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SubscribeGauS-SLAM: Dense RGB-D SLAM with Gaussian Surfels
We propose GauS-SLAM, a dense RGB-D SLAM system that leverages 2D Gaussian surfels to achieve robust tracking and high-fidelity mapping. Our investigations reveal that Gaussian-based scene representations exhibit geometry distortion under novel viewpoints, which significantly degrades the accuracy of Gaussian-based tracking methods. These geometry inconsistencies arise primarily from the depth modeling of Gaussian primitives and the mutual interference between surfaces during the depth blending. To address these, we propose a 2D Gaussian-based incremental reconstruction strategy coupled with a Surface-aware Depth Rendering mechanism, which significantly enhances geometry accuracy and multi-view consistency. Additionally, the proposed local map design dynamically isolates visible surfaces during tracking, mitigating misalignment caused by occluded regions in global maps while maintaining computational efficiency with increasing Gaussian density. Extensive experiments across multiple datasets demonstrate that GauS-SLAM outperforms comparable methods, delivering superior tracking precision and rendering fidelity. The project page will be made available at https://gaus-slam.github.io.
Geo2SigMap: High-Fidelity RF Signal Mapping Using Geographic Databases
Radio frequency (RF) signal mapping, which is the process of analyzing and predicting the RF signal strength and distribution across specific areas, is crucial for cellular network planning and deployment. Traditional approaches to RF signal mapping rely on statistical models constructed based on measurement data, which offer low complexity but often lack accuracy, or ray tracing tools, which provide enhanced precision for the target area but suffer from increased computational complexity. Recently, machine learning (ML) has emerged as a data-driven method for modeling RF signal propagation, which leverages models trained on synthetic datasets to perform RF signal mapping in "unseen" areas. In this paper, we present Geo2SigMap, an ML-based framework for efficient and high-fidelity RF signal mapping using geographic databases. First, we develop an automated framework that seamlessly integrates three open-source tools: OpenStreetMap (geographic databases), Blender (computer graphics), and Sionna (ray tracing), enabling the efficient generation of large-scale 3D building maps and ray tracing models. Second, we propose a cascaded U-Net model, which is pre-trained on synthetic datasets and employed to generate detailed RF signal maps, leveraging environmental information and sparse measurement data. Finally, we evaluate the performance of Geo2SigMap via a real-world measurement campaign, where three types of user equipment (UE) collect over 45,000 data points related to cellular information from six LTE cells operating in the citizens broadband radio service (CBRS) band. Our results show that Geo2SigMap achieves an average root-mean-square-error (RMSE) of 6.04 dB for predicting the reference signal received power (RSRP) at the UE, representing an average RMSE improvement of 3.59 dB compared to existing methods.
GeoCode: Interpretable Shape Programs
Mapping high-fidelity 3D geometry to a representation that allows for intuitive edits remains an elusive goal in computer vision and graphics. The key challenge is the need to model both continuous and discrete shape variations. Current approaches, such as implicit shape representation, lack straightforward interpretable encoding, while others that employ procedural methods output coarse geometry. We present GeoCode, a technique for 3D shape synthesis using an intuitively editable parameter space. We build a novel program that enforces a complex set of rules and enables users to perform intuitive and controlled high-level edits that procedurally propagate at a low level to the entire shape. Our program produces high-quality mesh outputs by construction. We use a neural network to map a given point cloud or sketch to our interpretable parameter space. Once produced by our procedural program, shapes can be easily modified. Empirically, we show that GeoCode can infer and recover 3D shapes more accurately compared to existing techniques and we demonstrate its ability to perform controlled local and global shape manipulations.
DreamMapping: High-Fidelity Text-to-3D Generation via Variational Distribution Mapping
Score Distillation Sampling (SDS) has emerged as a prevalent technique for text-to-3D generation, enabling 3D content creation by distilling view-dependent information from text-to-2D guidance. However, they frequently exhibit shortcomings such as over-saturated color and excess smoothness. In this paper, we conduct a thorough analysis of SDS and refine its formulation, finding that the core design is to model the distribution of rendered images. Following this insight, we introduce a novel strategy called Variational Distribution Mapping (VDM), which expedites the distribution modeling process by regarding the rendered images as instances of degradation from diffusion-based generation. This special design enables the efficient training of variational distribution by skipping the calculations of the Jacobians in the diffusion U-Net. We also introduce timestep-dependent Distribution Coefficient Annealing (DCA) to further improve distilling precision. Leveraging VDM and DCA, we use Gaussian Splatting as the 3D representation and build a text-to-3D generation framework. Extensive experiments and evaluations demonstrate the capability of VDM and DCA to generate high-fidelity and realistic assets with optimization efficiency.
High-Fidelity SLAM Using Gaussian Splatting with Rendering-Guided Densification and Regularized Optimization
We propose a dense RGBD SLAM system based on 3D Gaussian Splatting that provides metrically accurate pose tracking and visually realistic reconstruction. To this end, we first propose a Gaussian densification strategy based on the rendering loss to map unobserved areas and refine reobserved areas. Second, we introduce extra regularization parameters to alleviate the forgetting problem in the continuous mapping problem, where parameters tend to overfit the latest frame and result in decreasing rendering quality for previous frames. Both mapping and tracking are performed with Gaussian parameters by minimizing re-rendering loss in a differentiable way. Compared to recent neural and concurrently developed gaussian splatting RGBD SLAM baselines, our method achieves state-of-the-art results on the synthetic dataset Replica and competitive results on the real-world dataset TUM.
Democratizing High-Fidelity Co-Speech Gesture Video Generation
Co-speech gesture video generation aims to synthesize realistic, audio-aligned videos of speakers, complete with synchronized facial expressions and body gestures. This task presents challenges due to the significant one-to-many mapping between audio and visual content, further complicated by the scarcity of large-scale public datasets and high computational demands. We propose a lightweight framework that utilizes 2D full-body skeletons as an efficient auxiliary condition to bridge audio signals with visual outputs. Our approach introduces a diffusion model conditioned on fine-grained audio segments and a skeleton extracted from the speaker's reference image, predicting skeletal motions through skeleton-audio feature fusion to ensure strict audio coordination and body shape consistency. The generated skeletons are then fed into an off-the-shelf human video generation model with the speaker's reference image to synthesize high-fidelity videos. To democratize research, we present CSG-405-the first public dataset with 405 hours of high-resolution videos across 71 speech types, annotated with 2D skeletons and diverse speaker demographics. Experiments show that our method exceeds state-of-the-art approaches in visual quality and synchronization while generalizing across speakers and contexts. Code, models, and CSG-405 are publicly released at https://mpi-lab.github.io/Democratizing-CSG/
Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video
Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.
FabricDiffusion: High-Fidelity Texture Transfer for 3D Garments Generation from In-The-Wild Clothing Images
We introduce FabricDiffusion, a method for transferring fabric textures from a single clothing image to 3D garments of arbitrary shapes. Existing approaches typically synthesize textures on the garment surface through 2D-to-3D texture mapping or depth-aware inpainting via generative models. Unfortunately, these methods often struggle to capture and preserve texture details, particularly due to challenging occlusions, distortions, or poses in the input image. Inspired by the observation that in the fashion industry, most garments are constructed by stitching sewing patterns with flat, repeatable textures, we cast the task of clothing texture transfer as extracting distortion-free, tileable texture materials that are subsequently mapped onto the UV space of the garment. Building upon this insight, we train a denoising diffusion model with a large-scale synthetic dataset to rectify distortions in the input texture image. This process yields a flat texture map that enables a tight coupling with existing Physically-Based Rendering (PBR) material generation pipelines, allowing for realistic relighting of the garment under various lighting conditions. We show that FabricDiffusion can transfer various features from a single clothing image including texture patterns, material properties, and detailed prints and logos. Extensive experiments demonstrate that our model significantly outperforms state-to-the-art methods on both synthetic data and real-world, in-the-wild clothing images while generalizing to unseen textures and garment shapes.
Super-High-Fidelity Image Compression via Hierarchical-ROI and Adaptive Quantization
Learned Image Compression (LIC) has achieved dramatic progress regarding objective and subjective metrics. MSE-based models aim to improve objective metrics while generative models are leveraged to improve visual quality measured by subjective metrics. However, they all suffer from blurring or deformation at low bit rates, especially at below 0.2bpp. Besides, deformation on human faces and text is unacceptable for visual quality assessment, and the problem becomes more prominent on small faces and text. To solve this problem, we combine the advantage of MSE-based models and generative models by utilizing region of interest (ROI). We propose Hierarchical-ROI (H-ROI), to split images into several foreground regions and one background region to improve the reconstruction of regions containing faces, text, and complex textures. Further, we propose adaptive quantization by non-linear mapping within the channel dimension to constrain the bit rate while maintaining the visual quality. Exhaustive experiments demonstrate that our methods achieve better visual quality on small faces and text with lower bit rates, e.g., 0.7X bits of HiFiC and 0.5X bits of BPG.
EmoTalk3D: High-Fidelity Free-View Synthesis of Emotional 3D Talking Head
We present a novel approach for synthesizing 3D talking heads with controllable emotion, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view consistency and a lack of emotional expressiveness. To address these issues, we collect EmoTalk3D dataset with calibrated multi-view videos, emotional annotations, and per-frame 3D geometry. By training on the EmoTalk3D dataset, we propose a `Speech-to-Geometry-to-Appearance' mapping framework that first predicts faithful 3D geometry sequence from the audio features, then the appearance of a 3D talking head represented by 4D Gaussians is synthesized from the predicted geometry. The appearance is further disentangled into canonical and dynamic Gaussians, learned from multi-view videos, and fused to render free-view talking head animation. Moreover, our model enables controllable emotion in the generated talking heads and can be rendered in wide-range views. Our method exhibits improved rendering quality and stability in lip motion generation while capturing dynamic facial details such as wrinkles and subtle expressions. Experiments demonstrate the effectiveness of our approach in generating high-fidelity and emotion-controllable 3D talking heads. The code and EmoTalk3D dataset are released at https://nju-3dv.github.io/projects/EmoTalk3D.
MagiCodec: Simple Masked Gaussian-Injected Codec for High-Fidelity Reconstruction and Generation
Neural audio codecs have made significant strides in efficiently mapping raw audio waveforms into discrete token representations, which are foundational for contemporary audio generative models. However, most existing codecs are optimized primarily for reconstruction quality, often at the expense of the downstream modelability of the encoded tokens. Motivated by the need to overcome this bottleneck, we introduce MagiCodec, a novel single-layer, streaming Transformer-based audio codec. MagiCodec is designed with a multistage training pipeline that incorporates Gaussian noise injection and latent regularization, explicitly targeting the enhancement of semantic expressiveness in the generated codes while preserving high reconstruction fidelity. We analytically derive the effect of noise injection in the frequency domain, demonstrating its efficacy in attenuating high-frequency components and fostering robust tokenization. Extensive experimental evaluations show that MagiCodec surpasses state-of-the-art codecs in both reconstruction quality and downstream tasks. Notably, the tokens produced by MagiCodec exhibit Zipf-like distributions, as observed in natural languages, thereby improving compatibility with language-model-based generative architectures. The code and pre-trained models are available at https://github.com/Ereboas/MagiCodec.
DiffusionAtlas: High-Fidelity Consistent Diffusion Video Editing
We present a diffusion-based video editing framework, namely DiffusionAtlas, which can achieve both frame consistency and high fidelity in editing video object appearance. Despite the success in image editing, diffusion models still encounter significant hindrances when it comes to video editing due to the challenge of maintaining spatiotemporal consistency in the object's appearance across frames. On the other hand, atlas-based techniques allow propagating edits on the layered representations consistently back to frames. However, they often struggle to create editing effects that adhere correctly to the user-provided textual or visual conditions due to the limitation of editing the texture atlas on a fixed UV mapping field. Our method leverages a visual-textual diffusion model to edit objects directly on the diffusion atlases, ensuring coherent object identity across frames. We design a loss term with atlas-based constraints and build a pretrained text-driven diffusion model as pixel-wise guidance for refining shape distortions and correcting texture deviations. Qualitative and quantitative experiments show that our method outperforms state-of-the-art methods in achieving consistent high-fidelity video-object editing.
X-Part: high fidelity and structure coherent shape decomposition
Generating 3D shapes at part level is pivotal for downstream applications such as mesh retopology, UV mapping, and 3D printing. However, existing part-based generation methods often lack sufficient controllability and suffer from poor semantically meaningful decomposition. To this end, we introduce X-Part, a controllable generative model designed to decompose a holistic 3D object into semantically meaningful and structurally coherent parts with high geometric fidelity. X-Part exploits the bounding box as prompts for the part generation and injects point-wise semantic features for meaningful decomposition. Furthermore, we design an editable pipeline for interactive part generation. Extensive experimental results show that X-Part achieves state-of-the-art performance in part-level shape generation. This work establishes a new paradigm for creating production-ready, editable, and structurally sound 3D assets. Codes will be released for public research.
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
UniTEX: Universal High Fidelity Generative Texturing for 3D Shapes
We present UniTEX, a novel two-stage 3D texture generation framework to create high-quality, consistent textures for 3D assets. Existing approaches predominantly rely on UV-based inpainting to refine textures after reprojecting the generated multi-view images onto the 3D shapes, which introduces challenges related to topological ambiguity. To address this, we propose to bypass the limitations of UV mapping by operating directly in a unified 3D functional space. Specifically, we first propose that lifts texture generation into 3D space via Texture Functions (TFs)--a continuous, volumetric representation that maps any 3D point to a texture value based solely on surface proximity, independent of mesh topology. Then, we propose to predict these TFs directly from images and geometry inputs using a transformer-based Large Texturing Model (LTM). To further enhance texture quality and leverage powerful 2D priors, we develop an advanced LoRA-based strategy for efficiently adapting large-scale Diffusion Transformers (DiTs) for high-quality multi-view texture synthesis as our first stage. Extensive experiments demonstrate that UniTEX achieves superior visual quality and texture integrity compared to existing approaches, offering a generalizable and scalable solution for automated 3D texture generation. Code will available in: https://github.com/YixunLiang/UniTEX.
Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping
By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects.
SenSE: Semantic-Aware High-Fidelity Universal Speech Enhancement
Generative universal speech enhancement (USE) methods aim to leverage generative models to improve speech quality under various types of distortions. Diffusion- or flow-based generative models are capable of producing enhanced speech with high quality and fidelity. However, they typically achieve speech enhancement by learning an acoustic feature mapping from degraded speech to clean speech, while lacking awareness of high-level semantic information. This deficiency tends to cause semantic ambiguity and acoustic discontinuities in the enhanced speech. In contrast, humans can often comprehend heavily corrupted speech by relying on semantic priors, suggesting that semantics play a crucial role in speech enhancement. Therefore, in this paper, we propose SenSE, which leverages a language model to capture the semantic information of distorted speech and effectively integrates it into a flow-matching-based speech enhancement framework. Specifically, we introduce a semantic-aware speech language model to capture the semantics of degraded speech and generate semantic tokens. We then design a semantic guidance mechanism that incorporates semantic information into the flow-matching-based speech enhancement process, effectively mitigating semantic ambiguity. In addition, we propose a prompt guidance mechanism, which leverages a short reference utterance to alleviate the loss of speaker similarity under severe distortion conditions. The results of several benchmark data sets demonstrate that SenSE not only ensures high perceptual quality but also substantially improves speech fidelity while maintaining strong robustness under severe distortions. Codes and demos are available.
SurgicalGaussian: Deformable 3D Gaussians for High-Fidelity Surgical Scene Reconstruction
Dynamic reconstruction of deformable tissues in endoscopic video is a key technology for robot-assisted surgery. Recent reconstruction methods based on neural radiance fields (NeRFs) have achieved remarkable results in the reconstruction of surgical scenes. However, based on implicit representation, NeRFs struggle to capture the intricate details of objects in the scene and cannot achieve real-time rendering. In addition, restricted single view perception and occluded instruments also propose special challenges in surgical scene reconstruction. To address these issues, we develop SurgicalGaussian, a deformable 3D Gaussian Splatting method to model dynamic surgical scenes. Our approach models the spatio-temporal features of soft tissues at each time stamp via a forward-mapping deformation MLP and regularization to constrain local 3D Gaussians to comply with consistent movement. With the depth initialization strategy and tool mask-guided training, our method can remove surgical instruments and reconstruct high-fidelity surgical scenes. Through experiments on various surgical videos, our network outperforms existing method on many aspects, including rendering quality, rendering speed and GPU usage. The project page can be found at https://surgicalgaussian.github.io.
VR-NeRF: High-Fidelity Virtualized Walkable Spaces
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2Ktimes2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.
Efficient Region-Aware Neural Radiance Fields for High-Fidelity Talking Portrait Synthesis
This paper presents ER-NeRF, a novel conditional Neural Radiance Fields (NeRF) based architecture for talking portrait synthesis that can concurrently achieve fast convergence, real-time rendering, and state-of-the-art performance with small model size. Our idea is to explicitly exploit the unequal contribution of spatial regions to guide talking portrait modeling. Specifically, to improve the accuracy of dynamic head reconstruction, a compact and expressive NeRF-based Tri-Plane Hash Representation is introduced by pruning empty spatial regions with three planar hash encoders. For speech audio, we propose a Region Attention Module to generate region-aware condition feature via an attention mechanism. Different from existing methods that utilize an MLP-based encoder to learn the cross-modal relation implicitly, the attention mechanism builds an explicit connection between audio features and spatial regions to capture the priors of local motions. Moreover, a direct and fast Adaptive Pose Encoding is introduced to optimize the head-torso separation problem by mapping the complex transformation of the head pose into spatial coordinates. Extensive experiments demonstrate that our method renders better high-fidelity and audio-lips synchronized talking portrait videos, with realistic details and high efficiency compared to previous methods.
MODA: Mapping-Once Audio-driven Portrait Animation with Dual Attentions
Audio-driven portrait animation aims to synthesize portrait videos that are conditioned by given audio. Animating high-fidelity and multimodal video portraits has a variety of applications. Previous methods have attempted to capture different motion modes and generate high-fidelity portrait videos by training different models or sampling signals from given videos. However, lacking correlation learning between lip-sync and other movements (e.g., head pose/eye blinking) usually leads to unnatural results. In this paper, we propose a unified system for multi-person, diverse, and high-fidelity talking portrait generation. Our method contains three stages, i.e., 1) Mapping-Once network with Dual Attentions (MODA) generates talking representation from given audio. In MODA, we design a dual-attention module to encode accurate mouth movements and diverse modalities. 2) Facial composer network generates dense and detailed face landmarks, and 3) temporal-guided renderer syntheses stable videos. Extensive evaluations demonstrate that the proposed system produces more natural and realistic video portraits compared to previous methods.
A Scalable Attention-Based Approach for Image-to-3D Texture Mapping
High-quality textures are critical for realistic 3D content creation, yet existing generative methods are slow, rely on UV maps, and often fail to remain faithful to a reference image. To address these challenges, we propose a transformer-based framework that predicts a 3D texture field directly from a single image and a mesh, eliminating the need for UV mapping and differentiable rendering, and enabling faster texture generation. Our method integrates a triplane representation with depth-based backprojection losses, enabling efficient training and faster inference. Once trained, it generates high-fidelity textures in a single forward pass, requiring only 0.2s per shape. Extensive qualitative, quantitative, and user preference evaluations demonstrate that our method outperforms state-of-the-art baselines on single-image texture reconstruction in terms of both fidelity to the input image and perceptual quality, highlighting its practicality for scalable, high-quality, and controllable 3D content creation.
GMTalker: Gaussian Mixture based Emotional talking video Portraits
Synthesizing high-fidelity and emotion-controllable talking video portraits, with audio-lip sync, vivid expression, realistic head pose, and eye blink, is an important and challenging task in recent years. Most of the existing methods suffer in achieving personalized precise emotion control or continuously interpolating between different emotions and generating diverse motion. To address these problems, we present GMTalker, a Gaussian mixture based emotional talking portraits generation framework. Specifically, we propose a Gaussian Mixture based Expression Generator (GMEG) which can construct a continuous and multi-modal latent space, achieving more flexible emotion manipulation. Furthermore, we introduce a normalizing flow based motion generator pretrained on the dataset with a wide-range motion to generate diverse motions. Finally, we propose a personalized emotion-guided head generator with an Emotion Mapping Network (EMN) which 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.
TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models
Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.
Embracing Dynamics: Dynamics-aware 4D Gaussian Splatting SLAM
Simultaneous localization and mapping (SLAM) technology now has photorealistic mapping capabilities thanks to the real-time high-fidelity rendering capability of 3D Gaussian splatting (3DGS). However, due to the static representation of scenes, current 3DGS-based SLAM encounters issues with pose drift and failure to reconstruct accurate maps in dynamic environments. To address this problem, we present D4DGS-SLAM, the first SLAM method based on 4DGS map representation for dynamic environments. By incorporating the temporal dimension into scene representation, D4DGS-SLAM enables high-quality reconstruction of dynamic scenes. Utilizing the dynamics-aware InfoModule, we can obtain the dynamics, visibility, and reliability of scene points, and filter stable static points for tracking accordingly. When optimizing Gaussian points, we apply different isotropic regularization terms to Gaussians with varying dynamic characteristics. Experimental results on real-world dynamic scene datasets demonstrate that our method outperforms state-of-the-art approaches in both camera pose tracking and map quality.
GigaSLAM: Large-Scale Monocular SLAM with Hierarchical Gaussian Splats
Tracking and mapping in large-scale, unbounded outdoor environments using only monocular RGB input presents substantial challenges for existing SLAM systems. Traditional Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) SLAM methods are typically limited to small, bounded indoor settings. To overcome these challenges, we introduce GigaSLAM, the first RGB NeRF / 3DGS-based SLAM framework for kilometer-scale outdoor environments, as demonstrated on the KITTI, KITTI 360, 4 Seasons and A2D2 datasets. Our approach employs a hierarchical sparse voxel map representation, where Gaussians are decoded by neural networks at multiple levels of detail. This design enables efficient, scalable mapping and high-fidelity viewpoint rendering across expansive, unbounded scenes. For front-end tracking, GigaSLAM utilizes a metric depth model combined with epipolar geometry and PnP algorithms to accurately estimate poses, while incorporating a Bag-of-Words-based loop closure mechanism to maintain robust alignment over long trajectories. Consequently, GigaSLAM delivers high-precision tracking and visually faithful rendering on urban outdoor benchmarks, establishing a robust SLAM solution for large-scale, long-term scenarios, and significantly extending the applicability of Gaussian Splatting SLAM systems to unbounded outdoor environments. GitHub: https://github.com/DengKaiCQ/GigaSLAM.
MaskGAN: Towards Diverse and Interactive Facial Image Manipulation
Facial image manipulation has achieved great progress in recent years. However, previous methods either operate on a predefined set of face attributes or leave users little freedom to interactively manipulate images. To overcome these drawbacks, we propose a novel framework termed MaskGAN, enabling diverse and interactive face manipulation. Our key insight is that semantic masks serve as a suitable intermediate representation for flexible face manipulation with fidelity preservation. MaskGAN has two main components: 1) Dense Mapping Network (DMN) and 2) Editing Behavior Simulated Training (EBST). Specifically, DMN learns style mapping between a free-form user modified mask and a target image, enabling diverse generation results. EBST models the user editing behavior on the source mask, making the overall framework more robust to various manipulated inputs. Specifically, it introduces dual-editing consistency as the auxiliary supervision signal. To facilitate extensive studies, we construct a large-scale high-resolution face dataset with fine-grained mask annotations named CelebAMask-HQ. MaskGAN is comprehensively evaluated on two challenging tasks: attribute transfer and style copy, demonstrating superior performance over other state-of-the-art methods. The code, models, and dataset are available at https://github.com/switchablenorms/CelebAMask-HQ.
ELITE: Encoding Visual Concepts into Textual Embeddings for Customized Text-to-Image Generation
Despite unprecedented ability in imaginary creation, large text-to-image models are further expected to express customized concepts. Existing works generally learn such concepts in an optimization-based manner, yet bringing excessive computation or memory burden. In this paper, we instead propose a learning-based encoder for fast and accurate concept customization, which consists of global and local mapping networks. In specific, the global mapping network separately projects the hierarchical features of a given image into multiple ``new'' words in the textual word embedding space, i.e., one primary word for well-editable concept and other auxiliary words to exclude irrelevant disturbances (e.g., background). In the meantime, a local mapping network injects the encoded patch features into cross attention layers to provide omitted details, without sacrificing the editability of primary concepts. We compare our method with prior optimization-based approaches on a variety of user-defined concepts, and demonstrate that our method enables more high-fidelity inversion and robust editability with a significantly faster encoding process. Our code will be publicly available at https://github.com/csyxwei/ELITE.
Dream, Lift, Animate: From Single Images to Animatable Gaussian Avatars
We introduce Dream, Lift, Animate (DLA), a novel framework that reconstructs animatable 3D human avatars from a single image. This is achieved by leveraging multi-view generation, 3D Gaussian lifting, and pose-aware UV-space mapping of 3D Gaussians. Given an image, we first dream plausible multi-views using a video diffusion model, capturing rich geometric and appearance details. These views are then lifted into unstructured 3D Gaussians. To enable animation, we propose a transformer-based encoder that models global spatial relationships and projects these Gaussians into a structured latent representation aligned with the UV space of a parametric body model. This latent code is decoded into UV-space Gaussians that can be animated via body-driven deformation and rendered conditioned on pose and viewpoint. By anchoring Gaussians to the UV manifold, our method ensures consistency during animation while preserving fine visual details. DLA enables real-time rendering and intuitive editing without requiring post-processing. Our method outperforms state-of-the-art approaches on ActorsHQ and 4D-Dress datasets in both perceptual quality and photometric accuracy. By combining the generative strengths of video diffusion models with a pose-aware UV-space Gaussian mapping, DLA bridges the gap between unstructured 3D representations and high-fidelity, animation-ready avatars.
Temporal-Visual Semantic Alignment: A Unified Architecture for Transferring Spatial Priors from Vision Models to Zero-Shot Temporal Tasks
Large Multimodal Models (LMMs) have achieved remarkable progress in aligning and generating content across text and image modalities. However, the potential of using non-visual, continuous sequential, as a conditioning signal for high-fidelity image generation remains largely unexplored. Furthermore, existing methods that convert series into "pseudo-images" for temporal forecasting fail to establish semantic-level alignment. In this paper, we propose TimeArtist, a temporal-visual conversion framework that pioneers semantic-level alignment between time series fluctuations and visual concepts. It pioneers a "warmup-align" paradigm: first, a dual-autoencoder and shared quantizer are self-supervised trained on large-scale datasets to learn modality-shared representations. Then, the encoders and quantizer are frozen, and a projection is introduced to align temporal and visual samples at the representation level. TimeArtist establishes a versatile cross-modal framework, enabling high-quality, diverse image generation directly from time series, while capturing temporal fluctuation patterns to render images as styles transfer. Extensive experiments show that TimeArtist achieves satisfactory performance in image generation metrics, while also attaining superior results in zero-shot temporal tasks. Our work establishes a new paradigm for cross-modal generation, bridging the gap between temporal dynamics and visual semantics.
NLCG-Net: A Model-Based Zero-Shot Learning Framework for Undersampled Quantitative MRI Reconstruction
Typical quantitative MRI (qMRI) methods estimate parameter maps after image reconstructing, which is prone to biases and error propagation. We propose a Nonlinear Conjugate Gradient (NLCG) optimizer for model-based T2/T1 estimation, which incorporates U-Net regularization trained in a scan-specific manner. This end-to-end method directly estimates qMRI maps from undersampled k-space data using mono-exponential signal modeling with zero-shot scan-specific neural network regularization to enable high fidelity T1 and T2 mapping. T2 and T1 mapping results demonstrate the ability of the proposed NLCG-Net to improve estimation quality compared to subspace reconstruction at high accelerations.
