentation

The emergence of powerful, general-purpose omnimodels capable of processing diverse data modalities has raised a critical question: can these ``jack-of-all-trades'' systems perform on par with highly specialized models in knowledge-intensive domains? This work investigates this question within the high-stakes field of medical image segmentation. We conduct a comparative study analyzing the zero-shot performance of a state-of-the-art omnimodel (Gemini 2.5 Pro, the ``Nano Banana'' model) against domain-specific deep learning models on three distinct tasks: polyp (endoscopy), retinal vessel (fundus), and breast tumor segmentation (ultrasound). Our study focuses on performance at the extremes by curating subsets of the ``easiest'' and ``hardest'' cases based on the specialist models' accuracy. Our findings reveal a nuanced and task-dependent landscape. For polyp and breast tumor segmentation, specialist models excel on easy samples, but the omnimodel demonstrates greater robustness on hard samples where specialists fail catastrophically. Conversely, for the fine-grained task of retinal vessel segmentation, the specialist model maintains superior performance across both easy and hard cases. Intriguingly, qualitative analysis suggests omnimodels may possess higher sensitivity, identifying subtle anatomical features missed by human annotators. Our results indicate that while current omnimodels are not yet a universal replacement for specialists, their unique strengths suggest a potential complementary role with specialist models, particularly in enhancing robustness on challenging edge cases.

  • 3 authors
·
Aug 31, 2025

DA^2: Depth Anything in Any Direction

Panorama has a full FoV (360^circtimes180^circ), offering a more complete visual description than perspective images. Thanks to this characteristic, panoramic depth estimation is gaining increasing traction in 3D vision. However, due to the scarcity of panoramic data, previous methods are often restricted to in-domain settings, leading to poor zero-shot generalization. Furthermore, due to the spherical distortions inherent in panoramas, many approaches rely on perspective splitting (e.g., cubemaps), which leads to suboptimal efficiency. To address these challenges, we propose DA^{2}: Depth Anything in Any Direction, an accurate, zero-shot generalizable, and fully end-to-end panoramic depth estimator. Specifically, for scaling up panoramic data, we introduce a data curation engine for generating high-quality panoramic depth data from perspective, and create sim543K panoramic RGB-depth pairs, bringing the total to sim607K. To further mitigate the spherical distortions, we present SphereViT, which explicitly leverages spherical coordinates to enforce the spherical geometric consistency in panoramic image features, yielding improved performance. A comprehensive benchmark on multiple datasets clearly demonstrates DA^{2}'s SoTA performance, with an average 38% improvement on AbsRel over the strongest zero-shot baseline. Surprisingly, DA^{2} even outperforms prior in-domain methods, highlighting its superior zero-shot generalization. Moreover, as an end-to-end solution, DA^{2} exhibits much higher efficiency over fusion-based approaches. Both the code and the curated panoramic data will be released. Project page: https://depth-any-in-any-dir.github.io/.

Tencent-Hunyuan Tencent Hunyuan
·
Sep 30, 2025 2

MagicArticulate: Make Your 3D Models Articulation-Ready

With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual annotation, which is both time-consuming and labor-intensive. Moreover, the lack of large-scale benchmarks has hindered the development of learning-based solutions. In this work, we present MagicArticulate, an effective framework that automatically transforms static 3D models into articulation-ready assets. Our key contributions are threefold. First, we introduce Articulation-XL, a large-scale benchmark containing over 33k 3D models with high-quality articulation annotations, carefully curated from Objaverse-XL. Second, we propose a novel skeleton generation method that formulates the task as a sequence modeling problem, leveraging an auto-regressive transformer to naturally handle varying numbers of bones or joints within skeletons and their inherent dependencies across different 3D models. Third, we predict skinning weights using a functional diffusion process that incorporates volumetric geodesic distance priors between vertices and joints. Extensive experiments demonstrate that MagicArticulate significantly outperforms existing methods across diverse object categories, achieving high-quality articulation that enables realistic animation. Project page: https://chaoyuesong.github.io/MagicArticulate.

  • 11 authors
·
Feb 17, 2025 2

OmniAudio: Generating Spatial Audio from 360-Degree Video

Traditional video-to-audio generation techniques primarily focus on field-of-view (FoV) video and non-spatial audio, often missing the spatial cues necessary for accurately representing sound sources in 3D environments. To address this limitation, we introduce a novel task, 360V2SA, to generate spatial audio from 360-degree videos, specifically producing First-order Ambisonics (FOA) audio - a standard format for representing 3D spatial audio that captures sound directionality and enables realistic 3D audio reproduction. We first create Sphere360, a novel dataset tailored for this task that is curated from real-world data. We also design an efficient semi-automated pipeline for collecting and cleaning paired video-audio data. To generate spatial audio from 360-degree video, we propose a novel framework OmniAudio, which leverages self-supervised pre-training using both spatial audio data (in FOA format) and large-scale non-spatial data. Furthermore, OmniAudio features a dual-branch framework that utilizes both panoramic and FoV video inputs to capture comprehensive local and global information from 360-degree videos. Experimental results demonstrate that OmniAudio achieves state-of-the-art performance across both objective and subjective metrics on Sphere360. Code and datasets will be released at https://github.com/liuhuadai/OmniAudio. The demo page is available at https://OmniAudio-360V2SA.github.io.

  • 14 authors
·
Apr 21, 2025

Semi-Supervised Unconstrained Head Pose Estimation in the Wild

Existing head pose estimation datasets are either composed of numerous samples by non-realistic synthesis or lab collection, or limited images by labor-intensive annotating. This makes deep supervised learning based solutions compromised due to the reliance on generous labeled data. To alleviate it, we propose the first semi-supervised unconstrained head pose estimation (SemiUHPE) method, which can leverage a large amount of unlabeled wild head images. Specifically, we follow the recent semi-supervised rotation regression, and focus on the diverse and complex head pose domain. Firstly, we claim that the aspect-ratio invariant cropping of heads is superior to the previous landmark-based affine alignment, which does not fit unlabeled natural heads or practical applications where landmarks are often unavailable. Then, instead of using an empirically fixed threshold to filter out pseudo labels, we propose the dynamic entropy-based filtering by updating thresholds for adaptively removing unlabeled outliers. Moreover, we revisit the design of weak-strong augmentations, and further exploit its superiority by devising two novel head-oriented strong augmentations named pose-irrelevant cut-occlusion and pose-altering rotation consistency. Extensive experiments show that SemiUHPE can surpass SOTAs with remarkable improvements on public benchmarks under both front-range and full-range. Our code is released in https://github.com/hnuzhy/SemiUHPE.

  • 3 authors
·
Apr 3, 2024

OmniGen: Unified Image Generation

In this work, we introduce OmniGen, a new diffusion model for unified image generation. Unlike popular diffusion models (e.g., Stable Diffusion), OmniGen no longer requires additional modules such as ControlNet or IP-Adapter to process diverse control conditions. OmniGenis characterized by the following features: 1) Unification: OmniGen not only demonstrates text-to-image generation capabilities but also inherently supports other downstream tasks, such as image editing, subject-driven generation, and visual-conditional generation. Additionally, OmniGen can handle classical computer vision tasks by transforming them into image generation tasks, such as edge detection and human pose recognition. 2) Simplicity: The architecture of OmniGen is highly simplified, eliminating the need for additional text encoders. Moreover, it is more user-friendly compared to existing diffusion models, enabling complex tasks to be accomplished through instructions without the need for extra preprocessing steps (e.g., human pose estimation), thereby significantly simplifying the workflow of image generation. 3) Knowledge Transfer: Through learning in a unified format, OmniGen effectively transfers knowledge across different tasks, manages unseen tasks and domains, and exhibits novel capabilities. We also explore the model's reasoning capabilities and potential applications of chain-of-thought mechanism. This work represents the first attempt at a general-purpose image generation model, and there remain several unresolved issues. We will open-source the related resources at https://github.com/VectorSpaceLab/OmniGen to foster advancements in this field.

  • 9 authors
·
Sep 17, 2024 7

GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.

  • 7 authors
·
Dec 21, 2024

The Beauty of Anisotropic Mesh Refinement: Omnitrees for Efficient Dyadic Discretizations

Structured adaptive mesh refinement (AMR), commonly implemented via quadtrees and octrees, underpins a wide range of applications including databases, computer graphics, physics simulations, and machine learning. However, octrees enforce isotropic refinement in regions of interest, which can be especially inefficient for problems that are intrinsically anisotropic--much resolution is spent where little information is gained. This paper presents omnitrees as an anisotropic generalization of octrees and related data structures. Omnitrees allow to refine only the locally most important dimensions, providing tree structures that are less deep than bintrees and less wide than octrees. As a result, the convergence of the AMR schemes can be increased by up to a factor of the dimensionality d for very anisotropic problems, quickly offsetting their modest increase in storage overhead. We validate this finding on the problem of binary shape representation across 4,166 three-dimensional objects: Omnitrees increase the mean convergence rate by 1.5x, require less storage to achieve equivalent error bounds, and maximize the information density of the stored function faster than octrees. These advantages are projected to be even stronger for higher-dimensional problems. We provide a first validation by introducing a time-dependent rotation to create four-dimensional representations, and discuss the properties of their 4-d octree and omnitree approximations. Overall, omnitree discretizations can make existing AMR approaches more efficient, and open up new possibilities for high-dimensional applications.

  • 3 authors
·
Aug 8, 2025

VI-Net: Boosting Category-level 6D Object Pose Estimation via Learning Decoupled Rotations on the Spherical Representations

Rotation estimation of high precision from an RGB-D object observation is a huge challenge in 6D object pose estimation, due to the difficulty of learning in the non-linear space of SO(3). In this paper, we propose a novel rotation estimation network, termed as VI-Net, to make the task easier by decoupling the rotation as the combination of a viewpoint rotation and an in-plane rotation. More specifically, VI-Net bases the feature learning on the sphere with two individual branches for the estimates of two factorized rotations, where a V-Branch is employed to learn the viewpoint rotation via binary classification on the spherical signals, while another I-Branch is used to estimate the in-plane rotation by transforming the signals to view from the zenith direction. To process the spherical signals, a Spherical Feature Pyramid Network is constructed based on a novel design of SPAtial Spherical Convolution (SPA-SConv), which settles the boundary problem of spherical signals via feature padding and realizesviewpoint-equivariant feature extraction by symmetric convolutional operations. We apply the proposed VI-Net to the challenging task of category-level 6D object pose estimation for predicting the poses of unknown objects without available CAD models; experiments on the benchmarking datasets confirm the efficacy of our method, which outperforms the existing ones with a large margin in the regime of high precision.

  • 4 authors
·
Aug 19, 2023

Depth-Aware Generative Adversarial Network for Talking Head Video Generation

Talking head video generation aims to produce a synthetic human face video that contains the identity and pose information respectively from a given source image and a driving video.Existing works for this task heavily rely on 2D representations (e.g. appearance and motion) learned from the input images. However, dense 3D facial geometry (e.g. pixel-wise depth) is extremely important for this task as it is particularly beneficial for us to essentially generate accurate 3D face structures and distinguish noisy information from the possibly cluttered background. Nevertheless, dense 3D geometry annotations are prohibitively costly for videos and are typically not available for this video generation task. In this paper, we first introduce a self-supervised geometry learning method to automatically recover the dense 3D geometry (i.e.depth) from the face videos without the requirement of any expensive 3D annotation data. Based on the learned dense depth maps, we further propose to leverage them to estimate sparse facial keypoints that capture the critical movement of the human head. In a more dense way, the depth is also utilized to learn 3D-aware cross-modal (i.e. appearance and depth) attention to guide the generation of motion fields for warping source image representations. All these contributions compose a novel depth-aware generative adversarial network (DaGAN) for talking head generation. Extensive experiments conducted demonstrate that our proposed method can generate highly realistic faces, and achieve significant results on the unseen human faces.

  • 4 authors
·
Mar 13, 2022

DirectMHP: Direct 2D Multi-Person Head Pose Estimation with Full-range Angles

Existing head pose estimation (HPE) mainly focuses on single person with pre-detected frontal heads, which limits their applications in real complex scenarios with multi-persons. We argue that these single HPE methods are fragile and inefficient for Multi-Person Head Pose Estimation (MPHPE) since they rely on the separately trained face detector that cannot generalize well to full viewpoints, especially for heads with invisible face areas. In this paper, we focus on the full-range MPHPE problem, and propose a direct end-to-end simple baseline named DirectMHP. Due to the lack of datasets applicable to the full-range MPHPE, we firstly construct two benchmarks by extracting ground-truth labels for head detection and head orientation from public datasets AGORA and CMU Panoptic. They are rather challenging for having many truncated, occluded, tiny and unevenly illuminated human heads. Then, we design a novel end-to-end trainable one-stage network architecture by joint regressing locations and orientations of multi-head to address the MPHPE problem. Specifically, we regard pose as an auxiliary attribute of the head, and append it after the traditional object prediction. Arbitrary pose representation such as Euler angles is acceptable by this flexible design. Then, we jointly optimize these two tasks by sharing features and utilizing appropriate multiple losses. In this way, our method can implicitly benefit from more surroundings to improve HPE accuracy while maintaining head detection performance. We present comprehensive comparisons with state-of-the-art single HPE methods on public benchmarks, as well as superior baseline results on our constructed MPHPE datasets. Datasets and code are released in https://github.com/hnuzhy/DirectMHP.

  • 3 authors
·
Feb 2, 2023

Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis

While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches.

  • 9 authors
·
Feb 19, 2024 1

Omni6DPose: A Benchmark and Model for Universal 6D Object Pose Estimation and Tracking

6D Object Pose Estimation is a crucial yet challenging task in computer vision, suffering from a significant lack of large-scale datasets. This scarcity impedes comprehensive evaluation of model performance, limiting research advancements. Furthermore, the restricted number of available instances or categories curtails its applications. To address these issues, this paper introduces Omni6DPose, a substantial dataset characterized by its diversity in object categories, large scale, and variety in object materials. Omni6DPose is divided into three main components: ROPE (Real 6D Object Pose Estimation Dataset), which includes 332K images annotated with over 1.5M annotations across 581 instances in 149 categories; SOPE(Simulated 6D Object Pose Estimation Dataset), consisting of 475K images created in a mixed reality setting with depth simulation, annotated with over 5M annotations across 4162 instances in the same 149 categories; and the manually aligned real scanned objects used in both ROPE and SOPE. Omni6DPose is inherently challenging due to the substantial variations and ambiguities. To address this challenge, we introduce GenPose++, an enhanced version of the SOTA category-level pose estimation framework, incorporating two pivotal improvements: Semantic-aware feature extraction and Clustering-based aggregation. Moreover, we provide a comprehensive benchmarking analysis to evaluate the performance of previous methods on this large-scale dataset in the realms of 6D object pose estimation and pose tracking.

  • 8 authors
·
Jun 6, 2024

OmniDataComposer: A Unified Data Structure for Multimodal Data Fusion and Infinite Data Generation

This paper presents OmniDataComposer, an innovative approach for multimodal data fusion and unlimited data generation with an intent to refine and uncomplicate interplay among diverse data modalities. Coming to the core breakthrough, it introduces a cohesive data structure proficient in processing and merging multimodal data inputs, which include video, audio, and text. Our crafted algorithm leverages advancements across multiple operations such as video/image caption extraction, dense caption extraction, Automatic Speech Recognition (ASR), Optical Character Recognition (OCR), Recognize Anything Model(RAM), and object tracking. OmniDataComposer is capable of identifying over 6400 categories of objects, substantially broadening the spectrum of visual information. It amalgamates these diverse modalities, promoting reciprocal enhancement among modalities and facilitating cross-modal data correction. The final output metamorphoses each video input into an elaborate sequential document, virtually transmuting videos into thorough narratives, making them easier to be processed by large language models. Future prospects include optimizing datasets for each modality to encourage unlimited data generation. This robust base will offer priceless insights to models like ChatGPT, enabling them to create higher quality datasets for video captioning and easing question-answering tasks based on video content. OmniDataComposer inaugurates a new stage in multimodal learning, imparting enormous potential for augmenting AI's understanding and generation of complex, real-world data.

  • 4 authors
·
Aug 8, 2023 1

OmniVGGT: Omni-Modality Driven Visual Geometry Grounded

General 3D foundation models have started to lead the trend of unifying diverse vision tasks, yet most assume RGB-only inputs and ignore readily available geometric cues (e.g., camera intrinsics, poses, and depth maps). To address this issue, we introduce OmniVGGT, a novel framework that can effectively benefit from an arbitrary number of auxiliary geometric modalities during both training and inference. In our framework, a GeoAdapter is proposed to encode depth and camera intrinsics/extrinsics into a spatial foundation model. It employs zero-initialized convolutions to progressively inject geometric information without disrupting the foundation model's representation space. This design ensures stable optimization with negligible overhead, maintaining inference speed comparable to VGGT even with multiple additional inputs. Additionally, a stochastic multimodal fusion regimen is proposed, which randomly samples modality subsets per instance during training. This enables an arbitrary number of modality inputs during testing and promotes learning robust spatial representations instead of overfitting to auxiliary cues. Comprehensive experiments on monocular/multi-view depth estimation, multi-view stereo, and camera pose estimation demonstrate that OmniVGGT outperforms prior methods with auxiliary inputs and achieves state-of-the-art results even with RGB-only input. To further highlight its practical utility, we integrated OmniVGGT into vision-language-action (VLA) models. The enhanced VLA model by OmniVGGT not only outperforms the vanilla point-cloud-based baseline on mainstream benchmarks, but also effectively leverages accessible auxiliary inputs to achieve consistent gains on robotic tasks.

  • 11 authors
·
Nov 13, 2025

NexusGS: Sparse View Synthesis with Epipolar Depth Priors in 3D Gaussian Splatting

Neural Radiance Field (NeRF) and 3D Gaussian Splatting (3DGS) have noticeably advanced photo-realistic novel view synthesis using images from densely spaced camera viewpoints. However, these methods struggle in few-shot scenarios due to limited supervision. In this paper, we present NexusGS, a 3DGS-based approach that enhances novel view synthesis from sparse-view images by directly embedding depth information into point clouds, without relying on complex manual regularizations. Exploiting the inherent epipolar geometry of 3DGS, our method introduces a novel point cloud densification strategy that initializes 3DGS with a dense point cloud, reducing randomness in point placement while preventing over-smoothing and overfitting. Specifically, NexusGS comprises three key steps: Epipolar Depth Nexus, Flow-Resilient Depth Blending, and Flow-Filtered Depth Pruning. These steps leverage optical flow and camera poses to compute accurate depth maps, while mitigating the inaccuracies often associated with optical flow. By incorporating epipolar depth priors, NexusGS ensures reliable dense point cloud coverage and supports stable 3DGS training under sparse-view conditions. Experiments demonstrate that NexusGS significantly enhances depth accuracy and rendering quality, surpassing state-of-the-art methods by a considerable margin. Furthermore, we validate the superiority of our generated point clouds by substantially boosting the performance of competing methods. Project page: https://usmizuki.github.io/NexusGS/.

  • 7 authors
·
Mar 24, 2025

HeadSculpt: Crafting 3D Head Avatars with Text

Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods still struggle to create high-fidelity 3D head avatars in two aspects: (1) They rely mostly on a pre-trained text-to-image diffusion model whilst missing the necessary 3D awareness and head priors. This makes them prone to inconsistency and geometric distortions in the generated avatars. (2) They fall short in fine-grained editing. This is primarily due to the inherited limitations from the pre-trained 2D image diffusion models, which become more pronounced when it comes to 3D head avatars. In this work, we address these challenges by introducing a versatile coarse-to-fine pipeline dubbed HeadSculpt for crafting (i.e., generating and editing) 3D head avatars from textual prompts. Specifically, we first equip the diffusion model with 3D awareness by leveraging landmark-based control and a learned textual embedding representing the back view appearance of heads, enabling 3D-consistent head avatar generations. We further propose a novel identity-aware editing score distillation strategy to optimize a textured mesh with a high-resolution differentiable rendering technique. This enables identity preservation while following the editing instruction. We showcase HeadSculpt's superior fidelity and editing capabilities through comprehensive experiments and comparisons with existing methods.

  • 8 authors
·
Jun 5, 2023

DualPoseNet: Category-level 6D Object Pose and Size Estimation Using Dual Pose Network with Refined Learning of Pose Consistency

Category-level 6D object pose and size estimation is to predict full pose configurations of rotation, translation, and size for object instances observed in single, arbitrary views of cluttered scenes. In this paper, we propose a new method of Dual Pose Network with refined learning of pose consistency for this task, shortened as DualPoseNet. DualPoseNet stacks two parallel pose decoders on top of a shared pose encoder, where the implicit decoder predicts object poses with a working mechanism different from that of the explicit one; they thus impose complementary supervision on the training of pose encoder. We construct the encoder based on spherical convolutions, and design a module of Spherical Fusion wherein for a better embedding of pose-sensitive features from the appearance and shape observations. Given no testing CAD models, it is the novel introduction of the implicit decoder that enables the refined pose prediction during testing, by enforcing the predicted pose consistency between the two decoders using a self-adaptive loss term. Thorough experiments on benchmarks of both category- and instance-level object pose datasets confirm efficacy of our designs. DualPoseNet outperforms existing methods with a large margin in the regime of high precision. Our code is released publicly at https://github.com/Gorilla-Lab-SCUT/DualPoseNet.

  • 6 authors
·
Mar 11, 2021

OmniHD-Scenes: A Next-Generation Multimodal Dataset for Autonomous Driving

The rapid advancement of deep learning has intensified the need for comprehensive data for use by autonomous driving algorithms. High-quality datasets are crucial for the development of effective data-driven autonomous driving solutions. Next-generation autonomous driving datasets must be multimodal, incorporating data from advanced sensors that feature extensive data coverage, detailed annotations, and diverse scene representation. To address this need, we present OmniHD-Scenes, a large-scale multimodal dataset that provides comprehensive omnidirectional high-definition data. The OmniHD-Scenes dataset combines data from 128-beam LiDAR, six cameras, and six 4D imaging radar systems to achieve full environmental perception. The dataset comprises 1501 clips, each approximately 30-s long, totaling more than 450K synchronized frames and more than 5.85 million synchronized sensor data points. We also propose a novel 4D annotation pipeline. To date, we have annotated 200 clips with more than 514K precise 3D bounding boxes. These clips also include semantic segmentation annotations for static scene elements. Additionally, we introduce a novel automated pipeline for generation of the dense occupancy ground truth, which effectively leverages information from non-key frames. Alongside the proposed dataset, we establish comprehensive evaluation metrics, baseline models, and benchmarks for 3D detection and semantic occupancy prediction. These benchmarks utilize surround-view cameras and 4D imaging radar to explore cost-effective sensor solutions for autonomous driving applications. Extensive experiments demonstrate the effectiveness of our low-cost sensor configuration and its robustness under adverse conditions. Data will be released at https://www.2077ai.com/OmniHD-Scenes.

  • 13 authors
·
Dec 14, 2024

Spherical Vision Transformers for Audio-Visual Saliency Prediction in 360-Degree Videos

Omnidirectional videos (ODVs) are redefining viewer experiences in virtual reality (VR) by offering an unprecedented full field-of-view (FOV). This study extends the domain of saliency prediction to 360-degree environments, addressing the complexities of spherical distortion and the integration of spatial audio. Contextually, ODVs have transformed user experience by adding a spatial audio dimension that aligns sound direction with the viewer's perspective in spherical scenes. Motivated by the lack of comprehensive datasets for 360-degree audio-visual saliency prediction, our study curates YT360-EyeTracking, a new dataset of 81 ODVs, each observed under varying audio-visual conditions. Our goal is to explore how to utilize audio-visual cues to effectively predict visual saliency in 360-degree videos. Towards this aim, we propose two novel saliency prediction models: SalViT360, a vision-transformer-based framework for ODVs equipped with spherical geometry-aware spatio-temporal attention layers, and SalViT360-AV, which further incorporates transformer adapters conditioned on audio input. Our results on a number of benchmark datasets, including our YT360-EyeTracking, demonstrate that SalViT360 and SalViT360-AV significantly outperform existing methods in predicting viewer attention in 360-degree scenes. Interpreting these results, we suggest that integrating spatial audio cues in the model architecture is crucial for accurate saliency prediction in omnidirectional videos. Code and dataset will be available at https://cyberiada.github.io/SalViT360.

  • 7 authors
·
Aug 27, 2025

Omni123: Exploring 3D Native Foundation Models with Limited 3D Data by Unifying Text to 2D and 3D Generation

Recent multimodal large language models have achieved strong performance in unified text and image understanding and generation, yet extending such native capability to 3D remains challenging due to limited data. Compared to abundant 2D imagery, high-quality 3D assets are scarce, making 3D synthesis under-constrained. Existing methods often rely on indirect pipelines that edit in 2D and lift results into 3D via optimization, sacrificing geometric consistency. We present Omni123, a 3D-native foundation model that unifies text-to-2D and text-to-3D generation within a single autoregressive framework. Our key insight is that cross-modal consistency between images and 3D can serve as an implicit structural constraint. By representing text, images, and 3D as discrete tokens in a shared sequence space, the model leverages abundant 2D data as a geometric prior to improve 3D representations. We introduce an interleaved X-to-X training paradigm that coordinates diverse cross-modal tasks over heterogeneous paired datasets without requiring fully aligned text-image-3D triplets. By traversing semantic-visual-geometric cycles (e.g., text to image to 3D to image) within autoregressive sequences, the model jointly enforces semantic alignment, appearance fidelity, and multi-view geometric consistency. Experiments show that Omni123 significantly improves text-guided 3D generation and editing, demonstrating a scalable path toward multimodal 3D world models.

  • 7 authors
·
Apr 1 2

Omni-Recon: Harnessing Image-based Rendering for General-Purpose Neural Radiance Fields

Recent breakthroughs in Neural Radiance Fields (NeRFs) have sparked significant demand for their integration into real-world 3D applications. However, the varied functionalities required by different 3D applications often necessitate diverse NeRF models with various pipelines, leading to tedious NeRF training for each target task and cumbersome trial-and-error experiments. Drawing inspiration from the generalization capability and adaptability of emerging foundation models, our work aims to develop one general-purpose NeRF for handling diverse 3D tasks. We achieve this by proposing a framework called Omni-Recon, which is capable of (1) generalizable 3D reconstruction and zero-shot multitask scene understanding, and (2) adaptability to diverse downstream 3D applications such as real-time rendering and scene editing. Our key insight is that an image-based rendering pipeline, with accurate geometry and appearance estimation, can lift 2D image features into their 3D counterparts, thus extending widely explored 2D tasks to the 3D world in a generalizable manner. Specifically, our Omni-Recon features a general-purpose NeRF model using image-based rendering with two decoupled branches: one complex transformer-based branch that progressively fuses geometry and appearance features for accurate geometry estimation, and one lightweight branch for predicting blending weights of source views. This design achieves state-of-the-art (SOTA) generalizable 3D surface reconstruction quality with blending weights reusable across diverse tasks for zero-shot multitask scene understanding. In addition, it can enable real-time rendering after baking the complex geometry branch into meshes, swift adaptation to achieve SOTA generalizable 3D understanding performance, and seamless integration with 2D diffusion models for text-guided 3D editing.

  • 6 authors
·
Mar 17, 2024

MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing

Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.

  • 7 authors
·
Apr 29, 2024

HyperTopo-Adapters: Geometry- and Topology-Aware Segmentation of Leaf Lesions on Frozen Encoders

Leaf-lesion segmentation is topology-sensitive: small merges, splits, or false holes can be biologically meaningful descriptors of biochemical pathways, yet they are weakly penalized by standard pixel-wise losses in Euclidean latents. I explore HyperTopo-Adapters, a lightweight, parameter-efficient head trained on top of a frozen vision encoder, which embeds features on a product manifold -- hyperbolic + Euclidean + spherical (H + E + S) -- to encourage hierarchical separation (H), local linear detail (E), and global closure (S). A topology prior complements Dice/BCE in two forms: (i) persistent-homology (PH) distance for evaluation and selection, and (ii) a differentiable surrogate that combines a soft Euler-characteristic match with total variation regularization for stable training. I introduce warm-ups for both the hyperbolic contrastive term and the topology prior, per-sample evaluation of structure-aware metrics (Boundary-F1, Betti errors, PD distance), and a min-PD within top-K Dice rule for checkpoint selection. On a Kaggle leaf-lesion dataset (N=2,940), early results show consistent gains in boundary and topology metrics (reducing Delta beta_1 hole error by 9%) while Dice/IoU remain competitive. The study is diagnostic by design: I report controlled ablations (curvature learning, latent dimensions, contrastive temperature, surrogate settings), and ongoing tests varying encoder strength (ResNet-50, DeepLabV3, DINOv2/v3), input resolution, PH weight, and partial unfreezing of late blocks. The contribution is an open, reproducible train/eval suite (available at https://github.com/ChimdiWalter/HyperTopo-Adapters) that isolates geometric/topological priors and surfaces failure modes to guide stronger, topology-preserving architectures.

  • 2 authors
·
Dec 28, 2025

Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints

3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.

  • 6 authors
·
Dec 13, 2023

Gaussian Splatting with Localized Points Management

Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.

  • 7 authors
·
Jun 6, 2024

Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar

Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.

  • 6 authors
·
Jul 10, 2023

DAMO-YOLO : A Report on Real-Time Object Detection Design

In this report, we present a fast and accurate object detection method dubbed DAMO-YOLO, which achieves higher performance than the state-of-the-art YOLO series. DAMO-YOLO is extended from YOLO with some new technologies, including Neural Architecture Search (NAS), efficient Reparameterized Generalized-FPN (RepGFPN), a lightweight head with AlignedOTA label assignment, and distillation enhancement. In particular, we use MAE-NAS, a method guided by the principle of maximum entropy, to search our detection backbone under the constraints of low latency and high performance, producing ResNet-like / CSP-like structures with spatial pyramid pooling and focus modules. In the design of necks and heads, we follow the rule of "large neck, small head". We import Generalized-FPN with accelerated queen-fusion to build the detector neck and upgrade its CSPNet with efficient layer aggregation networks (ELAN) and reparameterization. Then we investigate how detector head size affects detection performance and find that a heavy neck with only one task projection layer would yield better results. In addition, AlignedOTA is proposed to solve the misalignment problem in label assignment. And a distillation schema is introduced to improve performance to a higher level. Based on these new techs, we build a suite of models at various scales to meet the needs of different scenarios, i.e., DAMO-YOLO-Tiny/Small/Medium. They can achieve 43.0/46.8/50.0 mAPs on COCO with the latency of 2.78/3.83/5.62 ms on T4 GPUs respectively. The code is available at https://github.com/tinyvision/damo-yolo.

  • 6 authors
·
Nov 23, 2022

OmniVTON: Training-Free Universal Virtual Try-On

Image-based Virtual Try-On (VTON) techniques rely on either supervised in-shop approaches, which ensure high fidelity but struggle with cross-domain generalization, or unsupervised in-the-wild methods, which improve adaptability but remain constrained by data biases and limited universality. A unified, training-free solution that works across both scenarios remains an open challenge. We propose OmniVTON, the first training-free universal VTON framework that decouples garment and pose conditioning to achieve both texture fidelity and pose consistency across diverse settings. To preserve garment details, we introduce a garment prior generation mechanism that aligns clothing with the body, followed by continuous boundary stitching technique to achieve fine-grained texture retention. For precise pose alignment, we utilize DDIM inversion to capture structural cues while suppressing texture interference, ensuring accurate body alignment independent of the original image textures. By disentangling garment and pose constraints, OmniVTON eliminates the bias inherent in diffusion models when handling multiple conditions simultaneously. Experimental results demonstrate that OmniVTON achieves superior performance across diverse datasets, garment types, and application scenarios. Notably, it is the first framework capable of multi-human VTON, enabling realistic garment transfer across multiple individuals in a single scene. Code is available at https://github.com/Jerome-Young/OmniVTON

  • 7 authors
·
Jul 20, 2025

NPGA: Neural Parametric Gaussian Avatars

The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.

  • 5 authors
·
May 29, 2024

F3G-Avatar : Face Focused Full-body Gaussian Avatar

Existing full-body Gaussian avatar methods primarily optimize global reconstruction quality and often fail to preserve fine-grained facial geometry and expression details. This challenge arises from limited facial representational capacity that causes difficulties in modeling high-frequency pose-dependent deformations. To address this, we propose F3G-Avatar, a full-body, face-aware avatar synthesis method that reconstructs animatable human representations from multi-view RGB video and regressed pose/shape parameters. Starting from a clothed Momentum Human Rig (MHR) template, front/back positional maps are rendered and decoded into 3D Gaussians through a two-branch architecture: a body branch that captures pose-dependent non-rigid deformations and a face-focused deformation branch that refines head geometry and appearance. The predicted Gaussians are fused, posed with linear blend skinning (LBS), and rendered with differentiable Gaussian splatting. Training combines reconstruction and perceptual objectives with a face-specific adversarial loss to enhance realism in close-up views. Experiments demonstrate strong rendering quality, with face-view performance reaching PSNR/SSIM/LPIPS of 26.243/0.964/0.084 on the AvatarReX dataset. Ablations further highlight contributions of the MHR template and the face-focused deformation. F3G-Avatar provides a practical, high-quality pipeline for realistic, animatable full-body avatar synthesis.

  • 5 authors
·
Apr 9

XDen-1K: A Density Field Dataset of Real-World Objects

A deep understanding of the physical world is a central goal for embodied AI and realistic simulation. While current models excel at capturing an object's surface geometry and appearance, they largely neglect its internal physical properties. This omission is critical, as properties like volumetric density are fundamental for predicting an object's center of mass, stability, and interaction dynamics in applications ranging from robotic manipulation to physical simulation. The primary bottleneck has been the absence of large-scale, real-world data. To bridge this gap, we introduce XDen-1K, the first large-scale, multi-modal dataset designed for real-world physical property estimation, with a particular focus on volumetric density. The core of this dataset consists of 1,000 real-world objects across 148 categories, for which we provide comprehensive multi-modal data, including a high-resolution 3D geometric model with part-level annotations and a corresponding set of real-world biplanar X-ray scans. Building upon this data, we introduce a novel optimization framework that recovers a high-fidelity volumetric density field of each object from its sparse X-ray views. To demonstrate its practical value, we add X-ray images as a conditioning signal to an existing segmentation network and perform volumetric segmentation. Furthermore, we conduct experiments on downstream robotics tasks. The results show that leveraging the dataset can effectively improve the accuracy of center-of-mass estimation and the success rate of robotic manipulation. We believe XDen-1K will serve as a foundational resource and a challenging new benchmark, catalyzing future research in physically grounded visual inference and embodied AI.

  • 9 authors
·
Dec 11, 2025

Volume Rendering of Neural Implicit Surfaces

Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.

  • 4 authors
·
Jun 22, 2021

HPR3D: Hierarchical Proxy Representation for High-Fidelity 3D Reconstruction and Controllable Editing

Current 3D representations like meshes, voxels, point clouds, and NeRF-based neural implicit fields exhibit significant limitations: they are often task-specific, lacking universal applicability across reconstruction, generation, editing, and driving. While meshes offer high precision, their dense vertex data complicates editing; NeRFs deliver excellent rendering but suffer from structural ambiguity, hindering animation and manipulation; all representations inherently struggle with the trade-off between data complexity and fidelity. To overcome these issues, we introduce a novel 3D Hierarchical Proxy Node representation. Its core innovation lies in representing an object's shape and texture via a sparse set of hierarchically organized (tree-structured) proxy nodes distributed on its surface and interior. Each node stores local shape and texture information (implicitly encoded by a small MLP) within its neighborhood. Querying any 3D coordinate's properties involves efficient neural interpolation and lightweight decoding from relevant nearby and parent nodes. This framework yields a highly compact representation where nodes align with local semantics, enabling direct drag-and-edit manipulation, and offers scalable quality-complexity control. Extensive experiments across 3D reconstruction and editing demonstrate our method's expressive efficiency, high-fidelity rendering quality, and superior editability.

  • 7 authors
·
Jul 16, 2025