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Mar 19

NeAR: Coupled Neural Asset-Renderer Stack

Neural asset authoring and neural rendering have traditionally evolved as disjoint paradigms: one generates digital assets for fixed graphics pipelines, while the other maps conventional assets to images. However, treating them as independent entities limits the potential for end-to-end optimization in fidelity and consistency. In this paper, we bridge this gap with NeAR, a Coupled Neural Asset--Renderer Stack. We argue that co-designing the asset representation and the renderer creates a robust "contract" for superior generation. On the asset side, we introduce the Lighting-Homogenized SLAT (LH-SLAT). Leveraging a rectified-flow model, NeAR lifts casually lit single images into a canonical, illumination-invariant latent space, effectively suppressing baked-in shadows and highlights. On the renderer side, we design a lighting-aware neural decoder tailored to interpret these homogenized latents. Conditioned on HDR environment maps and camera views, it synthesizes relightable 3D Gaussian splats in real-time without per-object optimization. We validate NeAR on four tasks: (1) G-buffer-based forward rendering, (2) random-lit reconstruction, (3) unknown-lit relighting, and (4) novel-view relighting. Extensive experiments demonstrate that our coupled stack outperforms state-of-the-art baselines in both quantitative metrics and perceptual quality. We hope this coupled asset-renderer perspective inspires future graphics stacks that view neural assets and renderers as co-designed components instead of independent entities.

  • 15 authors
·
Nov 23, 2025

DreamRenderer: Taming Multi-Instance Attribute Control in Large-Scale Text-to-Image Models

Image-conditioned generation methods, such as depth- and canny-conditioned approaches, have demonstrated remarkable abilities for precise image synthesis. However, existing models still struggle to accurately control the content of multiple instances (or regions). Even state-of-the-art models like FLUX and 3DIS face challenges, such as attribute leakage between instances, which limits user control. To address these issues, we introduce DreamRenderer, a training-free approach built upon the FLUX model. DreamRenderer enables users to control the content of each instance via bounding boxes or masks, while ensuring overall visual harmony. We propose two key innovations: 1) Bridge Image Tokens for Hard Text Attribute Binding, which uses replicated image tokens as bridge tokens to ensure that T5 text embeddings, pre-trained solely on text data, bind the correct visual attributes for each instance during Joint Attention; 2) Hard Image Attribute Binding applied only to vital layers. Through our analysis of FLUX, we identify the critical layers responsible for instance attribute rendering and apply Hard Image Attribute Binding only in these layers, using soft binding in the others. This approach ensures precise control while preserving image quality. Evaluations on the COCO-POS and COCO-MIG benchmarks demonstrate that DreamRenderer improves the Image Success Ratio by 17.7% over FLUX and enhances the performance of layout-to-image models like GLIGEN and 3DIS by up to 26.8%. Project Page: https://limuloo.github.io/DreamRenderer/.

  • 4 authors
·
Mar 17, 2025 3

RECOMBINER: Robust and Enhanced Compression with Bayesian Implicit Neural Representations

COMpression with Bayesian Implicit NEural Representations (COMBINER) is a recent data compression method that addresses a key inefficiency of previous Implicit Neural Representation (INR)-based approaches: it avoids quantization and enables direct optimization of the rate-distortion performance. However, COMBINER still has significant limitations: 1) it uses factorized priors and posterior approximations that lack flexibility; 2) it cannot effectively adapt to local deviations from global patterns in the data; and 3) its performance can be susceptible to modeling choices and the variational parameters' initializations. Our proposed method, Robust and Enhanced COMBINER (RECOMBINER), addresses these issues by 1) enriching the variational approximation while retaining a low computational cost via a linear reparameterization of the INR weights, 2) augmenting our INRs with learnable positional encodings that enable them to adapt to local details and 3) splitting high-resolution data into patches to increase robustness and utilizing expressive hierarchical priors to capture dependency across patches. We conduct extensive experiments across several data modalities, showcasing that RECOMBINER achieves competitive results with the best INR-based methods and even outperforms autoencoder-based codecs on low-resolution images at low bitrates. Our PyTorch implementation is available at https://github.com/cambridge-mlg/RECOMBINER/.

  • 4 authors
·
Sep 29, 2023

Hardware Acceleration of Neural Graphics

Rendering and inverse-rendering algorithms that drive conventional computer graphics have recently been superseded by neural representations (NR). NRs have recently been used to learn the geometric and the material properties of the scenes and use the information to synthesize photorealistic imagery, thereby promising a replacement for traditional rendering algorithms with scalable quality and predictable performance. In this work we ask the question: Does neural graphics (NG) need hardware support? We studied representative NG applications showing that, if we want to render 4k res. at 60FPS there is a gap of 1.5X-55X in the desired performance on current GPUs. For AR/VR applications, there is an even larger gap of 2-4 OOM between the desired performance and the required system power. We identify that the input encoding and the MLP kernels are the performance bottlenecks, consuming 72%,60% and 59% of application time for multi res. hashgrid, multi res. densegrid and low res. densegrid encodings, respectively. We propose a NG processing cluster, a scalable and flexible hardware architecture that directly accelerates the input encoding and MLP kernels through dedicated engines and supports a wide range of NG applications. We also accelerate the rest of the kernels by fusing them together in Vulkan, which leads to 9.94X kernel-level performance improvement compared to un-fused implementation of the pre-processing and the post-processing kernels. Our results show that, NGPC gives up to 58X end-to-end application-level performance improvement, for multi res. hashgrid encoding on average across the four NG applications, the performance benefits are 12X,20X,33X and 39X for the scaling factor of 8,16,32 and 64, respectively. Our results show that with multi res. hashgrid encoding, NGPC enables the rendering of 4k res. at 30FPS for NeRF and 8k res. at 120FPS for all our other NG applications.

  • 4 authors
·
Mar 10, 2023

Real-Time Neural Appearance Models

We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.

  • 10 authors
·
May 4, 2023 1

SceneGen: Single-Image 3D Scene Generation in One Feedforward Pass

3D content generation has recently attracted significant research interest due to its applications in VR/AR and embodied AI. In this work, we address the challenging task of synthesizing multiple 3D assets within a single scene image. Concretely, our contributions are fourfold: (i) we present SceneGen, a novel framework that takes a scene image and corresponding object masks as input, simultaneously producing multiple 3D assets with geometry and texture. Notably, SceneGen operates with no need for optimization or asset retrieval; (ii) we introduce a novel feature aggregation module that integrates local and global scene information from visual and geometric encoders within the feature extraction module. Coupled with a position head, this enables the generation of 3D assets and their relative spatial positions in a single feedforward pass; (iii) we demonstrate SceneGen's direct extensibility to multi-image input scenarios. Despite being trained solely on single-image inputs, our architectural design enables improved generation performance with multi-image inputs; and (iv) extensive quantitative and qualitative evaluations confirm the efficiency and robust generation abilities of our approach. We believe this paradigm offers a novel solution for high-quality 3D content generation, potentially advancing its practical applications in downstream tasks. The code and model will be publicly available at: https://mengmouxu.github.io/SceneGen.

  • 4 authors
·
Aug 21, 2025 2

AIM 2024 Sparse Neural Rendering Challenge: Dataset and Benchmark

Recent developments in differentiable and neural rendering have made impressive breakthroughs in a variety of 2D and 3D tasks, e.g. novel view synthesis, 3D reconstruction. Typically, differentiable rendering relies on a dense viewpoint coverage of the scene, such that the geometry can be disambiguated from appearance observations alone. Several challenges arise when only a few input views are available, often referred to as sparse or few-shot neural rendering. As this is an underconstrained problem, most existing approaches introduce the use of regularisation, together with a diversity of learnt and hand-crafted priors. A recurring problem in sparse rendering literature is the lack of an homogeneous, up-to-date, dataset and evaluation protocol. While high-resolution datasets are standard in dense reconstruction literature, sparse rendering methods often evaluate with low-resolution images. Additionally, data splits are inconsistent across different manuscripts, and testing ground-truth images are often publicly available, which may lead to over-fitting. In this work, we propose the Sparse Rendering (SpaRe) dataset and benchmark. We introduce a new dataset that follows the setup of the DTU MVS dataset. The dataset is composed of 97 new scenes based on synthetic, high-quality assets. Each scene has up to 64 camera views and 7 lighting configurations, rendered at 1600x1200 resolution. We release a training split of 82 scenes to foster generalizable approaches, and provide an online evaluation platform for the validation and test sets, whose ground-truth images remain hidden. We propose two different sparse configurations (3 and 9 input images respectively). This provides a powerful and convenient tool for reproducible evaluation, and enable researchers easy access to a public leaderboard with the state-of-the-art performance scores. Available at: https://sparebenchmark.github.io/

  • 6 authors
·
Sep 23, 2024 2

Urban Radiance Field Representation with Deformable Neural Mesh Primitives

Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.

  • 6 authors
·
Jul 20, 2023

DF-GAN: A Simple and Effective Baseline for Text-to-Image Synthesis

Synthesizing high-quality realistic images from text descriptions is a challenging task. Existing text-to-image Generative Adversarial Networks generally employ a stacked architecture as the backbone yet still remain three flaws. First, the stacked architecture introduces the entanglements between generators of different image scales. Second, existing studies prefer to apply and fix extra networks in adversarial learning for text-image semantic consistency, which limits the supervision capability of these networks. Third, the cross-modal attention-based text-image fusion that widely adopted by previous works is limited on several special image scales because of the computational cost. To these ends, we propose a simpler but more effective Deep Fusion Generative Adversarial Networks (DF-GAN). To be specific, we propose: (i) a novel one-stage text-to-image backbone that directly synthesizes high-resolution images without entanglements between different generators, (ii) a novel Target-Aware Discriminator composed of Matching-Aware Gradient Penalty and One-Way Output, which enhances the text-image semantic consistency without introducing extra networks, (iii) a novel deep text-image fusion block, which deepens the fusion process to make a full fusion between text and visual features. Compared with current state-of-the-art methods, our proposed DF-GAN is simpler but more efficient to synthesize realistic and text-matching images and achieves better performance on widely used datasets.

  • 6 authors
·
Aug 13, 2020

Image-GS: Content-Adaptive Image Representation via 2D Gaussians

Neural image representations have emerged as a promising approach for encoding and rendering visual data. Combined with learning-based workflows, they demonstrate impressive trade-offs between visual fidelity and memory footprint. Existing methods in this domain, however, often rely on fixed data structures that suboptimally allocate memory or compute-intensive implicit models, hindering their practicality for real-time graphics applications. Inspired by recent advancements in radiance field rendering, we introduce Image-GS, a content-adaptive image representation based on 2D Gaussians. Leveraging a custom differentiable renderer, Image-GS reconstructs images by adaptively allocating and progressively optimizing a group of anisotropic, colored 2D Gaussians. It achieves a favorable balance between visual fidelity and memory efficiency across a variety of stylized images frequently seen in graphics workflows, especially for those showing non-uniformly distributed features and in low-bitrate regimes. Moreover, it supports hardware-friendly rapid random access for real-time usage, requiring only 0.3K MACs to decode a pixel. Through error-guided progressive optimization, Image-GS naturally constructs a smooth level-of-detail hierarchy. We demonstrate its versatility with several applications, including texture compression, semantics-aware compression, and joint image compression and restoration.

  • 9 authors
·
Jul 1, 2024

UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.

  • 8 authors
·
Oct 20, 2023

BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion

Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.

  • 4 authors
·
Jan 30, 2024

DreamArt: Generating Interactable Articulated Objects from a Single Image

Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.

  • 9 authors
·
Jul 8, 2025

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

  • 12 authors
·
May 28, 2019

Efficient Meshy Neural Fields for Animatable Human Avatars

Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.

  • 6 authors
·
Mar 22, 2023

Z-Image: An Efficient Image Generation Foundation Model with Single-Stream Diffusion Transformer

The landscape of high-performance image generation models is currently dominated by proprietary systems, such as Nano Banana Pro and Seedream 4.0. Leading open-source alternatives, including Qwen-Image, Hunyuan-Image-3.0 and FLUX.2, are characterized by massive parameter counts (20B to 80B), making them impractical for inference, and fine-tuning on consumer-grade hardware. To address this gap, we propose Z-Image, an efficient 6B-parameter foundation generative model built upon a Scalable Single-Stream Diffusion Transformer (S3-DiT) architecture that challenges the "scale-at-all-costs" paradigm. By systematically optimizing the entire model lifecycle -- from a curated data infrastructure to a streamlined training curriculum -- we complete the full training workflow in just 314K H800 GPU hours (approx. $630K). Our few-step distillation scheme with reward post-training further yields Z-Image-Turbo, offering both sub-second inference latency on an enterprise-grade H800 GPU and compatibility with consumer-grade hardware (<16GB VRAM). Additionally, our omni-pre-training paradigm also enables efficient training of Z-Image-Edit, an editing model with impressive instruction-following capabilities. Both qualitative and quantitative experiments demonstrate that our model achieves performance comparable to or surpassing that of leading competitors across various dimensions. Most notably, Z-Image exhibits exceptional capabilities in photorealistic image generation and bilingual text rendering, delivering results that rival top-tier commercial models, thereby demonstrating that state-of-the-art results are achievable with significantly reduced computational overhead. We publicly release our code, weights, and online demo to foster the development of accessible, budget-friendly, yet state-of-the-art generative models.

Tongyi-MAI Tongyi-MAI
·
Nov 27, 2025 7

One is All: Bridging the Gap Between Neural Radiance Fields Architectures with Progressive Volume Distillation

Neural Radiance Fields (NeRF) methods have proved effective as compact, high-quality and versatile representations for 3D scenes, and enable downstream tasks such as editing, retrieval, navigation, etc. Various neural architectures are vying for the core structure of NeRF, including the plain Multi-Layer Perceptron (MLP), sparse tensors, low-rank tensors, hashtables and their compositions. Each of these representations has its particular set of trade-offs. For example, the hashtable-based representations admit faster training and rendering but their lack of clear geometric meaning hampers downstream tasks like spatial-relation-aware editing. In this paper, we propose Progressive Volume Distillation (PVD), a systematic distillation method that allows any-to-any conversions between different architectures, including MLP, sparse or low-rank tensors, hashtables and their compositions. PVD consequently empowers downstream applications to optimally adapt the neural representations for the task at hand in a post hoc fashion. The conversions are fast, as distillation is progressively performed on different levels of volume representations, from shallower to deeper. We also employ special treatment of density to deal with its specific numerical instability problem. Empirical evidence is presented to validate our method on the NeRF-Synthetic, LLFF and TanksAndTemples datasets. For example, with PVD, an MLP-based NeRF model can be distilled from a hashtable-based Instant-NGP model at a 10X~20X faster speed than being trained the original NeRF from scratch, while achieving a superior level of synthesis quality. Code is available at https://github.com/megvii-research/AAAI2023-PVD.

  • 6 authors
·
Nov 29, 2022

Progressive Volume Distillation with Active Learning for Efficient NeRF Architecture Conversion

Neural Radiance Fields (NeRF) have been widely adopted as practical and versatile representations for 3D scenes, facilitating various downstream tasks. However, different architectures, including the plain Multi-Layer Perceptron (MLP), Tensors, low-rank Tensors, Hashtables, and their combinations, entail distinct trade-offs. For instance, representations based on Hashtables enable faster rendering but lack clear geometric meaning, thereby posing challenges for spatial-relation-aware editing. To address this limitation and maximize the potential of each architecture, we propose Progressive Volume Distillation with Active Learning (PVD-AL), a systematic distillation method that enables any-to-any conversion between diverse architectures. PVD-AL decomposes each structure into two parts and progressively performs distillation from shallower to deeper volume representation, leveraging effective information retrieved from the rendering process. Additionally, a three-level active learning technique provides continuous feedback from teacher to student during the distillation process, achieving high-performance outcomes. Experimental evidence showcases the effectiveness of our method across multiple benchmark datasets. For instance, PVD-AL can distill an MLP-based model from a Hashtables-based model at a 10~20X faster speed and 0.8dB~2dB higher PSNR than training the MLP-based model from scratch. Moreover, PVD-AL permits the fusion of diverse features among distinct structures, enabling models with multiple editing properties and providing a more efficient model to meet real-time requirements like mobile devices. Project website: https://sk-fun.fun/PVD-AL.

  • 7 authors
·
Apr 8, 2023

3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering

The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.

  • 4 authors
·
Jan 9, 2025 2

Dynamic Mesh-Aware Radiance Fields

Embedding polygonal mesh assets within photorealistic Neural Radience Fields (NeRF) volumes, such that they can be rendered and their dynamics simulated in a physically consistent manner with the NeRF, is under-explored from the system perspective of integrating NeRF into the traditional graphics pipeline. This paper designs a two-way coupling between mesh and NeRF during rendering and simulation. We first review the light transport equations for both mesh and NeRF, then distill them into an efficient algorithm for updating radiance and throughput along a cast ray with an arbitrary number of bounces. To resolve the discrepancy between the linear color space that the path tracer assumes and the sRGB color space that standard NeRF uses, we train NeRF with High Dynamic Range (HDR) images. We also present a strategy to estimate light sources and cast shadows on the NeRF. Finally, we consider how the hybrid surface-volumetric formulation can be efficiently integrated with a high-performance physics simulator that supports cloth, rigid and soft bodies. The full rendering and simulation system can be run on a GPU at interactive rates. We show that a hybrid system approach outperforms alternatives in visual realism for mesh insertion, because it allows realistic light transport from volumetric NeRF media onto surfaces, which affects the appearance of reflective/refractive surfaces and illumination of diffuse surfaces informed by the dynamic scene.

  • 6 authors
·
Sep 8, 2023

Skywork UniPic 3.0: Unified Multi-Image Composition via Sequence Modeling

The recent surge in popularity of Nano-Banana and Seedream 4.0 underscores the community's strong interest in multi-image composition tasks. Compared to single-image editing, multi-image composition presents significantly greater challenges in terms of consistency and quality, yet existing models have not disclosed specific methodological details for achieving high-quality fusion. Through statistical analysis, we identify Human-Object Interaction (HOI) as the most sought-after category by the community. We therefore systematically analyze and implement a state-of-the-art solution for multi-image composition with a primary focus on HOI-centric tasks. We present Skywork UniPic 3.0, a unified multimodal framework that integrates single-image editing and multi-image composition. Our model supports an arbitrary (1~6) number and resolution of input images, as well as arbitrary output resolutions (within a total pixel budget of 1024x1024). To address the challenges of multi-image composition, we design a comprehensive data collection, filtering, and synthesis pipeline, achieving strong performance with only 700K high-quality training samples. Furthermore, we introduce a novel training paradigm that formulates multi-image composition as a sequence-modeling problem, transforming conditional generation into unified sequence synthesis. To accelerate inference, we integrate trajectory mapping and distribution matching into the post-training stage, enabling the model to produce high-fidelity samples in just 8 steps and achieve a 12.5x speedup over standard synthesis sampling. Skywork UniPic 3.0 achieves state-of-the-art performance on single-image editing benchmark and surpasses both Nano-Banana and Seedream 4.0 on multi-image composition benchmark, thereby validating the effectiveness of our data pipeline and training paradigm. Code, models and dataset are publicly available.

  • 14 authors
·
Jan 22

Real-Time Neural Light Field on Mobile Devices

Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).

  • 9 authors
·
Dec 15, 2022

KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering

NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.

  • 5 authors
·
Jun 22, 2022

MVAR: Visual Autoregressive Modeling with Scale and Spatial Markovian Conditioning

Essential to visual generation is efficient modeling of visual data priors. Conventional next-token prediction methods define the process as learning the conditional probability distribution of successive tokens. Recently, next-scale prediction methods redefine the process to learn the distribution over multi-scale representations, significantly reducing generation latency. However, these methods condition each scale on all previous scales and require each token to consider all preceding tokens, exhibiting scale and spatial redundancy. To better model the distribution by mitigating redundancy, we propose Markovian Visual AutoRegressive modeling (MVAR), a novel autoregressive framework that introduces scale and spatial Markov assumptions to reduce the complexity of conditional probability modeling. Specifically, we introduce a scale-Markov trajectory that only takes as input the features of adjacent preceding scale for next-scale prediction, enabling the adoption of a parallel training strategy that significantly reduces GPU memory consumption. Furthermore, we propose spatial-Markov attention, which restricts the attention of each token to a localized neighborhood of size k at corresponding positions on adjacent scales, rather than attending to every token across these scales, for the pursuit of reduced modeling complexity. Building on these improvements, we reduce the computational complexity of attention calculation from O(N^2) to O(Nk), enabling training with just eight NVIDIA RTX 4090 GPUs and eliminating the need for KV cache during inference. Extensive experiments on ImageNet demonstrate that MVAR achieves comparable or superior performance with both small model trained from scratch and large fine-tuned models, while reducing the average GPU memory footprint by 3.0x.

  • 5 authors
·
May 19, 2025

NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction

Recent methods for neural surface representation and rendering, for example NeuS, have demonstrated the remarkably high-quality reconstruction of static scenes. However, the training of NeuS takes an extremely long time (8 hours), which makes it almost impossible to apply them to dynamic scenes with thousands of frames. We propose a fast neural surface reconstruction approach, called NeuS2, which achieves two orders of magnitude improvement in terms of acceleration without compromising reconstruction quality. To accelerate the training process, we parameterize a neural surface representation by multi-resolution hash encodings and present a novel lightweight calculation of second-order derivatives tailored to our networks to leverage CUDA parallelism, achieving a factor two speed up. To further stabilize and expedite training, a progressive learning strategy is proposed to optimize multi-resolution hash encodings from coarse to fine. We extend our method for fast training of dynamic scenes, with a proposed incremental training strategy and a novel global transformation prediction component, which allow our method to handle challenging long sequences with large movements and deformations. Our experiments on various datasets demonstrate that NeuS2 significantly outperforms the state-of-the-arts in both surface reconstruction accuracy and training speed for both static and dynamic scenes. The code is available at our website: https://vcai.mpi-inf.mpg.de/projects/NeuS2/ .

  • 6 authors
·
Dec 10, 2022

FrameDiffuser: G-Buffer-Conditioned Diffusion for Neural Forward Frame Rendering

Neural rendering for interactive applications requires translating geometric and material properties (G-buffer) to photorealistic images with realistic lighting on a frame-by-frame basis. While recent diffusion-based approaches show promise for G-buffer-conditioned image synthesis, they face critical limitations: single-image models like RGBX generate frames independently without temporal consistency, while video models like DiffusionRenderer are too computationally expensive for most consumer gaming sets ups and require complete sequences upfront, making them unsuitable for interactive applications where future frames depend on user input. We introduce FrameDiffuser, an autoregressive neural rendering framework that generates temporally consistent, photorealistic frames by conditioning on G-buffer data and the models own previous output. After an initial frame, FrameDiffuser operates purely on incoming G-buffer data, comprising geometry, materials, and surface properties, while using its previously generated frame for temporal guidance, maintaining stable, temporal consistent generation over hundreds to thousands of frames. Our dual-conditioning architecture combines ControlNet for structural guidance with ControlLoRA for temporal coherence. A three-stage training strategy enables stable autoregressive generation. We specialize our model to individual environments, prioritizing consistency and inference speed over broad generalization, demonstrating that environment-specific training achieves superior photorealistic quality with accurate lighting, shadows, and reflections compared to generalized approaches.

  • 3 authors
·
Dec 18, 2025 2

Combiner: Full Attention Transformer with Sparse Computation Cost

Transformers provide a class of expressive architectures that are extremely effective for sequence modeling. However, the key limitation of transformers is their quadratic memory and time complexity O(L^2) with respect to the sequence length in attention layers, which restricts application in extremely long sequences. Most existing approaches leverage sparsity or low-rank assumptions in the attention matrix to reduce cost, but sacrifice expressiveness. Instead, we propose Combiner, which provides full attention capability in each attention head while maintaining low computation and memory complexity. The key idea is to treat the self-attention mechanism as a conditional expectation over embeddings at each location, and approximate the conditional distribution with a structured factorization. Each location can attend to all other locations, either via direct attention, or through indirect attention to abstractions, which are again conditional expectations of embeddings from corresponding local regions. We show that most sparse attention patterns used in existing sparse transformers are able to inspire the design of such factorization for full attention, resulting in the same sub-quadratic cost (O(Llog(L)) or O(LL)). Combiner is a drop-in replacement for attention layers in existing transformers and can be easily implemented in common frameworks. An experimental evaluation on both autoregressive and bidirectional sequence tasks demonstrates the effectiveness of this approach, yielding state-of-the-art results on several image and text modeling tasks.

  • 7 authors
·
Jul 12, 2021

Light Sampling Field and BRDF Representation for Physically-based Neural Rendering

Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.

  • 5 authors
·
Apr 11, 2023

HieraTok: Multi-Scale Visual Tokenizer Improves Image Reconstruction and Generation

In this work, we present HieraTok, a novel multi-scale Vision Transformer (ViT)-based tokenizer that overcomes the inherent limitation of modeling single-scale representations. This is realized through two key designs: (1) multi-scale downsampling applied to the token map generated by the tokenizer encoder, producing a sequence of multi-scale tokens, and (2) a scale-causal attention mechanism that enables the progressive flow of information from low-resolution global semantic features to high-resolution structural details. Coupling these designs, HieraTok achieves significant improvements in both image reconstruction and generation tasks. Under identical settings, the multi-scale visual tokenizer outperforms its single-scale counterpart by a 27.2\% improvement in rFID (1.47 rightarrow 1.07). When integrated into downstream generation frameworks, it achieves a 1.38times faster convergence rate and an 18.9\% boost in gFID (16.4 rightarrow 13.3), which may be attributed to the smoother and more uniformly distributed latent space. Furthermore, by scaling up the tokenizer's training, we demonstrate its potential by a sota rFID of 0.45 and a gFID of 1.82 among ViT tokenizers. To the best of our knowledge, we are the first to introduce multi-scale ViT-based tokenizer in image reconstruction and image generation. We hope our findings and designs advance the ViT-based tokenizers in visual generation tasks.

  • 9 authors
·
Sep 28, 2025

RPBG: Towards Robust Neural Point-based Graphics in the Wild

Point-based representations have recently gained popularity in novel view synthesis, for their unique advantages, e.g., intuitive geometric representation, simple manipulation, and faster convergence. However, based on our observation, these point-based neural re-rendering methods are only expected to perform well under ideal conditions and suffer from noisy, patchy points and unbounded scenes, which are challenging to handle but defacto common in real applications. To this end, we revisit one such influential method, known as Neural Point-based Graphics (NPBG), as our baseline, and propose Robust Point-based Graphics (RPBG). We in-depth analyze the factors that prevent NPBG from achieving satisfactory renderings on generic datasets, and accordingly reform the pipeline to make it more robust to varying datasets in-the-wild. Inspired by the practices in image restoration, we greatly enhance the neural renderer to enable the attention-based correction of point visibility and the inpainting of incomplete rasterization, with only acceptable overheads. We also seek for a simple and lightweight alternative for environment modeling and an iterative method to alleviate the problem of poor geometry. By thorough evaluation on a wide range of datasets with different shooting conditions and camera trajectories, RPBG stably outperforms the baseline by a large margin, and exhibits its great robustness over state-of-the-art NeRF-based variants. Code available at https://github.com/QT-Zhu/RPBG.

  • 8 authors
·
May 9, 2024

TransNeXt: Robust Foveal Visual Perception for Vision Transformers

Due to the depth degradation effect in residual connections, many efficient Vision Transformers models that rely on stacking layers for information exchange often fail to form sufficient information mixing, leading to unnatural visual perception. To address this issue, in this paper, we propose Aggregated Attention, a biomimetic design-based token mixer that simulates biological foveal vision and continuous eye movement while enabling each token on the feature map to have a global perception. Furthermore, we incorporate learnable tokens that interact with conventional queries and keys, which further diversifies the generation of affinity matrices beyond merely relying on the similarity between queries and keys. Our approach does not rely on stacking for information exchange, thus effectively avoiding depth degradation and achieving natural visual perception. Additionally, we propose Convolutional GLU, a channel mixer that bridges the gap between GLU and SE mechanism, which empowers each token to have channel attention based on its nearest neighbor image features, enhancing local modeling capability and model robustness. We combine aggregated attention and convolutional GLU to create a new visual backbone called TransNeXt. Extensive experiments demonstrate that our TransNeXt achieves state-of-the-art performance across multiple model sizes. At a resolution of 224^2, TransNeXt-Tiny attains an ImageNet accuracy of 84.0%, surpassing ConvNeXt-B with 69% fewer parameters. Our TransNeXt-Base achieves an ImageNet accuracy of 86.2% and an ImageNet-A accuracy of 61.6% at a resolution of 384^2, a COCO object detection mAP of 57.1, and an ADE20K semantic segmentation mIoU of 54.7.

  • 1 authors
·
Nov 28, 2023

Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform

Neural rendering, particularly 3D Gaussian Splatting (3DGS), has evolved rapidly and become a key component for building world models. However, existing viewer solutions remain fragmented, heavy, or constrained by legacy pipelines, resulting in high deployment friction and limited support for dynamic content and generative models. In this work, we present Visionary, an open, web-native platform for real-time various Gaussian Splatting and meshes rendering. Built on an efficient WebGPU renderer with per-frame ONNX inference, Visionary enables dynamic neural processing while maintaining a lightweight, "click-to-run" browser experience. It introduces a standardized Gaussian Generator contract, which not only supports standard 3DGS rendering but also allows plug-and-play algorithms to generate or update Gaussians each frame. Such inference also enables us to apply feedforward generative post-processing. The platform further offers a plug in three.js library with a concise TypeScript API for seamless integration into existing web applications. Experiments show that, under identical 3DGS assets, Visionary achieves superior rendering efficiency compared to current Web viewers due to GPU-based primitive sorting. It already supports multiple variants, including MLP-based 3DGS, 4DGS, neural avatars, and style transformation or enhancement networks. By unifying inference and rendering directly in the browser, Visionary significantly lowers the barrier to reproduction, comparison, and deployment of 3DGS-family methods, serving as a unified World Model Carrier for both reconstructive and generative paradigms.

  • 24 authors
·
Dec 9, 2025 4

GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement

We propose a novel approach for 3D mesh reconstruction from multi-view images. Our method takes inspiration from large reconstruction models like LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. However, in our method, we introduce several important modifications that allow us to significantly enhance 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF field in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics, such as a PSNR of 28.67 on Google Scanned Objects (GSO) dataset. Despite these superior results, our feed-forward model still struggles to reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement improves the PSNR to 29.79 and achieves faithful reconstruction of complex textures, such as text. Additionally, our approach enables various downstream applications, including text- or image-to-3D generation.

  • 10 authors
·
Jun 9, 2024

ADOP: Approximate Differentiable One-Pixel Point Rendering

In this paper we present ADOP, a novel point-based, differentiable neural rendering pipeline. Like other neural renderers, our system takes as input calibrated camera images and a proxy geometry of the scene, in our case a point cloud. To generate a novel view, the point cloud is rasterized with learned feature vectors as colors and a deep neural network fills the remaining holes and shades each output pixel. The rasterizer renders points as one-pixel splats, which makes it very fast and allows us to compute gradients with respect to all relevant input parameters efficiently. Furthermore, our pipeline contains a fully differentiable physically-based photometric camera model, including exposure, white balance, and a camera response function. Following the idea of inverse rendering, we use our renderer to refine its input in order to reduce inconsistencies and optimize the quality of its output. In particular, we can optimize structural parameters like the camera pose, lens distortions, point positions and features, and a neural environment map, but also photometric parameters like camera response function, vignetting, and per-image exposure and white balance. Because our pipeline includes photometric parameters, e.g.~exposure and camera response function, our system can smoothly handle input images with varying exposure and white balance, and generates high-dynamic range output. We show that due to the improved input, we can achieve high render quality, also for difficult input, e.g. with imperfect camera calibrations, inaccurate proxy geometry, or varying exposure. As a result, a simpler and thus faster deep neural network is sufficient for reconstruction. In combination with the fast point rasterization, ADOP achieves real-time rendering rates even for models with well over 100M points. https://github.com/darglein/ADOP

  • 3 authors
·
Oct 13, 2021

Emo-Avatar: Efficient Monocular Video Style Avatar through Texture Rendering

Artistic video portrait generation is a significant and sought-after task in the fields of computer graphics and vision. While various methods have been developed that integrate NeRFs or StyleGANs with instructional editing models for creating and editing drivable portraits, these approaches face several challenges. They often rely heavily on large datasets, require extensive customization processes, and frequently result in reduced image quality. To address the above problems, we propose the Efficient Monotonic Video Style Avatar (Emo-Avatar) through deferred neural rendering that enhances StyleGAN's capacity for producing dynamic, drivable portrait videos. We proposed a two-stage deferred neural rendering pipeline. In the first stage, we utilize few-shot PTI initialization to initialize the StyleGAN generator through several extreme poses sampled from the video to capture the consistent representation of aligned faces from the target portrait. In the second stage, we propose a Laplacian pyramid for high-frequency texture sampling from UV maps deformed by dynamic flow of expression for motion-aware texture prior integration to provide torso features to enhance StyleGAN's ability to generate complete and upper body for portrait video rendering. Emo-Avatar reduces style customization time from hours to merely 5 minutes compared with existing methods. In addition, Emo-Avatar requires only a single reference image for editing and employs region-aware contrastive learning with semantic invariant CLIP guidance, ensuring consistent high-resolution output and identity preservation. Through both quantitative and qualitative assessments, Emo-Avatar demonstrates superior performance over existing methods in terms of training efficiency, rendering quality and editability in self- and cross-reenactment.

  • 8 authors
·
Feb 1, 2024 1

Gaussian RBFNet: Gaussian Radial Basis Functions for Fast and Accurate Representation and Reconstruction of Neural Fields

Neural fields such as DeepSDF and Neural Radiance Fields have recently revolutionized novel-view synthesis and 3D reconstruction from RGB images and videos. However, achieving high-quality representation, reconstruction, and rendering requires deep neural networks, which are slow to train and evaluate. Although several acceleration techniques have been proposed, they often trade off speed for memory. Gaussian splatting-based methods, on the other hand, accelerate the rendering time but remain costly in terms of training speed and memory needed to store the parameters of a large number of Gaussians. In this paper, we introduce a novel neural representation that is fast, both at training and inference times, and lightweight. Our key observation is that the neurons used in traditional MLPs perform simple computations (a dot product followed by ReLU activation) and thus one needs to use either wide and deep MLPs or high-resolution and high-dimensional feature grids to parameterize complex nonlinear functions. We show in this paper that by replacing traditional neurons with Radial Basis Function (RBF) kernels, one can achieve highly accurate representation of 2D (RGB images), 3D (geometry), and 5D (radiance fields) signals with just a single layer of such neurons. The representation is highly parallelizable, operates on low-resolution feature grids, and is compact and memory-efficient. We demonstrate that the proposed novel representation can be trained for 3D geometry representation in less than 15 seconds and for novel view synthesis in less than 15 mins. At runtime, it can synthesize novel views at more than 60 fps without sacrificing quality.

  • 3 authors
·
Mar 9, 2025

StackGAN: Text to Photo-realistic Image Synthesis with Stacked Generative Adversarial Networks

Synthesizing high-quality images from text descriptions is a challenging problem in computer vision and has many practical applications. Samples generated by existing text-to-image approaches can roughly reflect the meaning of the given descriptions, but they fail to contain necessary details and vivid object parts. In this paper, we propose Stacked Generative Adversarial Networks (StackGAN) to generate 256x256 photo-realistic images conditioned on text descriptions. We decompose the hard problem into more manageable sub-problems through a sketch-refinement process. The Stage-I GAN sketches the primitive shape and colors of the object based on the given text description, yielding Stage-I low-resolution images. The Stage-II GAN takes Stage-I results and text descriptions as inputs, and generates high-resolution images with photo-realistic details. It is able to rectify defects in Stage-I results and add compelling details with the refinement process. To improve the diversity of the synthesized images and stabilize the training of the conditional-GAN, we introduce a novel Conditioning Augmentation technique that encourages smoothness in the latent conditioning manifold. Extensive experiments and comparisons with state-of-the-arts on benchmark datasets demonstrate that the proposed method achieves significant improvements on generating photo-realistic images conditioned on text descriptions.

  • 7 authors
·
Dec 9, 2016

VQ-NeRF: Vector Quantization Enhances Implicit Neural Representations

Recent advancements in implicit neural representations have contributed to high-fidelity surface reconstruction and photorealistic novel view synthesis. However, the computational complexity inherent in these methodologies presents a substantial impediment, constraining the attainable frame rates and resolutions in practical applications. In response to this predicament, we propose VQ-NeRF, an effective and efficient pipeline for enhancing implicit neural representations via vector quantization. The essence of our method involves reducing the sampling space of NeRF to a lower resolution and subsequently reinstating it to the original size utilizing a pre-trained VAE decoder, thereby effectively mitigating the sampling time bottleneck encountered during rendering. Although the codebook furnishes representative features, reconstructing fine texture details of the scene remains challenging due to high compression rates. To overcome this constraint, we design an innovative multi-scale NeRF sampling scheme that concurrently optimizes the NeRF model at both compressed and original scales to enhance the network's ability to preserve fine details. Furthermore, we incorporate a semantic loss function to improve the geometric fidelity and semantic coherence of our 3D reconstructions. Extensive experiments demonstrate the effectiveness of our model in achieving the optimal trade-off between rendering quality and efficiency. Evaluation on the DTU, BlendMVS, and H3DS datasets confirms the superior performance of our approach.

  • 7 authors
·
Oct 22, 2023

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

  • 10 authors
·
Feb 19, 2025 2

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

Make Deep Networks Shallow Again

Deep neural networks have a good success record and are thus viewed as the best architecture choice for complex applications. Their main shortcoming has been, for a long time, the vanishing gradient which prevented the numerical optimization algorithms from acceptable convergence. A breakthrough has been achieved by the concept of residual connections -- an identity mapping parallel to a conventional layer. This concept is applicable to stacks of layers of the same dimension and substantially alleviates the vanishing gradient problem. A stack of residual connection layers can be expressed as an expansion of terms similar to the Taylor expansion. This expansion suggests the possibility of truncating the higher-order terms and receiving an architecture consisting of a single broad layer composed of all initially stacked layers in parallel. In other words, a sequential deep architecture is substituted by a parallel shallow one. Prompted by this theory, we investigated the performance capabilities of the parallel architecture in comparison to the sequential one. The computer vision datasets MNIST and CIFAR10 were used to train both architectures for a total of 6912 combinations of varying numbers of convolutional layers, numbers of filters, kernel sizes, and other meta parameters. Our findings demonstrate a surprising equivalence between the deep (sequential) and shallow (parallel) architectures. Both layouts produced similar results in terms of training and validation set loss. This discovery implies that a wide, shallow architecture can potentially replace a deep network without sacrificing performance. Such substitution has the potential to simplify network architectures, improve optimization efficiency, and accelerate the training process.

  • 3 authors
·
Sep 15, 2023

DTA: Physical Camouflage Attacks using Differentiable Transformation Network

To perform adversarial attacks in the physical world, many studies have proposed adversarial camouflage, a method to hide a target object by applying camouflage patterns on 3D object surfaces. For obtaining optimal physical adversarial camouflage, previous studies have utilized the so-called neural renderer, as it supports differentiability. However, existing neural renderers cannot fully represent various real-world transformations due to a lack of control of scene parameters compared to the legacy photo-realistic renderers. In this paper, we propose the Differentiable Transformation Attack (DTA), a framework for generating a robust physical adversarial pattern on a target object to camouflage it against object detection models with a wide range of transformations. It utilizes our novel Differentiable Transformation Network (DTN), which learns the expected transformation of a rendered object when the texture is changed while preserving the original properties of the target object. Using our attack framework, an adversary can gain both the advantages of the legacy photo-realistic renderers including various physical-world transformations and the benefit of white-box access by offering differentiability. Our experiments show that our camouflaged 3D vehicles can successfully evade state-of-the-art object detection models in the photo-realistic environment (i.e., CARLA on Unreal Engine). Furthermore, our demonstration on a scaled Tesla Model 3 proves the applicability and transferability of our method to the real world.

  • 9 authors
·
Mar 18, 2022

Neighboring Autoregressive Modeling for Efficient Visual Generation

Visual autoregressive models typically adhere to a raster-order ``next-token prediction" paradigm, which overlooks the spatial and temporal locality inherent in visual content. Specifically, visual tokens exhibit significantly stronger correlations with their spatially or temporally adjacent tokens compared to those that are distant. In this paper, we propose Neighboring Autoregressive Modeling (NAR), a novel paradigm that formulates autoregressive visual generation as a progressive outpainting procedure, following a near-to-far ``next-neighbor prediction" mechanism. Starting from an initial token, the remaining tokens are decoded in ascending order of their Manhattan distance from the initial token in the spatial-temporal space, progressively expanding the boundary of the decoded region. To enable parallel prediction of multiple adjacent tokens in the spatial-temporal space, we introduce a set of dimension-oriented decoding heads, each predicting the next token along a mutually orthogonal dimension. During inference, all tokens adjacent to the decoded tokens are processed in parallel, substantially reducing the model forward steps for generation. Experiments on ImageNet256times 256 and UCF101 demonstrate that NAR achieves 2.4times and 8.6times higher throughput respectively, while obtaining superior FID/FVD scores for both image and video generation tasks compared to the PAR-4X approach. When evaluating on text-to-image generation benchmark GenEval, NAR with 0.8B parameters outperforms Chameleon-7B while using merely 0.4 of the training data. Code is available at https://github.com/ThisisBillhe/NAR.

  • 7 authors
·
Mar 12, 2025 3

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

  • 8 authors
·
Dec 12, 2023

Transformer Fusion with Optimal Transport

Fusion is a technique for merging multiple independently-trained neural networks in order to combine their capabilities. Past attempts have been restricted to the case of fully-connected, convolutional, and residual networks. In this paper, we present a systematic approach for fusing two or more transformer-based networks exploiting Optimal Transport to (soft-)align the various architectural components. We flesh out an abstraction for layer alignment, that can generalize to arbitrary architectures -- in principle -- and we apply this to the key ingredients of Transformers such as multi-head self-attention, layer-normalization, and residual connections, and we discuss how to handle them via various ablation studies. Furthermore, our method allows the fusion of models of different sizes (heterogeneous fusion), providing a new and efficient way for compression of Transformers. The proposed approach is evaluated on both image classification tasks via Vision Transformer and natural language modeling tasks using BERT. Our approach consistently outperforms vanilla fusion, and, after a surprisingly short finetuning, also outperforms the individual converged parent models. In our analysis, we uncover intriguing insights about the significant role of soft alignment in the case of Transformers. Our results showcase the potential of fusing multiple Transformers, thus compounding their expertise, in the budding paradigm of model fusion and recombination.

  • 6 authors
·
Oct 9, 2023

LATTICE: Democratize High-Fidelity 3D Generation at Scale

We present LATTICE, a new framework for high-fidelity 3D asset generation that bridges the quality and scalability gap between 3D and 2D generative models. While 2D image synthesis benefits from fixed spatial grids and well-established transformer architectures, 3D generation remains fundamentally more challenging due to the need to predict both spatial structure and detailed geometric surfaces from scratch. These challenges are exacerbated by the computational complexity of existing 3D representations and the lack of structured and scalable 3D asset encoding schemes. To address this, we propose VoxSet, a semi-structured representation that compresses 3D assets into a compact set of latent vectors anchored to a coarse voxel grid, enabling efficient and position-aware generation. VoxSet retains the simplicity and compression advantages of prior VecSet methods while introducing explicit structure into the latent space, allowing positional embeddings to guide generation and enabling strong token-level test-time scaling. Built upon this representation, LATTICE adopts a two-stage pipeline: first generating a sparse voxelized geometry anchor, then producing detailed geometry using a rectified flow transformer. Our method is simple at its core, but supports arbitrary resolution decoding, low-cost training, and flexible inference schemes, achieving state-of-the-art performance on various aspects, and offering a significant step toward scalable, high-quality 3D asset creation.

  • 8 authors
·
Nov 23, 2025 2

Puppeteer: Rig and Animate Your 3D Models

Modern interactive applications increasingly demand dynamic 3D content, yet the transformation of static 3D models into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative AI have revolutionized static 3D model creation, rigging and animation continue to depend heavily on expert intervention. We present Puppeteer, a comprehensive framework that addresses both automatic rigging and animation for diverse 3D objects. Our system first predicts plausible skeletal structures via an auto-regressive transformer that introduces a joint-based tokenization strategy for compact representation and a hierarchical ordering methodology with stochastic perturbation that enhances bidirectional learning capabilities. It then infers skinning weights via an attention-based architecture incorporating topology-aware joint attention that explicitly encodes inter-joint relationships based on skeletal graph distances. Finally, we complement these rigging advances with a differentiable optimization-based animation pipeline that generates stable, high-fidelity animations while being computationally more efficient than existing approaches. Extensive evaluations across multiple benchmarks demonstrate that our method significantly outperforms state-of-the-art techniques in both skeletal prediction accuracy and skinning quality. The system robustly processes diverse 3D content, ranging from professionally designed game assets to AI-generated shapes, producing temporally coherent animations that eliminate the jittering issues common in existing methods.

  • 9 authors
·
Aug 14, 2025 3

Single Image BRDF Parameter Estimation with a Conditional Adversarial Network

Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.

  • 2 authors
·
Oct 11, 2019

PerceptionGAN: Real-world Image Construction from Provided Text through Perceptual Understanding

Generating an image from a provided descriptive text is quite a challenging task because of the difficulty in incorporating perceptual information (object shapes, colors, and their interactions) along with providing high relevancy related to the provided text. Current methods first generate an initial low-resolution image, which typically has irregular object shapes, colors, and interaction between objects. This initial image is then improved by conditioning on the text. However, these methods mainly address the problem of using text representation efficiently in the refinement of the initially generated image, while the success of this refinement process depends heavily on the quality of the initially generated image, as pointed out in the DM-GAN paper. Hence, we propose a method to provide good initialized images by incorporating perceptual understanding in the discriminator module. We improve the perceptual information at the first stage itself, which results in significant improvement in the final generated image. In this paper, we have applied our approach to the novel StackGAN architecture. We then show that the perceptual information included in the initial image is improved while modeling image distribution at multiple stages. Finally, we generated realistic multi-colored images conditioned by text. These images have good quality along with containing improved basic perceptual information. More importantly, the proposed method can be integrated into the pipeline of other state-of-the-art text-based-image-generation models to generate initial low-resolution images. We also worked on improving the refinement process in StackGAN by augmenting the third stage of the generator-discriminator pair in the StackGAN architecture. Our experimental analysis and comparison with the state-of-the-art on a large but sparse dataset MS COCO further validate the usefulness of our proposed approach.

  • 4 authors
·
Jul 2, 2020

ProNeRF: Learning Efficient Projection-Aware Ray Sampling for Fine-Grained Implicit Neural Radiance Fields

Recent advances in neural rendering have shown that, albeit slow, implicit compact models can learn a scene's geometries and view-dependent appearances from multiple views. To maintain such a small memory footprint but achieve faster inference times, recent works have adopted `sampler' networks that adaptively sample a small subset of points along each ray in the implicit neural radiance fields. Although these methods achieve up to a 10times reduction in rendering time, they still suffer from considerable quality degradation compared to the vanilla NeRF. In contrast, we propose ProNeRF, which provides an optimal trade-off between memory footprint (similar to NeRF), speed (faster than HyperReel), and quality (better than K-Planes). ProNeRF is equipped with a novel projection-aware sampling (PAS) network together with a new training strategy for ray exploration and exploitation, allowing for efficient fine-grained particle sampling. Our ProNeRF yields state-of-the-art metrics, being 15-23x faster with 0.65dB higher PSNR than NeRF and yielding 0.95dB higher PSNR than the best published sampler-based method, HyperReel. Our exploration and exploitation training strategy allows ProNeRF to learn the full scenes' color and density distributions while also learning efficient ray sampling focused on the highest-density regions. We provide extensive experimental results that support the effectiveness of our method on the widely adopted forward-facing and 360 datasets, LLFF and Blender, respectively.

  • 3 authors
·
Dec 13, 2023

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

EG4D: Explicit Generation of 4D Object without Score Distillation

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.

  • 8 authors
·
May 28, 2024