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Jul 7

Mono2Stereo: A Benchmark and Empirical Study for Stereo Conversion

With the rapid proliferation of 3D devices and the shortage of 3D content, stereo conversion is attracting increasing attention. Recent works introduce pretrained Diffusion Models (DMs) into this task. However, due to the scarcity of large-scale training data and comprehensive benchmarks, the optimal methodologies for employing DMs in stereo conversion and the accurate evaluation of stereo effects remain largely unexplored. In this work, we introduce the Mono2Stereo dataset, providing high-quality training data and benchmark to support in-depth exploration of stereo conversion. With this dataset, we conduct an empirical study that yields two primary findings. 1) The differences between the left and right views are subtle, yet existing metrics consider overall pixels, failing to concentrate on regions critical to stereo effects. 2) Mainstream methods adopt either one-stage left-to-right generation or warp-and-inpaint pipeline, facing challenges of degraded stereo effect and image distortion respectively. Based on these findings, we introduce a new evaluation metric, Stereo Intersection-over-Union, which prioritizes disparity and achieves a high correlation with human judgments on stereo effect. Moreover, we propose a strong baseline model, harmonizing the stereo effect and image quality simultaneously, and notably surpassing current mainstream methods. Our code and data will be open-sourced to promote further research in stereo conversion. Our models are available at mono2stereo-bench.github.io.

  • 8 authors
·
Mar 28, 2025 1

Both Ears Wide Open: Towards Language-Driven Spatial Audio Generation

Recently, diffusion models have achieved great success in mono-channel audio generation. However, when it comes to stereo audio generation, the soundscapes often have a complex scene of multiple objects and directions. Controlling stereo audio with spatial contexts remains challenging due to high data costs and unstable generative models. To the best of our knowledge, this work represents the first attempt to address these issues. We first construct a large-scale, simulation-based, and GPT-assisted dataset, BEWO-1M, with abundant soundscapes and descriptions even including moving and multiple sources. Beyond text modality, we have also acquired a set of images and rationally paired stereo audios through retrieval to advance multimodal generation. Existing audio generation models tend to generate rather random and indistinct spatial audio. To provide accurate guidance for Latent Diffusion Models, we introduce the SpatialSonic model utilizing spatial-aware encoders and azimuth state matrices to reveal reasonable spatial guidance. By leveraging spatial guidance, our model not only achieves the objective of generating immersive and controllable spatial audio from text but also extends to other modalities as the pioneer attempt. Finally, under fair settings, we conduct subjective and objective evaluations on simulated and real-world data to compare our approach with prevailing methods. The results demonstrate the effectiveness of our method, highlighting its capability to generate spatial audio that adheres to physical rules.

  • 8 authors
·
Oct 14, 2024

SonicMaster: Towards Controllable All-in-One Music Restoration and Mastering

Music recordings often suffer from audio quality issues such as excessive reverberation, distortion, clipping, tonal imbalances, and a narrowed stereo image, especially when created in non-professional settings without specialized equipment or expertise. These problems are typically corrected using separate specialized tools and manual adjustments. In this paper, we introduce SonicMaster, the first unified generative model for music restoration and mastering that addresses a broad spectrum of audio artifacts with text-based control. SonicMaster is conditioned on natural language instructions to apply targeted enhancements, or can operate in an automatic mode for general restoration. To train this model, we construct the SonicMaster dataset, a large dataset of paired degraded and high-quality tracks by simulating common degradation types with nineteen degradation functions belonging to five enhancements groups: equalization, dynamics, reverb, amplitude, and stereo. Our approach leverages a flow-matching generative training paradigm to learn an audio transformation that maps degraded inputs to their cleaned, mastered versions guided by text prompts. Objective audio quality metrics demonstrate that SonicMaster significantly improves sound quality across all artifact categories. Furthermore, subjective listening tests confirm that listeners prefer SonicMaster's enhanced outputs over the original degraded audio, highlighting the effectiveness of our unified approach.

  • 3 authors
·
Aug 5, 2025 4

Eye2Eye: A Simple Approach for Monocular-to-Stereo Video Synthesis

The rising popularity of immersive visual experiences has increased interest in stereoscopic 3D video generation. Despite significant advances in video synthesis, creating 3D videos remains challenging due to the relative scarcity of 3D video data. We propose a simple approach for transforming a text-to-video generator into a video-to-stereo generator. Given an input video, our framework automatically produces the video frames from a shifted viewpoint, enabling a compelling 3D effect. Prior and concurrent approaches for this task typically operate in multiple phases, first estimating video disparity or depth, then warping the video accordingly to produce a second view, and finally inpainting the disoccluded regions. This approach inherently fails when the scene involves specular surfaces or transparent objects. In such cases, single-layer disparity estimation is insufficient, resulting in artifacts and incorrect pixel shifts during warping. Our work bypasses these restrictions by directly synthesizing the new viewpoint, avoiding any intermediate steps. This is achieved by leveraging a pre-trained video model's priors on geometry, object materials, optics, and semantics, without relying on external geometry models or manually disentangling geometry from the synthesis process. We demonstrate the advantages of our approach in complex, real-world scenarios featuring diverse object materials and compositions. See videos on https://video-eye2eye.github.io

  • 7 authors
·
Apr 30, 2025 1

OpenStereo: A Comprehensive Benchmark for Stereo Matching and Strong Baseline

Stereo matching aims to estimate the disparity between matching pixels in a stereo image pair, which is important to robotics, autonomous driving, and other computer vision tasks. Despite the development of numerous impressive methods in recent years, determining the most suitable architecture for practical application remains challenging. Addressing this gap, our paper introduces a comprehensive benchmark focusing on practical applicability rather than solely on individual models for optimized performance. Specifically, we develop a flexible and efficient stereo matching codebase, called OpenStereo. OpenStereo includes training and inference codes of more than 10 network models, making it, to our knowledge, the most complete stereo matching toolbox available. Based on OpenStereo, we conducted experiments and have achieved or surpassed the performance metrics reported in the original paper. Additionally, we conduct an exhaustive analysis and deconstruction of recent developments in stereo matching through comprehensive ablative experiments. These investigations inspired the creation of StereoBase, a strong baseline model. Our StereoBase ranks 1st on SceneFlow, KITTI 2015, 2012 (Reflective) among published methods and achieves the best performance across all metrics. In addition, StereoBase has strong cross-dataset generalization. Code is available at https://github.com/XiandaGuo/OpenStereo.

  • 8 authors
·
Nov 30, 2023

Assessment of a cost-effective headphone calibration procedure for soundscape evaluations

To increase the availability and adoption of the soundscape standard, a low-cost calibration procedure for reproduction of audio stimuli over headphones was proposed as part of the global ``Soundscape Attributes Translation Project'' (SATP) for validating ISO/TS~12913-2:2018 perceived affective quality (PAQ) attribute translations. A previous preliminary study revealed significant deviations from the intended equivalent continuous A-weighted sound pressure levels (L_{A,eq}) using the open-circuit voltage (OCV) calibration procedure. For a more holistic human-centric perspective, the OCV method is further investigated here in terms of psychoacoustic parameters, including relevant exceedance levels to account for temporal effects on the same 27 stimuli from the SATP. Moreover, a within-subjects experiment with 36 participants was conducted to examine the effects of OCV calibration on the PAQ attributes in ISO/TS~12913-2:2018. Bland-Altman analysis of the objective indicators revealed large biases in the OCV method across all weighted sound level and loudness indicators; and roughness indicators at 5{\%} and 10{\%} exceedance levels. Significant perceptual differences due to the OCV method were observed in about 20{\%} of the stimuli, which did not correspond clearly with the biased acoustic indicators. A cautioned interpretation of the objective and perceptual differences due to small and unpaired samples nevertheless provide grounds for further investigation.

  • 6 authors
·
Jul 24, 2022

In-the-wild Audio Spatialization with Flexible Text-guided Localization

To enhance immersive experiences, binaural audio offers spatial awareness of sounding objects in AR, VR, and embodied AI applications. While existing audio spatialization methods can generally map any available monaural audio to binaural audio signals, they often lack the flexible and interactive control needed in complex multi-object user-interactive environments. To address this, we propose a Text-guided Audio Spatialization (TAS) framework that utilizes flexible text prompts and evaluates our model from unified generation and comprehension perspectives. Due to the limited availability of premium and large-scale stereo data, we construct the SpatialTAS dataset, which encompasses 376,000 simulated binaural audio samples to facilitate the training of our model. Our model learns binaural differences guided by 3D spatial location and relative position prompts, augmented by flipped-channel audio. It outperforms existing methods on both simulated and real-recorded datasets, demonstrating superior generalization and accuracy. Besides, we develop an assessment model based on Llama-3.1-8B, which evaluates the spatial semantic coherence between our generated binaural audio and text prompts through a spatial reasoning task. Results demonstrate that text prompts provide flexible and interactive control to generate binaural audio with excellent quality and semantic consistency in spatial locations. Dataset is available at https://github.com/Alice01010101/TASU

  • 5 authors
·
Jun 1, 2025

Preliminary assessment of a cost-effective headphone calibration procedure for soundscape evaluations

The introduction of ISO 12913-2:2018 has provided a framework for standardized data collection and reporting procedures for soundscape practitioners. A strong emphasis was placed on the use of calibrated head and torso simulators (HATS) for binaural audio capture to obtain an accurate subjective impression and acoustic measure of the soundscape under evaluation. To auralise the binaural recordings as recorded or at set levels, the audio stimuli and the headphone setup are usually calibrated with a HATS. However, calibrated HATS are too financially prohibitive for most research teams, inevitably diminishing the availability of the soundscape standard. With the increasing availability of soundscape binaural recording datasets, and the importance of cross-cultural validation of the soundscape ISO standards, e.g.\ via the Soundscape Attributes Translation Project (SATP), it is imperative to assess the suitability of cost-effective headphone calibration methods to maximise availability without severely compromising on accuracy. Hence, this study objectively examines an open-circuit voltage (OCV) calibration method in comparison to a calibrated HATS on various soundcard and headphone combinations. Preliminary experiments found that calibration with the OCV method differed significantly from the reference binaural recordings in sound pressure levels, whereas negligible differences in levels were observed with the HATS calibration.

  • 7 authors
·
May 10, 2022

ViSAudio: End-to-End Video-Driven Binaural Spatial Audio Generation

Despite progress in video-to-audio generation, the field focuses predominantly on mono output, lacking spatial immersion. Existing binaural approaches remain constrained by a two-stage pipeline that first generates mono audio and then performs spatialization, often resulting in error accumulation and spatio-temporal inconsistencies. To address this limitation, we introduce the task of end-to-end binaural spatial audio generation directly from silent video. To support this task, we present the BiAudio dataset, comprising approximately 97K video-binaural audio pairs spanning diverse real-world scenes and camera rotation trajectories, constructed through a semi-automated pipeline. Furthermore, we propose ViSAudio, an end-to-end framework that employs conditional flow matching with a dual-branch audio generation architecture, where two dedicated branches model the audio latent flows. Integrated with a conditional spacetime module, it balances consistency between channels while preserving distinctive spatial characteristics, ensuring precise spatio-temporal alignment between audio and the input video. Comprehensive experiments demonstrate that ViSAudio outperforms existing state-of-the-art methods across both objective metrics and subjective evaluations, generating high-quality binaural audio with spatial immersion that adapts effectively to viewpoint changes, sound-source motion, and diverse acoustic environments. Project website: https://kszpxxzmc.github.io/ViSAudio-project.

zju Zhejiang University
·
Dec 2, 2025 2

SoundReactor: Frame-level Online Video-to-Audio Generation

Prevailing Video-to-Audio (V2A) generation models operate offline, assuming an entire video sequence or chunks of frames are available beforehand. This critically limits their use in interactive applications such as live content creation and emerging generative world models. To address this gap, we introduce the novel task of frame-level online V2A generation, where a model autoregressively generates audio from video without access to future video frames. Furthermore, we propose SoundReactor, which, to the best of our knowledge, is the first simple yet effective framework explicitly tailored for this task. Our design enforces end-to-end causality and targets low per-frame latency with audio-visual synchronization. Our model's backbone is a decoder-only causal transformer over continuous audio latents. For vision conditioning, it leverages grid (patch) features extracted from the smallest variant of the DINOv2 vision encoder, which are aggregated into a single token per frame to maintain end-to-end causality and efficiency. The model is trained through a diffusion pre-training followed by consistency fine-tuning to accelerate the diffusion head decoding. On a benchmark of diverse gameplay videos from AAA titles, our model successfully generates semantically and temporally aligned, high-quality full-band stereo audio, validated by both objective and human evaluations. Furthermore, our model achieves low per-frame waveform-level latency (26.3ms with the head NFE=1, 31.5ms with NFE=4) on 30FPS, 480p videos using a single H100. Demo samples are available at https://koichi-saito-sony.github.io/soundreactor/.

Sony Sony
·
Oct 2, 2025 2

BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models

Binaural rendering aims to synthesize binaural audio that mimics natural hearing based on a mono audio and the locations of the speaker and listener. Although many methods have been proposed to solve this problem, they struggle with rendering quality and streamable inference. Synthesizing high-quality binaural audio that is indistinguishable from real-world recordings requires precise modeling of binaural cues, room reverb, and ambient sounds. Additionally, real-world applications demand streaming inference. To address these challenges, we propose a flow matching based streaming binaural speech synthesis framework called BinauralFlow. We consider binaural rendering to be a generation problem rather than a regression problem and design a conditional flow matching model to render high-quality audio. Moreover, we design a causal U-Net architecture that estimates the current audio frame solely based on past information to tailor generative models for streaming inference. Finally, we introduce a continuous inference pipeline incorporating streaming STFT/ISTFT operations, a buffer bank, a midpoint solver, and an early skip schedule to improve rendering continuity and speed. Quantitative and qualitative evaluations demonstrate the superiority of our method over SOTA approaches. A perceptual study further reveals that our model is nearly indistinguishable from real-world recordings, with a 42% confusion rate.

  • 10 authors
·
May 28, 2025 2

Sonic4D: Spatial Audio Generation for Immersive 4D Scene Exploration

Recent advancements in 4D generation have demonstrated its remarkable capability in synthesizing photorealistic renderings of dynamic 3D scenes. However, despite achieving impressive visual performance, almost all existing methods overlook the generation of spatial audio aligned with the corresponding 4D scenes, posing a significant limitation to truly immersive audiovisual experiences. To mitigate this issue, we propose Sonic4D, a novel framework that enables spatial audio generation for immersive exploration of 4D scenes. Specifically, our method is composed of three stages: 1) To capture both the dynamic visual content and raw auditory information from a monocular video, we first employ pre-trained expert models to generate the 4D scene and its corresponding monaural audio. 2) Subsequently, to transform the monaural audio into spatial audio, we localize and track the sound sources within the 4D scene, where their 3D spatial coordinates at different timestamps are estimated via a pixel-level visual grounding strategy. 3) Based on the estimated sound source locations, we further synthesize plausible spatial audio that varies across different viewpoints and timestamps using physics-based simulation. Extensive experiments have demonstrated that our proposed method generates realistic spatial audio consistent with the synthesized 4D scene in a training-free manner, significantly enhancing the immersive experience for users. Generated audio and video examples are available at https://x-drunker.github.io/Sonic4D-project-page.

  • 6 authors
·
Jun 18, 2025

Stereo World Model: Camera-Guided Stereo Video Generation

We present StereoWorld, a camera-conditioned stereo world model that jointly learns appearance and binocular geometry for end-to-end stereo video generation.Unlike monocular RGB or RGBD approaches, StereoWorld operates exclusively within the RGB modality, while simultaneously grounding geometry directly from disparity. To efficiently achieve consistent stereo generation, our approach introduces two key designs: (1) a unified camera-frame RoPE that augments latent tokens with camera-aware rotary positional encoding, enabling relative, view- and time-consistent conditioning while preserving pretrained video priors via a stable attention initialization; and (2) a stereo-aware attention decomposition that factors full 4D attention into 3D intra-view attention plus horizontal row attention, leveraging the epipolar prior to capture disparity-aligned correspondences with substantially lower compute. Across benchmarks, StereoWorld improves stereo consistency, disparity accuracy, and camera-motion fidelity over strong monocular-then-convert pipelines, achieving more than 3x faster generation with an additional 5% gain in viewpoint consistency. Beyond benchmarks, StereoWorld enables end-to-end binocular VR rendering without depth estimation or inpainting, enhances embodied policy learning through metric-scale depth grounding, and is compatible with long-video distillation for extended interactive stereo synthesis.

  • 7 authors
·
Mar 18 2

StereoGenBench: A Synthetic Multi-Camera Benchmark for Stereo Generation under Controlled Baseline Regimes

Stereo image and video generation, stereo geometry estimation, and condition-controlled view synthesis require paired data in which the variables that determine binocular geometry -- camera baseline, intrinsics, scene depth, and camera motion -- are known and controllable. Existing stereo resources provide subsets of these variables, but resources commonly used for stereo generation evaluation do not, to our knowledge, provide scene-paired, calibrated multi-baseline right-view ground truth with jointly recorded intrinsics, dense metric depth, and per-frame poses in a single controlled source. We introduce StereoGenBench, a synthetic Unreal Engine benchmark designed to make baseline-regime sensitivity and target-camera consistency measurable under matched scene content. Each scene is rendered with a rigid six-camera lateral array, yielding up to 15 calibrated view pairs; adjacent baselines are sampled from inter-pupillary to wide-baseline regimes; focal length is sampled independently; and every view is released with RGB, metric depth, intrinsics, per-pair baselines, and per-frame poses. The splits include two evaluation families for narrow and wide baseline regimes and a train-only family for broader all-pairs coverage. We release the dataset, evaluation code, reference results, Croissant metadata, and generation code/configuration for extension with compatible assets. The dataset is available at https://huggingface.co/datasets/stereo-dataset/stereo-dataset

  • 3 authors
·
May 21

SERV-CT: A disparity dataset from CT for validation of endoscopic 3D reconstruction

In computer vision, reference datasets have been highly successful in promoting algorithmic development in stereo reconstruction. Surgical scenes gives rise to specific problems, including the lack of clear corner features, highly specular surfaces and the presence of blood and smoke. Publicly available datasets have been produced using CT and either phantom images or biological tissue samples covering a relatively small region of the endoscope field-of-view. We present a stereo-endoscopic reconstruction validation dataset based on CT (SERV-CT). Two {\it ex vivo} small porcine full torso cadavers were placed within the view of the endoscope with both the endoscope and target anatomy visible in the CT scan. Orientation of the endoscope was manually aligned to the stereoscopic view. Reference disparities and occlusions were calculated for 8 stereo pairs from each sample. For the second sample an RGB surface was acquired to aid alignment of smooth, featureless surfaces. Repeated manual alignments showed an RMS disparity accuracy of ~2 pixels and a depth accuracy of ~2mm. The reference dataset includes endoscope image pairs with corresponding calibration, disparities, depths and occlusions covering the majority of the endoscopic image and a range of tissue types. Smooth specular surfaces and images with significant variation of depth are included. We assessed the performance of various stereo algorithms from online available repositories. There is a significant variation between algorithms, highlighting some of the challenges of surgical endoscopic images. The SERV-CT dataset provides an easy to use stereoscopic validation for surgical applications with smooth reference disparities and depths with coverage over the majority of the endoscopic images. This complements existing resources well and we hope will aid the development of surgical endoscopic anatomical reconstruction algorithms.

  • 5 authors
·
Dec 21, 2020

HRTFformer: A Spatially-Aware Transformer for Personalized HRTF Upsampling in Immersive Audio Rendering

Personalized Head-Related Transfer Functions (HRTFs) are starting to be introduced in many commercial immersive audio applications and are crucial for realistic spatial audio rendering. However, one of the main hesitations regarding their introduction is that creating personalized HRTFs is impractical at scale due to the complexities of the HRTF measurement process. To mitigate this drawback, HRTF spatial upsampling has been proposed with the aim of reducing measurements required. While prior work has seen success with different machine learning (ML) approaches, these models often struggle with long-range spatial consistency and generalization at high upsampling factors. In this paper, we propose a novel transformer-based architecture for HRTF upsampling, leveraging the attention mechanism to better capture spatial correlations across the HRTF sphere. Working in the spherical harmonic (SH) domain, our model learns to reconstruct high-resolution HRTFs from sparse input measurements with significantly improved accuracy. To enhance spatial coherence, we introduce a neighbor dissimilarity loss that promotes magnitude smoothness, yielding more realistic upsampling. We evaluate our method using both perceptual localization models and objective spectral distortion metrics. Experiments show that our model surpasses leading methods by a substantial margin in generating realistic, high-fidelity HRTFs.

  • 7 authors
·
Oct 2, 2025

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.

  • 6 authors
·
May 26

GenStereo: Towards Open-World Generation of Stereo Images and Unsupervised Matching

Stereo images are fundamental to numerous applications, including extended reality (XR) devices, autonomous driving, and robotics. Unfortunately, acquiring high-quality stereo images remains challenging due to the precise calibration requirements of dual-camera setups and the complexity of obtaining accurate, dense disparity maps. Existing stereo image generation methods typically focus on either visual quality for viewing or geometric accuracy for matching, but not both. We introduce GenStereo, a diffusion-based approach, to bridge this gap. The method includes two primary innovations (1) conditioning the diffusion process on a disparity-aware coordinate embedding and a warped input image, allowing for more precise stereo alignment than previous methods, and (2) an adaptive fusion mechanism that intelligently combines the diffusion-generated image with a warped image, improving both realism and disparity consistency. Through extensive training on 11 diverse stereo datasets, GenStereo demonstrates strong generalization ability. GenStereo achieves state-of-the-art performance in both stereo image generation and unsupervised stereo matching tasks. Our framework eliminates the need for complex hardware setups while enabling high-quality stereo image generation, making it valuable for both real-world applications and unsupervised learning scenarios. Project page is available at https://qjizhi.github.io/genstereo

MODEST: Multi-Optics Depth-of-Field Stereo Dataset

Reliable depth estimation under real optical conditions remains a core challenge for camera vision in systems such as autonomous robotics and augmented reality. Despite recent progress in depth estimation and depth-of-field rendering, research remains constrained by the lack of large-scale, high-fidelity, real stereo DSLR datasets, limiting real-world generalization and evaluation of models trained on synthetic data as shown extensively in literature. We present the first high-resolution (5472times3648px) stereo DSLR dataset with 18000 images, systematically varying focal length and aperture across complex real scenes and capturing the optical realism and complexity of professional camera systems. For 9 scenes with varying scene complexity, lighting and background, images are captured with two identical camera assemblies at 10 focal lengths (28-70mm) and 5 apertures (f/2.8-f/22), spanning 50 optical configurations in 2000 images per scene. This full-range optics coverage enables controlled analysis of geometric and optical effects for monocular and stereo depth estimation, shallow depth-of-field rendering, deblurring, 3D scene reconstruction and novel view synthesis. Each focal configuration has a dedicated calibration image set, supporting evaluation of classical and learning based methods for intrinsic and extrinsic calibration. The dataset features challenging visual elements such as multi-scale optical illusions, reflective surfaces, mirrors, transparent glass walls, fine-grained details, and natural / artificial ambient light variations. This work attempts to bridge the realism gap between synthetic training data and real camera optics, and demonstrates challenges with the current state-of-the-art monocular, stereo depth and depth-of-field methods. We release the dataset, calibration files, and evaluation code to support reproducible research on real-world optical generalization.

  • 5 authors
·
Nov 25, 2025

VERTIGO: Visual Preference Optimization for Cinematic Camera Trajectory Generation

Cinematic camera control relies on a tight feedback loop between director and cinematographer, where camera motion and framing are continuously reviewed and refined. Recent generative camera systems can produce diverse, text-conditioned trajectories, but they lack this "director in the loop" and have no explicit supervision of whether a shot is visually desirable. This results in in-distribution camera motion but poor framing, off-screen characters, and undesirable visual aesthetics. In this paper, we introduce VERTIGO, the first framework for visual preference optimization of camera trajectory generators. Our framework leverages a real-time graphics engine (Unity) to render 2D visual previews from generated camera motion. A cinematically fine-tuned vision-language model then scores these previews using our proposed cyclic semantic similarity mechanism, which aligns renders with text prompts. This process provides the visual preference signals for Direct Preference Optimization (DPO) post-training. Both quantitative evaluations and user studies on Unity renders and diffusion-based Camera-to-Video pipelines show consistent gains in condition adherence, framing quality, and perceptual realism. Notably, VERTIGO reduces the character off-screen rate from 38% to nearly 0% while preserving the geometric fidelity of camera motion. User study participants further prefer VERTIGO over baselines across composition, consistency, prompt adherence, and aesthetic quality, confirming the perceptual benefits of our visual preference post-training.

  • 6 authors
·
Apr 26

Audio-Visual World Models: Towards Multisensory Imagination in Sight and Sound

World models simulate environmental dynamics to enable agents to plan and reason about future states. While existing approaches have primarily focused on visual observations, real-world perception inherently involves multiple sensory modalities. Audio provides crucial spatial and temporal cues such as sound source localization and acoustic scene properties, yet its integration into world models remains largely unexplored. No prior work has formally defined what constitutes an audio-visual world model or how to jointly capture binaural spatial audio and visual dynamics under precise action control with task reward prediction. This work presents the first formal framework for Audio-Visual World Models (AVWM), formulating multimodal environment simulation as a partially observable Markov decision process with synchronized audio-visual observations, fine-grained actions, and task rewards. To address the lack of suitable training data, we construct AVW-4k, a dataset comprising 30 hours of binaural audio-visual trajectories with action annotations and reward signals across 76 indoor environments. We propose AV-CDiT, an Audio-Visual Conditional Diffusion Transformer with a novel modality expert architecture that balances visual and auditory learning, optimized through a three-stage training strategy for effective multimodal integration. Extensive experiments demonstrate that AV-CDiT achieves high-fidelity multimodal prediction across visual and auditory modalities with reward. Furthermore, we validate its practical utility in continuous audio-visual navigation tasks, where AVWM significantly enhances the agent's performance.

  • 5 authors
·
Nov 30, 2025

Towards Explainable In-the-Wild Video Quality Assessment: A Database and a Language-Prompted Approach

The proliferation of in-the-wild videos has greatly expanded the Video Quality Assessment (VQA) problem. Unlike early definitions that usually focus on limited distortion types, VQA on in-the-wild videos is especially challenging as it could be affected by complicated factors, including various distortions and diverse contents. Though subjective studies have collected overall quality scores for these videos, how the abstract quality scores relate with specific factors is still obscure, hindering VQA methods from more concrete quality evaluations (e.g. sharpness of a video). To solve this problem, we collect over two million opinions on 4,543 in-the-wild videos on 13 dimensions of quality-related factors, including in-capture authentic distortions (e.g. motion blur, noise, flicker), errors introduced by compression and transmission, and higher-level experiences on semantic contents and aesthetic issues (e.g. composition, camera trajectory), to establish the multi-dimensional Maxwell database. Specifically, we ask the subjects to label among a positive, a negative, and a neutral choice for each dimension. These explanation-level opinions allow us to measure the relationships between specific quality factors and abstract subjective quality ratings, and to benchmark different categories of VQA algorithms on each dimension, so as to more comprehensively analyze their strengths and weaknesses. Furthermore, we propose the MaxVQA, a language-prompted VQA approach that modifies vision-language foundation model CLIP to better capture important quality issues as observed in our analyses. The MaxVQA can jointly evaluate various specific quality factors and final quality scores with state-of-the-art accuracy on all dimensions, and superb generalization ability on existing datasets. Code and data available at https://github.com/VQAssessment/MaxVQA.

  • 9 authors
·
May 22, 2023

StereoSync: Spatially-Aware Stereo Audio Generation from Video

Although audio generation has been widely studied over recent years, video-aligned audio generation still remains a relatively unexplored frontier. To address this gap, we introduce StereoSync, a novel and efficient model designed to generate audio that is both temporally synchronized with a reference video and spatially aligned with its visual context. Moreover, StereoSync also achieves efficiency by leveraging pretrained foundation models, reducing the need for extensive training while maintaining high-quality synthesis. Unlike existing methods that primarily focus on temporal synchronization, StereoSync introduces a significant advancement by incorporating spatial awareness into video-aligned audio generation. Indeed, given an input video, our approach extracts spatial cues from depth maps and bounding boxes, using them as cross-attention conditioning in a diffusion-based audio generation model. Such an approach allows StereoSync to go beyond simple synchronization, producing stereo audio that dynamically adapts to the spatial structure and movement of a video scene. We evaluate StereoSync on Walking The Maps, a curated dataset comprising videos from video games that feature animated characters walking through diverse environments. Experimental results demonstrate the ability of StereoSync to achieve both temporal and spatial alignment, advancing the state of the art in video-to-audio generation and resulting in a significantly more immersive and realistic audio experience.

  • 6 authors
·
Oct 7, 2025

Sound reconstruction from human brain activity via a generative model with brain-like auditory features

The successful reconstruction of perceptual experiences from human brain activity has provided insights into the neural representations of sensory experiences. However, reconstructing arbitrary sounds has been avoided due to the complexity of temporal sequences in sounds and the limited resolution of neuroimaging modalities. To overcome these challenges, leveraging the hierarchical nature of brain auditory processing could provide a path toward reconstructing arbitrary sounds. Previous studies have indicated a hierarchical homology between the human auditory system and deep neural network (DNN) models. Furthermore, advancements in audio-generative models enable to transform compressed representations back into high-resolution sounds. In this study, we introduce a novel sound reconstruction method that combines brain decoding of auditory features with an audio-generative model. Using fMRI responses to natural sounds, we found that the hierarchical sound features of a DNN model could be better decoded than spectrotemporal features. We then reconstructed the sound using an audio transformer that disentangled compressed temporal information in the decoded DNN features. Our method shows unconstrained sounds reconstruction capturing sound perceptual contents and quality and generalizability by reconstructing sound categories not included in the training dataset. Reconstructions from different auditory regions remain similar to actual sounds, highlighting the distributed nature of auditory representations. To see whether the reconstructions mirrored actual subjective perceptual experiences, we performed an experiment involving selective auditory attention to one of overlapping sounds. The results tended to resemble the attended sound than the unattended. These findings demonstrate that our proposed model provides a means to externalize experienced auditory contents from human brain activity.

  • 4 authors
·
Jun 19, 2023

FlashWorld: High-quality 3D Scene Generation within Seconds

We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, 10~100times faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation modes. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method.

  • 6 authors
·
Oct 15, 2025 2

Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos

Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.

  • 8 authors
·
Sep 12, 2024 4

The Audio-Visual BatVision Dataset for Research on Sight and Sound

Vision research showed remarkable success in understanding our world, propelled by datasets of images and videos. Sensor data from radar, LiDAR and cameras supports research in robotics and autonomous driving for at least a decade. However, while visual sensors may fail in some conditions, sound has recently shown potential to complement sensor data. Simulated room impulse responses (RIR) in 3D apartment-models became a benchmark dataset for the community, fostering a range of audiovisual research. In simulation, depth is predictable from sound, by learning bat-like perception with a neural network. Concurrently, the same was achieved in reality by using RGB-D images and echoes of chirping sounds. Biomimicking bat perception is an exciting new direction but needs dedicated datasets to explore the potential. Therefore, we collected the BatVision dataset to provide large-scale echoes in complex real-world scenes to the community. We equipped a robot with a speaker to emit chirps and a binaural microphone to record their echoes. Synchronized RGB-D images from the same perspective provide visual labels of traversed spaces. We sampled modern US office spaces to historic French university grounds, indoor and outdoor with large architectural variety. This dataset will allow research on robot echolocation, general audio-visual tasks and sound ph{\ae}nomena unavailable in simulated data. We show promising results for audio-only depth prediction and show how state-of-the-art work developed for simulated data can also succeed on our dataset. Project page: https://amandinebtto.github.io/Batvision-Dataset/

  • 4 authors
·
Mar 13, 2023

How Accurate are Video Quality Models for Diffusion-Based Video Super-Resolution?

Recent video super-resolution (VSR) approaches use deep neural networks to enhance low-quality input videos and recover visual detail, with diffusion-based methods in particular showing promising results. In this paper, we investigate whether existing video quality models can be used to assess the performance of these diffusion-based VSR methods, by comparing model predictions with results from a subjective test. The study compares six upscaling methods (Lanczos, Rhea, SCST, DOVE, SeedVR2, Starlight Mini) applied to both compressed (AV1 and DCVC-RT) and uncompressed low-resolution videos considering the play-out on a UHD-1/4K screen. A range of full- and no-reference quality models are used to assess their applicability to this new type of quality degradation, focusing on within-sequence performance. The results highlight that CNN-based full-reference models, such as LPIPS, DISTS, and CVQA-FR show significantly higher correlation coefficients than both conventional full- as well as the tested no-reference models. Most overestimate the overly sharp results of SCST, with VMAF mainly failing due to spatial inconsistencies introduced by Starlight Mini. None of the tested video quality models reach sufficient accuracy so as to replace complementary subjective testing. The reference, degraded and upscaled videos, as well as the user ratings and model scores are made available with the paper at https://github.com/Telecommunication-Telemedia-Assessment/AVT-VQDB-UHD-1-VSR as open data.

  • 4 authors
·
May 24 2

Hallucination Score: Towards Mitigating Hallucinations in Generative Image Super-Resolution

Generative super-resolution (GSR) currently sets the state-of-the-art in terms of perceptual image quality, overcoming the "regression-to-the-mean" blur of prior non-generative models. However, from a human perspective, such models do not fully conform to the optimal balance between quality and fidelity. Instead, a different class of artifacts, in which generated details fail to perceptually match the low resolution image (LRI) or ground-truth image (GTI), is a critical but under studied issue in GSR, limiting its practical deployments. In this work, we focus on measuring, analyzing, and mitigating these artifacts (i.e., "hallucinations"). We observe that hallucinations are not well-characterized with existing image metrics or quality models, as they are orthogonal to both exact fidelity and no-reference quality. Instead, we take advantage of a multimodal large language model (MLLM) by constructing a prompt that assesses hallucinatory visual elements and generates a "Hallucination Score" (HS). We find that our HS is closely aligned with human evaluations, and also provides complementary insights to prior image metrics used for super-resolution (SR) models. In addition, we find certain deep feature distances have strong correlations with HS. We therefore propose to align the GSR models by using such features as differentiable reward functions to mitigate hallucinations.

  • 6 authors
·
Jul 18, 2025

Panorama Generation From NFoV Image Done Right

Generating 360-degree panoramas from narrow field of view (NFoV) image is a promising computer vision task for Virtual Reality (VR) applications. Existing methods mostly assess the generated panoramas with InceptionNet or CLIP based metrics, which tend to perceive the image quality and is not suitable for evaluating the distortion. In this work, we first propose a distortion-specific CLIP, named Distort-CLIP to accurately evaluate the panorama distortion and discover the ``visual cheating'' phenomenon in previous works (\ie, tending to improve the visual results by sacrificing distortion accuracy). This phenomenon arises because prior methods employ a single network to learn the distinct panorama distortion and content completion at once, which leads the model to prioritize optimizing the latter. To address the phenomenon, we propose PanoDecouple, a decoupled diffusion model framework, which decouples the panorama generation into distortion guidance and content completion, aiming to generate panoramas with both accurate distortion and visual appeal. Specifically, we design a DistortNet for distortion guidance by imposing panorama-specific distortion prior and a modified condition registration mechanism; and a ContentNet for content completion by imposing perspective image information. Additionally, a distortion correction loss function with Distort-CLIP is introduced to constrain the distortion explicitly. The extensive experiments validate that PanoDecouple surpasses existing methods both in distortion and visual metrics.

  • 7 authors
·
Mar 24, 2025

Learning to Highlight Audio by Watching Movies

Recent years have seen a significant increase in video content creation and consumption. Crafting engaging content requires the careful curation of both visual and audio elements. While visual cue curation, through techniques like optimal viewpoint selection or post-editing, has been central to media production, its natural counterpart, audio, has not undergone equivalent advancements. This often results in a disconnect between visual and acoustic saliency. To bridge this gap, we introduce a novel task: visually-guided acoustic highlighting, which aims to transform audio to deliver appropriate highlighting effects guided by the accompanying video, ultimately creating a more harmonious audio-visual experience. We propose a flexible, transformer-based multimodal framework to solve this task. To train our model, we also introduce a new dataset -- the muddy mix dataset, leveraging the meticulous audio and video crafting found in movies, which provides a form of free supervision. We develop a pseudo-data generation process to simulate poorly mixed audio, mimicking real-world scenarios through a three-step process -- separation, adjustment, and remixing. Our approach consistently outperforms several baselines in both quantitative and subjective evaluation. We also systematically study the impact of different types of contextual guidance and difficulty levels of the dataset. Our project page is here: https://wikichao.github.io/VisAH/.

  • 8 authors
·
May 17, 2025 2

StereoCarla: A High-Fidelity Driving Dataset for Generalizable Stereo

Stereo matching plays a crucial role in enabling depth perception for autonomous driving and robotics. While recent years have witnessed remarkable progress in stereo matching algorithms, largely driven by learning-based methods and synthetic datasets, the generalization performance of these models remains constrained by the limited diversity of existing training data. To address these challenges, we present StereoCarla, a high-fidelity synthetic stereo dataset specifically designed for autonomous driving scenarios. Built on the CARLA simulator, StereoCarla incorporates a wide range of camera configurations, including diverse baselines, viewpoints, and sensor placements as well as varied environmental conditions such as lighting changes, weather effects, and road geometries. We conduct comprehensive cross-domain experiments across four standard evaluation datasets (KITTI2012, KITTI2015, Middlebury, ETH3D) and demonstrate that models trained on StereoCarla outperform those trained on 11 existing stereo datasets in terms of generalization accuracy across multiple benchmarks. Furthermore, when integrated into multi-dataset training, StereoCarla contributes substantial improvements to generalization accuracy, highlighting its compatibility and scalability. This dataset provides a valuable benchmark for developing and evaluating stereo algorithms under realistic, diverse, and controllable settings, facilitating more robust depth perception systems for autonomous vehicles. Code can be available at https://github.com/XiandaGuo/OpenStereo, and data can be available at https://xiandaguo.net/StereoCarla.

  • 9 authors
·
Sep 16, 2025

Do Image Editing Models Understand Lighting?

While recent advancements in generative image editing models have achieved stunning visual fidelity, it remains an open question whether these systems possess an intrinsic knowledge of real-world lighting. Existing benchmarks typically evaluate high-level plausibility of perceptual light transport on curated internet imagery, using VLMs or human judgement, or they rely on synthetically generated datasets. In this work, we introduce the 3D-anchored Light Probe (3DLP) benchmark, for which we have captured a new high-fidelity HDR dataset of real-world lighting changes. The dataset consists of 1K image pairs of diverse indoor scenery in which light probes are physically turned on and off. To allow for a granular performance analysis, we annotated specific image regions such as cast shadows or metallic surfaces. With this data, we evaluate a range of state-of-the-art image editing models by measuring how well their light probe edits align with reality. The evaluation uses two new scores to compensate for AI-generated photographic effects, such as adjusted white balance. Our results show that the overall performance of models differs considerably, with differences slightly less pronounced for specular highlights. The best image editing models are remarkably consistent with real-world physics, however, they still leave room for improvement. We observe that image regions that receive less light from the light probe are more prone to errors for all models. Furthermore, building on their success in evaluating macroscopic lighting plausibility, we test VLMs on our task but find that they are unsuitable for pixel-level light transport analysis. We will make the benchmark, together with the real-world dataset, publicly available to encourage future research on this topic.

  • 4 authors
·
Jun 24

City landscape in sight: A crowdsourced framework for unlocking urban-scale window view perceptions from real estate imagery

City landscapes viewed through home windows influence quality of life, yet perceptions of actual window views at the urban scale remain understudied. This study presents an approach for large-scale mapping of perceptions using 12,334 window view images (WVIs) collected from actual residential properties listed on real estate platforms in Wuhan, China, representing a rarely explored form of urban view imagery that offers advantages over the rendered or simulated window views commonly examined in previous studies. Through a non-immersive virtual reality platform, we collected 27,477 pairwise comparisons across six perceptual dimensions (e.g.\ Vivid) from 304 participants based on 499 WVIs. A hybrid neural network model was trained to predict human perceptions of all crowdsourced WVIs and map their spatial distribution. Results reveal significant spatial autocorrelation with distinct hot and cold spots across the whole city. Floor level strongly influences human perceptions: while higher floors offer more preferred and extensive window views, lower-floor windows provide residents with quiet and vivid views. An inference model further shows that window view composition matters considerably: high ratios of sky, trees, and low-rise buildings enhance people's preferences and perceptions of vividness, whereas high ratios of high-rise buildings increase perceptions of monotony and oppression. Importantly, these effects are non-linear: the excessive presence of certain elements can alter their impact on human perception. This work advances urban-scale understanding of residents' visual experiences and provides evidence-based guidance for human-centric urban planning and real estate to optimise visual landscapes from windows.

  • 6 authors
·
Jun 12

Perceptual Quality Assessment of 3D Gaussian Splatting: A Subjective Dataset and Prediction Metric

With the rapid advancement of 3D visualization, 3D Gaussian Splatting (3DGS) has emerged as a leading technique for real-time, high-fidelity rendering. While prior research has emphasized algorithmic performance and visual fidelity, the perceptual quality of 3DGS-rendered content, especially under varying reconstruction conditions, remains largely underexplored. In practice, factors such as viewpoint sparsity, limited training iterations, point downsampling, noise, and color distortions can significantly degrade visual quality, yet their perceptual impact has not been systematically studied. To bridge this gap, we present 3DGS-QA, the first subjective quality assessment dataset for 3DGS. It comprises 225 degraded reconstructions across 15 object types, enabling a controlled investigation of common distortion factors. Based on this dataset, we introduce a no-reference quality prediction model that directly operates on native 3D Gaussian primitives, without requiring rendered images or ground-truth references. Our model extracts spatial and photometric cues from the Gaussian representation to estimate perceived quality in a structure-aware manner. We further benchmark existing quality assessment methods, spanning both traditional and learning-based approaches. Experimental results show that our method consistently achieves superior performance, highlighting its robustness and effectiveness for 3DGS content evaluation. The dataset and code are made publicly available at https://github.com/diaoyn/3DGSQA to facilitate future research in 3DGS quality assessment.

  • 8 authors
·
Nov 10, 2025

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

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

  • 7 authors
·
Aug 27, 2025

Seeing Voices: Generating A-Roll Video from Audio with Mirage

From professional filmmaking to user-generated content, creators and consumers have long recognized that the power of video depends on the harmonious integration of what we hear (the video's audio track) with what we see (the video's image sequence). Current approaches to video generation either ignore sound to focus on general-purpose but silent image sequence generation or address both visual and audio elements but focus on restricted application domains such as re-dubbing. We introduce Mirage, an audio-to-video foundation model that excels at generating realistic, expressive output imagery from scratch given an audio input. When integrated with existing methods for speech synthesis (text-to-speech, or TTS), Mirage results in compelling multimodal video. When trained on audio-video footage of people talking (A-roll) and conditioned on audio containing speech, Mirage generates video of people delivering a believable interpretation of the performance implicit in input audio. Our central technical contribution is a unified method for training self-attention-based audio-to-video generation models, either from scratch or given existing weights. This methodology allows Mirage to retain generality as an approach to audio-to-video generation while producing outputs of superior subjective quality to methods that incorporate audio-specific architectures or loss components specific to people, speech, or details of how images or audio are captured. We encourage readers to watch and listen to the results of Mirage for themselves (see paper and comments for links).

  • 13 authors
·
Jun 9, 2025 2

VABench: A Comprehensive Benchmark for Audio-Video Generation

Recent advances in video generation have been remarkable, enabling models to produce visually compelling videos with synchronized audio. While existing video generation benchmarks provide comprehensive metrics for visual quality, they lack convincing evaluations for audio-video generation, especially for models aiming to generate synchronized audio-video outputs. To address this gap, we introduce VABench, a comprehensive and multi-dimensional benchmark framework designed to systematically evaluate the capabilities of synchronous audio-video generation. VABench encompasses three primary task types: text-to-audio-video (T2AV), image-to-audio-video (I2AV), and stereo audio-video generation. It further establishes two major evaluation modules covering 15 dimensions. These dimensions specifically assess pairwise similarities (text-video, text-audio, video-audio), audio-video synchronization, lip-speech consistency, and carefully curated audio and video question-answering (QA) pairs, among others. Furthermore, VABench covers seven major content categories: animals, human sounds, music, environmental sounds, synchronous physical sounds, complex scenes, and virtual worlds. We provide a systematic analysis and visualization of the evaluation results, aiming to establish a new standard for assessing video generation models with synchronous audio capabilities and to promote the comprehensive advancement of the field.

PekingUniversity Peking University
·
Dec 9, 2025 2

OmniAudio: Generating Spatial Audio from 360-Degree Video

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

  • 14 authors
·
Apr 21, 2025

Rethinking Driving World Model as Synthetic Data Generator for Perception Tasks

Recent advancements in driving world models enable controllable generation of high-quality RGB videos or multimodal videos. Existing methods primarily focus on metrics related to generation quality and controllability. However, they often overlook the evaluation of downstream perception tasks, which are really crucial for the performance of autonomous driving. Existing methods usually leverage a training strategy that first pretrains on synthetic data and finetunes on real data, resulting in twice the epochs compared to the baseline (real data only). When we double the epochs in the baseline, the benefit of synthetic data becomes negligible. To thoroughly demonstrate the benefit of synthetic data, we introduce Dream4Drive, a novel synthetic data generation framework designed for enhancing the downstream perception tasks. Dream4Drive first decomposes the input video into several 3D-aware guidance maps and subsequently renders the 3D assets onto these guidance maps. Finally, the driving world model is fine-tuned to produce the edited, multi-view photorealistic videos, which can be used to train the downstream perception models. Dream4Drive enables unprecedented flexibility in generating multi-view corner cases at scale, significantly boosting corner case perception in autonomous driving. To facilitate future research, we also contribute a large-scale 3D asset dataset named DriveObj3D, covering the typical categories in driving scenarios and enabling diverse 3D-aware video editing. We conduct comprehensive experiments to show that Dream4Drive can effectively boost the performance of downstream perception models under various training epochs. Page: https://wm-research.github.io/Dream4Drive/ GitHub Link: https://github.com/wm-research/Dream4Drive

PekingUniversity Peking University
·
Oct 21, 2025 1

WonderFree: Enhancing Novel View Quality and Cross-View Consistency for 3D Scene Exploration

Interactive 3D scene generation from a single image has gained significant attention due to its potential to create immersive virtual worlds. However, a key challenge in current 3D generation methods is the limited explorability, which cannot render high-quality images during larger maneuvers beyond the original viewpoint, particularly when attempting to move forward into unseen areas. To address this challenge, we propose WonderFree, the first model that enables users to interactively generate 3D worlds with the freedom to explore from arbitrary angles and directions. Specifically, we decouple this challenge into two key subproblems: novel view quality, which addresses visual artifacts and floating issues in novel views, and cross-view consistency, which ensures spatial consistency across different viewpoints. To enhance rendering quality in novel views, we introduce WorldRestorer, a data-driven video restoration model designed to eliminate floaters and artifacts. In addition, a data collection pipeline is presented to automatically gather training data for WorldRestorer, ensuring it can handle scenes with varying styles needed for 3D scene generation. Furthermore, to improve cross-view consistency, we propose ConsistView, a multi-view joint restoration mechanism that simultaneously restores multiple perspectives while maintaining spatiotemporal coherence. Experimental results demonstrate that WonderFree not only enhances rendering quality across diverse viewpoints but also significantly improves global coherence and consistency. These improvements are confirmed by CLIP-based metrics and a user study showing a 77.20% preference for WonderFree over WonderWorld enabling a seamless and immersive 3D exploration experience. The code, model, and data will be publicly available.

  • 11 authors
·
Jun 25, 2025

WaveNeRF: Wavelet-based Generalizable Neural Radiance Fields

Neural Radiance Field (NeRF) has shown impressive performance in novel view synthesis via implicit scene representation. However, it usually suffers from poor scalability as requiring densely sampled images for each new scene. Several studies have attempted to mitigate this problem by integrating Multi-View Stereo (MVS) technique into NeRF while they still entail a cumbersome fine-tuning process for new scenes. Notably, the rendering quality will drop severely without this fine-tuning process and the errors mainly appear around the high-frequency features. In the light of this observation, we design WaveNeRF, which integrates wavelet frequency decomposition into MVS and NeRF to achieve generalizable yet high-quality synthesis without any per-scene optimization. To preserve high-frequency information when generating 3D feature volumes, WaveNeRF builds Multi-View Stereo in the Wavelet domain by integrating the discrete wavelet transform into the classical cascade MVS, which disentangles high-frequency information explicitly. With that, disentangled frequency features can be injected into classic NeRF via a novel hybrid neural renderer to yield faithful high-frequency details, and an intuitive frequency-guided sampling strategy can be designed to suppress artifacts around high-frequency regions. Extensive experiments over three widely studied benchmarks show that WaveNeRF achieves superior generalizable radiance field modeling when only given three images as input.

  • 8 authors
·
Aug 9, 2023

Taming Visually Guided Sound Generation

Recent advances in visually-induced audio generation are based on sampling short, low-fidelity, and one-class sounds. Moreover, sampling 1 second of audio from the state-of-the-art model takes minutes on a high-end GPU. In this work, we propose a single model capable of generating visually relevant, high-fidelity sounds prompted with a set of frames from open-domain videos in less time than it takes to play it on a single GPU. We train a transformer to sample a new spectrogram from the pre-trained spectrogram codebook given the set of video features. The codebook is obtained using a variant of VQGAN trained to produce a compact sampling space with a novel spectrogram-based perceptual loss. The generated spectrogram is transformed into a waveform using a window-based GAN that significantly speeds up generation. Considering the lack of metrics for automatic evaluation of generated spectrograms, we also build a family of metrics called FID and MKL. These metrics are based on a novel sound classifier, called Melception, and designed to evaluate the fidelity and relevance of open-domain samples. Both qualitative and quantitative studies are conducted on small- and large-scale datasets to evaluate the fidelity and relevance of generated samples. We also compare our model to the state-of-the-art and observe a substantial improvement in quality, size, and computation time. Code, demo, and samples: v-iashin.github.io/SpecVQGAN

  • 2 authors
·
Oct 17, 2021

VidAudio-Bench: Benchmarking V2A and VT2A Generation across Four Audio Categories

Video-to-Audio (V2A) generation is essential for immersive multimedia experiences, yet its evaluation remains underexplored. Existing benchmarks typically assess diverse audio types under a unified protocol, overlooking the fine-grained requirements of distinct audio categories. To address this gap, we propose VidAudio-Bench, a multi-task benchmark for V2A evaluation with four key features: (1) Broad Coverage: It encompasses four representative audio categories - sound effects, music, speech, and singing - under both V2A and Video-Text-to-Audio (VT2A) settings. (2) Extensive Evaluation: It comprises 1,634 video-text pairs and benchmarks 11 state-of-the-art generation models. (3) Comprehensive Metrics: It introduces 13 task-specific, reference-free metrics to systematically assess audio quality, video-audio consistency, and text-audio consistency. (4) Human Alignment: It validates all metrics through subjective studies, demonstrating strong consistency with human preferences. Experimental results reveal that current V2A models perform poorly in speech and singing compared to sound effects. Our VT2A results further highlight a fundamental tension between instruction following and visually grounded generation: stronger visual conditioning improves video-audio alignment, but often at the cost of generating the intended audio category. These findings establish VidAudio-Bench as a comprehensive and scalable framework for diagnosing V2A systems and provide new insights into multimodal audio generation.

  • 4 authors
·
Apr 11

Demystifying the Visual Quality Paradox in Multimodal Large Language Models

Recent Multimodal Large Language Models (MLLMs) excel on benchmark vision-language tasks, yet little is known about how input visual quality shapes their responses. Does higher perceptual quality of images already translate to better MLLM understanding? We conduct the first systematic study spanning leading MLLMs and a suite of vision-language benchmarks, applying controlled degradations and stylistic shifts to each image. Surprisingly, we uncover a visual-quality paradox: model, task, and even individual-instance performance can improve when images deviate from human-perceived fidelity. Off-the-shelf restoration pipelines fail to reconcile these idiosyncratic preferences. To close the gap, we introduce Visual-Quality Test-Time Tuning (VQ-TTT)-a lightweight adaptation module that: (1) inserts a learnable, low-rank kernel before the frozen vision encoder to modulate frequency content; and (2) fine-tunes only shallow vision-encoder layers via LoRA. VQ-TTT dynamically adjusts each input image in a single forward pass, aligning it with task-specific model preferences. Across the evaluated MLLMs and all datasets, VQ-TTT lifts significant average accuracy, with no external models, cached features, or extra training data. These findings redefine ``better'' visual inputs for MLLMs and highlight the need for adaptive, rather than universally ``clean'', imagery, in the new era of AI being the main data customer.

  • 8 authors
·
Jun 18, 2025 2

Enhance Generation Quality of Flow Matching V2A Model via Multi-Step CoT-Like Guidance and Combined Preference Optimization

Creating high-quality sound effects from videos and text prompts requires precise alignment between visual and audio domains, both semantically and temporally, along with step-by-step guidance for professional audio generation. However, current state-of-the-art video-guided audio generation models often fall short of producing high-quality audio for both general and specialized use cases. To address this challenge, we introduce a multi-stage, multi-modal, end-to-end generative framework with Chain-of-Thought-like (CoT-like) guidance learning, termed Chain-of-Perform (CoP). First, we employ a transformer-based network architecture designed to achieve CoP guidance, enabling the generation of both general and professional audio. Second, we implement a multi-stage training framework that follows step-by-step guidance to ensure the generation of high-quality sound effects. Third, we develop a CoP multi-modal dataset, guided by video, to support step-by-step sound effects generation. Evaluation results highlight the advantages of the proposed multi-stage CoP generative framework compared to the state-of-the-art models on a variety of datasets, with FAD 0.79 to 0.74 (+6.33%), CLIP 16.12 to 17.70 (+9.80%) on VGGSound, SI-SDR 1.98dB to 3.35dB (+69.19%), MOS 2.94 to 3.49(+18.71%) on PianoYT-2h, and SI-SDR 2.22dB to 3.21dB (+44.59%), MOS 3.07 to 3.42 (+11.40%) on Piano-10h.

  • 7 authors
·
Mar 28, 2025

MultiSoundGen: Video-to-Audio Generation for Multi-Event Scenarios via SlowFast Contrastive Audio-Visual Pretraining and Direct Preference Optimization

Current video-to-audio (V2A) methods struggle in complex multi-event scenarios (video scenarios involving multiple sound sources, sound events, or transitions) due to two critical limitations. First, existing methods face challenges in precisely aligning intricate semantic information together with rapid dynamic features. Second, foundational training lacks quantitative preference optimization for semantic-temporal alignment and audio quality. As a result, it fails to enhance integrated generation quality in cluttered multi-event scenes. To address these core limitations, this study proposes a novel V2A framework: MultiSoundGen. It introduces direct preference optimization (DPO) into the V2A domain, leveraging audio-visual pretraining (AVP) to enhance performance in complex multi-event scenarios. Our contributions include two key innovations: the first is SlowFast Contrastive AVP (SF-CAVP), a pioneering AVP model with a unified dual-stream architecture. SF-CAVP explicitly aligns core semantic representations and rapid dynamic features of audio-visual data to handle multi-event complexity; second, we integrate the DPO method into V2A task and propose AVP-Ranked Preference Optimization (AVP-RPO). It uses SF-CAVP as a reward model to quantify and prioritize critical semantic-temporal matches while enhancing audio quality. Experiments demonstrate that MultiSoundGen achieves state-of-the-art (SOTA) performance in multi-event scenarios, delivering comprehensive gains across distribution matching, audio quality, semantic alignment, and temporal synchronization. Demos are available at https://v2aresearch.github.io/MultiSoundGen/.

  • 6 authors
·
Sep 24, 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

AI Playground: Unreal Engine-based Data Ablation Tool for Deep Learning

Machine learning requires data, but acquiring and labeling real-world data is challenging, expensive, and time-consuming. More importantly, it is nearly impossible to alter real data post-acquisition (e.g., change the illumination of a room), making it very difficult to measure how specific properties of the data affect performance. In this paper, we present AI Playground (AIP), an open-source, Unreal Engine-based tool for generating and labeling virtual image data. With AIP, it is trivial to capture the same image under different conditions (e.g., fidelity, lighting, etc.) and with different ground truths (e.g., depth or surface normal values). AIP is easily extendable and can be used with or without code. To validate our proposed tool, we generated eight datasets of otherwise identical but varying lighting and fidelity conditions. We then trained deep neural networks to predict (1) depth values, (2) surface normals, or (3) object labels and assessed each network's intra- and cross-dataset performance. Among other insights, we verified that sensitivity to different settings is problem-dependent. We confirmed the findings of other studies that segmentation models are very sensitive to fidelity, but we also found that they are just as sensitive to lighting. In contrast, depth and normal estimation models seem to be less sensitive to fidelity or lighting and more sensitive to the structure of the image. Finally, we tested our trained depth-estimation networks on two real-world datasets and obtained results comparable to training on real data alone, confirming that our virtual environments are realistic enough for real-world tasks.

  • 3 authors
·
Jul 12, 2020

AVBench: Human-Aligned and Automated Evaluation Benchmark for Audio-Video Generative Models

Rapid advances in audio-video (AV) generation have enabled high-fidelity synthesis with synchronized sound, particularly for human-related scenarios involving speech and interactions. Yet evaluation for AV generation remains at an early stage, with only a few coarse-grained benchmarks for human-related scenarios and relying on limited preset evaluations with generic multimodal LLMs, leading to inaccurate assessments of model capabilities. To address these issues, we introduce AVBench, a fully automated benchmark tailored for human-centric AV generation. AVBench is built on two key designs for comprehensive and accurate evaluation: (i) Human-centric and fine-grained metrics. AVBench integrates ten evaluation dimensions designed for human-centered real-world scenarios, covering visual quality, audio quality, and multi-level consistency across modalities. These practical metrics capture human-related details that existing benchmarks often overlook. (ii) Specialized evaluators via preference learning. To address the lack of specialized training data, we construct large-scale supervision by transforming real-world videos into diverse training pairs with controlled perturbations. After fine-tuning on this high-quality dataset, the evaluators learn to reliably detect subtle cross-modal inconsistencies. Crucially, instead of producing discrete textual judgment, AVBench derives continuous evaluation scores from the model's prediction confidence on binary decisions. This probabilistic scoring mechanism enables a more reliable assessment than traditional VQA-style evaluation and aligns closely with human judgment. Taken together, AVBench offers automated evaluation for AV generation, demonstrates strong potential for data filtering, and serves as a differentiable reward signal for Reinforcement Learning from Human Feedback (RLHF).

  • 9 authors
·
May 22