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SubscribeDual Data Alignment Makes AI-Generated Image Detector Easier Generalizable
Existing detectors are often trained on biased datasets, leading to the possibility of overfitting on non-causal image attributes that are spuriously correlated with real/synthetic labels. While these biased features enhance performance on the training data, they result in substantial performance degradation when applied to unbiased datasets. One common solution is to perform dataset alignment through generative reconstruction, matching the semantic content between real and synthetic images. However, we revisit this approach and show that pixel-level alignment alone is insufficient. The reconstructed images still suffer from frequency-level misalignment, which can perpetuate spurious correlations. To illustrate, we observe that reconstruction models tend to restore the high-frequency details lost in real images (possibly due to JPEG compression), inadvertently creating a frequency-level misalignment, where synthetic images appear to have richer high-frequency content than real ones. This misalignment leads to models associating high-frequency features with synthetic labels, further reinforcing biased cues. To resolve this, we propose Dual Data Alignment (DDA), which aligns both the pixel and frequency domains. Moreover, we introduce two new test sets: DDA-COCO, containing DDA-aligned synthetic images for testing detector performance on the most aligned dataset, and EvalGEN, featuring the latest generative models for assessing detectors under new generative architectures such as visual auto-regressive generators. Finally, our extensive evaluations demonstrate that a detector trained exclusively on DDA-aligned MSCOCO could improve across 8 diverse benchmarks by a non-trivial margin, showing a +7.2% on in-the-wild benchmarks, highlighting the improved generalizability of unbiased detectors. Our code is available at: https://github.com/roy-ch/Dual-Data-Alignment.
You Don't Need Data-Augmentation in Self-Supervised Learning
Self-Supervised learning (SSL) with Joint-Embedding Architectures (JEA) has led to outstanding performances. All instantiations of this paradigm were trained using strong and well-established hand-crafted data augmentations, leading to the general belief that they are required for the proper training and performance of such models. On the other hand, generative reconstruction-based models such as BEIT and MAE or Joint-Embedding Predictive Architectures such as I-JEPA have shown strong performance without using data augmentations except masking. In this work, we challenge the importance of invariance and data-augmentation in JEAs at scale. By running a case-study on a recent SSL foundation model - DINOv2 - we show that strong image representations can be obtained with JEAs and only cropping without resizing provided the training data is large enough, reaching state-of-the-art results and using the least amount of augmentation in the literature. Through this study, we also discuss the impact of compute constraints on the outcomes of experimental deep learning research, showing that they can lead to very different conclusions.
Variational Self-Supervised Learning
We present Variational Self-Supervised Learning (VSSL), a novel framework that combines variational inference with self-supervised learning to enable efficient, decoder-free representation learning. Unlike traditional VAEs that rely on input reconstruction via a decoder, VSSL symmetrically couples two encoders with Gaussian outputs. A momentum-updated teacher network defines a dynamic, data-dependent prior, while the student encoder produces an approximate posterior from augmented views. The reconstruction term in the ELBO is replaced with a cross-view denoising objective, preserving the analytical tractability of Gaussian KL divergence. We further introduce cosine-based formulations of KL and log-likelihood terms to enhance semantic alignment in high-dimensional latent spaces. Experiments on CIFAR-10, CIFAR-100, and ImageNet-100 show that VSSL achieves competitive or superior performance to leading self-supervised methods, including BYOL and MoCo V3. VSSL offers a scalable, probabilistically grounded approach to learning transferable representations without generative reconstruction, bridging the gap between variational modeling and modern self-supervised techniques.
Is Tokenization Needed for Masked Particle Modelling?
In this work, we significantly enhance masked particle modeling (MPM), a self-supervised learning scheme for constructing highly expressive representations of unordered sets relevant to developing foundation models for high-energy physics. In MPM, a model is trained to recover the missing elements of a set, a learning objective that requires no labels and can be applied directly to experimental data. We achieve significant performance improvements over previous work on MPM by addressing inefficiencies in the implementation and incorporating a more powerful decoder. We compare several pre-training tasks and introduce new reconstruction methods that utilize conditional generative models without data tokenization or discretization. We show that these new methods outperform the tokenized learning objective from the original MPM on a new test bed for foundation models for jets, which includes using a wide variety of downstream tasks relevant to jet physics, such as classification, secondary vertex finding, and track identification.
Multi-task Self-supervised Graph Neural Networks Enable Stronger Task Generalization
Self-supervised learning (SSL) for graph neural networks (GNNs) has attracted increasing attention from the graph machine learning community in recent years, owing to its capability to learn performant node embeddings without costly label information. One weakness of conventional SSL frameworks for GNNs is that they learn through a single philosophy, such as mutual information maximization or generative reconstruction. When applied to various downstream tasks, these frameworks rarely perform equally well for every task, because one philosophy may not span the extensive knowledge required for all tasks. To enhance the task generalization across tasks, as an important first step forward in exploring fundamental graph models, we introduce PARETOGNN, a multi-task SSL framework for node representation learning over graphs. Specifically, PARETOGNN is self-supervised by manifold pretext tasks observing multiple philosophies. To reconcile different philosophies, we explore a multiple-gradient descent algorithm, such that PARETOGNN actively learns from every pretext task while minimizing potential conflicts. We conduct comprehensive experiments over four downstream tasks (i.e., node classification, node clustering, link prediction, and partition prediction), and our proposal achieves the best overall performance across tasks on 11 widely adopted benchmark datasets. Besides, we observe that learning from multiple philosophies enhances not only the task generalization but also the single task performances, demonstrating that PARETOGNN achieves better task generalization via the disjoint yet complementary knowledge learned from different philosophies. Our code is publicly available at https://github.com/jumxglhf/ParetoGNN.
CUPID: Pose-Grounded Generative 3D Reconstruction from a Single Image
This work proposes a new generation-based 3D reconstruction method, named Cupid, that accurately infers the camera pose, 3D shape, and texture of an object from a single 2D image. Cupid casts 3D reconstruction as a conditional sampling process from a learned distribution of 3D objects, and it jointly generates voxels and pixel-voxel correspondences, enabling robust pose and shape estimation under a unified generative framework. By representing both input camera poses and 3D shape as a distribution in a shared 3D latent space, Cupid adopts a two-stage flow matching pipeline: (1) a coarse stage that produces initial 3D geometry with associated 2D projections for pose recovery; and (2) a refinement stage that integrates pose-aligned image features to enhance structural fidelity and appearance details. Extensive experiments demonstrate Cupid outperforms leading 3D reconstruction methods with an over 3 dB PSNR gain and an over 10% Chamfer Distance reduction, while matching monocular estimators on pose accuracy and delivering superior visual fidelity over baseline 3D generative models. For an immersive view of the 3D results generated by Cupid, please visit cupid3d.github.io.
Towards More Diverse and Challenging Pre-training for Point Cloud Learning: Self-Supervised Cross Reconstruction with Decoupled Views
Point cloud learning, especially in a self-supervised way without manual labels, has gained growing attention in both vision and learning communities due to its potential utility in a wide range of applications. Most existing generative approaches for point cloud self-supervised learning focus on recovering masked points from visible ones within a single view. Recognizing that a two-view pre-training paradigm inherently introduces greater diversity and variance, it may thus enable more challenging and informative pre-training. Inspired by this, we explore the potential of two-view learning in this domain. In this paper, we propose Point-PQAE, a cross-reconstruction generative paradigm that first generates two decoupled point clouds/views and then reconstructs one from the other. To achieve this goal, we develop a crop mechanism for point cloud view generation for the first time and further propose a novel positional encoding to represent the 3D relative position between the two decoupled views. The cross-reconstruction significantly increases the difficulty of pre-training compared to self-reconstruction, which enables our method to surpass previous single-modal self-reconstruction methods in 3D self-supervised learning. Specifically, it outperforms the self-reconstruction baseline (Point-MAE) by 6.5%, 7.0%, and 6.7% in three variants of ScanObjectNN with the Mlp-Linear evaluation protocol. The code is available at https://github.com/aHapBean/Point-PQAE.
Zero-P-to-3: Zero-Shot Partial-View Images to 3D Object
Generative 3D reconstruction shows strong potential in incomplete observations. While sparse-view and single-image reconstruction are well-researched, partial observation remains underexplored. In this context, dense views are accessible only from a specific angular range, with other perspectives remaining inaccessible. This task presents two main challenges: (i) limited View Range: observations confined to a narrow angular scope prevent effective traditional interpolation techniques that require evenly distributed perspectives. (ii) inconsistent Generation: views created for invisible regions often lack coherence with both visible regions and each other, compromising reconstruction consistency. To address these challenges, we propose \method, a novel training-free approach that integrates the local dense observations and multi-source priors for reconstruction. Our method introduces a fusion-based strategy to effectively align these priors in DDIM sampling, thereby generating multi-view consistent images to supervise invisible views. We further design an iterative refinement strategy, which uses the geometric structures of the object to enhance reconstruction quality. Extensive experiments on multiple datasets show the superiority of our method over SOTAs, especially in invisible regions.
Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models
Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.
Lyra: Generative 3D Scene Reconstruction via Video Diffusion Model Self-Distillation
The ability to generate virtual environments is crucial for applications ranging from gaming to physical AI domains such as robotics, autonomous driving, and industrial AI. Current learning-based 3D reconstruction methods rely on the availability of captured real-world multi-view data, which is not always readily available. Recent advancements in video diffusion models have shown remarkable imagination capabilities, yet their 2D nature limits the applications to simulation where a robot needs to navigate and interact with the environment. In this paper, we propose a self-distillation framework that aims to distill the implicit 3D knowledge in the video diffusion models into an explicit 3D Gaussian Splatting (3DGS) representation, eliminating the need for multi-view training data. Specifically, we augment the typical RGB decoder with a 3DGS decoder, which is supervised by the output of the RGB decoder. In this approach, the 3DGS decoder can be purely trained with synthetic data generated by video diffusion models. At inference time, our model can synthesize 3D scenes from either a text prompt or a single image for real-time rendering. Our framework further extends to dynamic 3D scene generation from a monocular input video. Experimental results show that our framework achieves state-of-the-art performance in static and dynamic 3D scene generation.
Decompositional Neural Scene Reconstruction with Generative Diffusion Prior
Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.
EAvatar: Expression-Aware Head Avatar Reconstruction with Generative Geometry Priors
High-fidelity head avatar reconstruction plays a crucial role in AR/VR, gaming, and multimedia content creation. Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated effectiveness in modeling complex geometry with real-time rendering capability and are now widely used in high-fidelity head avatar reconstruction tasks. However, existing 3DGS-based methods still face significant challenges in capturing fine-grained facial expressions and preserving local texture continuity, especially in highly deformable regions. To mitigate these limitations, we propose a novel 3DGS-based framework termed EAvatar for head reconstruction that is both expression-aware and deformation-aware. Our method introduces a sparse expression control mechanism, where a small number of key Gaussians are used to influence the deformation of their neighboring Gaussians, enabling accurate modeling of local deformations and fine-scale texture transitions. Furthermore, we leverage high-quality 3D priors from pretrained generative models to provide a more reliable facial geometry, offering structural guidance that improves convergence stability and shape accuracy during training. Experimental results demonstrate that our method produces more accurate and visually coherent head reconstructions with improved expression controllability and detail fidelity.
ZeroShape: Regression-based Zero-shot Shape Reconstruction
We study the problem of single-image zero-shot 3D shape reconstruction. Recent works learn zero-shot shape reconstruction through generative modeling of 3D assets, but these models are computationally expensive at train and inference time. In contrast, the traditional approach to this problem is regression-based, where deterministic models are trained to directly regress the object shape. Such regression methods possess much higher computational efficiency than generative methods. This raises a natural question: is generative modeling necessary for high performance, or conversely, are regression-based approaches still competitive? To answer this, we design a strong regression-based model, called ZeroShape, based on the converging findings in this field and a novel insight. We also curate a large real-world evaluation benchmark, with objects from three different real-world 3D datasets. This evaluation benchmark is more diverse and an order of magnitude larger than what prior works use to quantitatively evaluate their models, aiming at reducing the evaluation variance in our field. We show that ZeroShape not only achieves superior performance over state-of-the-art methods, but also demonstrates significantly higher computational and data efficiency.
MaskGWM: A Generalizable Driving World Model with Video Mask Reconstruction
World models that forecast environmental changes from actions are vital for autonomous driving models with strong generalization. The prevailing driving world model mainly build on video prediction model. Although these models can produce high-fidelity video sequences with advanced diffusion-based generator, they are constrained by their predictive duration and overall generalization capabilities. In this paper, we explore to solve this problem by combining generation loss with MAE-style feature-level context learning. In particular, we instantiate this target with three key design: (1) A more scalable Diffusion Transformer (DiT) structure trained with extra mask construction task. (2) we devise diffusion-related mask tokens to deal with the fuzzy relations between mask reconstruction and generative diffusion process. (3) we extend mask construction task to spatial-temporal domain by utilizing row-wise mask for shifted self-attention rather than masked self-attention in MAE. Then, we adopt a row-wise cross-view module to align with this mask design. Based on above improvement, we propose MaskGWM: a Generalizable driving World Model embodied with Video Mask reconstruction. Our model contains two variants: MaskGWM-long, focusing on long-horizon prediction, and MaskGWM-mview, dedicated to multi-view generation. Comprehensive experiments on standard benchmarks validate the effectiveness of the proposed method, which contain normal validation of Nuscene dataset, long-horizon rollout of OpenDV-2K dataset and zero-shot validation of Waymo dataset. Quantitative metrics on these datasets show our method notably improving state-of-the-art driving world model.
Aether: Geometric-Aware Unified World Modeling
The integration of geometric reconstruction and generative modeling remains a critical challenge in developing AI systems capable of human-like spatial reasoning. This paper proposes Aether, a unified framework that enables geometry-aware reasoning in world models by jointly optimizing three core capabilities: (1) 4D dynamic reconstruction, (2) action-conditioned video prediction, and (3) goal-conditioned visual planning. Through task-interleaved feature learning, Aether achieves synergistic knowledge sharing across reconstruction, prediction, and planning objectives. Building upon video generation models, our framework demonstrates unprecedented synthetic-to-real generalization despite never observing real-world data during training. Furthermore, our approach achieves zero-shot generalization in both action following and reconstruction tasks, thanks to its intrinsic geometric modeling. Remarkably, even without real-world data, its reconstruction performance far exceeds that of domain-specific models. Additionally, Aether leverages a geometry-informed action space to seamlessly translate predictions into actions, enabling effective autonomous trajectory planning. We hope our work inspires the community to explore new frontiers in physically-reasonable world modeling and its applications.
Fascinating Supervisory Signals and Where to Find Them: Deep Anomaly Detection with Scale Learning
Due to the unsupervised nature of anomaly detection, the key to fueling deep models is finding supervisory signals. Different from current reconstruction-guided generative models and transformation-based contrastive models, we devise novel data-driven supervision for tabular data by introducing a characteristic -- scale -- as data labels. By representing varied sub-vectors of data instances, we define scale as the relationship between the dimensionality of original sub-vectors and that of representations. Scales serve as labels attached to transformed representations, thus offering ample labeled data for neural network training. This paper further proposes a scale learning-based anomaly detection method. Supervised by the learning objective of scale distribution alignment, our approach learns the ranking of representations converted from varied subspaces of each data instance. Through this proxy task, our approach models inherent regularities and patterns within data, which well describes data "normality". Abnormal degrees of testing instances are obtained by measuring whether they fit these learned patterns. Extensive experiments show that our approach leads to significant improvement over state-of-the-art generative/contrastive anomaly detection methods.
LLM-JEPA: Large Language Models Meet Joint Embedding Predictive Architectures
Large Language Model (LLM) pretraining, finetuning, and evaluation rely on input-space reconstruction and generative capabilities. Yet, it has been observed in vision that embedding-space training objectives, e.g., with Joint Embedding Predictive Architectures (JEPAs), are far superior to their input-space counterpart. That mismatch in how training is achieved between language and vision opens up a natural question: {\em can language training methods learn a few tricks from the vision ones?} The lack of JEPA-style LLM is a testimony of the challenge in designing such objectives for language. In this work, we propose a first step in that direction where we develop LLM-JEPA, a JEPA based solution for LLMs applicable both to finetuning and pretraining. Thus far, LLM-JEPA is able to outperform the standard LLM training objectives by a significant margin across models, all while being robust to overfiting. Those findings are observed across numerous datasets (NL-RX, GSM8K, Spider, RottenTomatoes) and various models from the Llama3, OpenELM, Gemma2 and Olmo families. Code: https://github.com/rbalestr-lab/llm-jepa.
Reconstructing the Mind's Eye: fMRI-to-Image with Contrastive Learning and Diffusion Priors
We present MindEye, a novel fMRI-to-image approach to retrieve and reconstruct viewed images from brain activity. Our model comprises two parallel submodules that are specialized for retrieval (using contrastive learning) and reconstruction (using a diffusion prior). MindEye can map fMRI brain activity to any high dimensional multimodal latent space, like CLIP image space, enabling image reconstruction using generative models that accept embeddings from this latent space. We comprehensively compare our approach with other existing methods, using both qualitative side-by-side comparisons and quantitative evaluations, and show that MindEye achieves state-of-the-art performance in both reconstruction and retrieval tasks. In particular, MindEye can retrieve the exact original image even among highly similar candidates indicating that its brain embeddings retain fine-grained image-specific information. This allows us to accurately retrieve images even from large-scale databases like LAION-5B. We demonstrate through ablations that MindEye's performance improvements over previous methods result from specialized submodules for retrieval and reconstruction, improved training techniques, and training models with orders of magnitude more parameters. Furthermore, we show that MindEye can better preserve low-level image features in the reconstructions by using img2img, with outputs from a separate autoencoder. All code is available on GitHub.
Generative Landmarks Guided Eyeglasses Removal 3D Face Reconstruction
Single-view 3D face reconstruction is a fundamental Computer Vision problem of extraordinary difficulty. Current systems often assume the input is unobstructed faces which makes their method not suitable for in-the-wild conditions. We present a method for performing a 3D face that removes eyeglasses from a single image. Existing facial reconstruction methods fail to remove eyeglasses automatically for generating a photo-realistic 3D face "in-the-wild".The innovation of our method lies in a process for identifying the eyeglasses area robustly and remove it intelligently. In this work, we estimate the 2D face structure of the reasonable position of the eyeglasses area, which is used for the construction of 3D texture. An excellent anti-eyeglasses face reconstruction method should ensure the authenticity of the output, including the topological structure between the eyes, nose, and mouth. We achieve this via a deep learning architecture that performs direct regression of a 3DMM representation of the 3D facial geometry from a single 2D image. We also demonstrate how the related face parsing task can be incorporated into the proposed framework and help improve reconstruction quality. We conduct extensive experiments on existing 3D face reconstruction tasks as concrete examples to demonstrate the method's superior regulation ability over existing methods often break down.
Natural scene reconstruction from fMRI signals using generative latent diffusion
In neural decoding research, one of the most intriguing topics is the reconstruction of perceived natural images based on fMRI signals. Previous studies have succeeded in re-creating different aspects of the visuals, such as low-level properties (shape, texture, layout) or high-level features (category of objects, descriptive semantics of scenes) but have typically failed to reconstruct these properties together for complex scene images. Generative AI has recently made a leap forward with latent diffusion models capable of generating high-complexity images. Here, we investigate how to take advantage of this innovative technology for brain decoding. We present a two-stage scene reconstruction framework called ``Brain-Diffuser''. In the first stage, starting from fMRI signals, we reconstruct images that capture low-level properties and overall layout using a VDVAE (Very Deep Variational Autoencoder) model. In the second stage, we use the image-to-image framework of a latent diffusion model (Versatile Diffusion) conditioned on predicted multimodal (text and visual) features, to generate final reconstructed images. On the publicly available Natural Scenes Dataset benchmark, our method outperforms previous models both qualitatively and quantitatively. When applied to synthetic fMRI patterns generated from individual ROI (region-of-interest) masks, our trained model creates compelling ``ROI-optimal'' scenes consistent with neuroscientific knowledge. Thus, the proposed methodology can have an impact on both applied (e.g. brain-computer interface) and fundamental neuroscience.
Reconstruction of three-dimensional porous media using generative adversarial neural networks
To evaluate the variability of multi-phase flow properties of porous media at the pore scale, it is necessary to acquire a number of representative samples of the void-solid structure. While modern x-ray computer tomography has made it possible to extract three-dimensional images of the pore space, assessment of the variability in the inherent material properties is often experimentally not feasible. We present a novel method to reconstruct the solid-void structure of porous media by applying a generative neural network that allows an implicit description of the probability distribution represented by three-dimensional image datasets. We show, by using an adversarial learning approach for neural networks, that this method of unsupervised learning is able to generate representative samples of porous media that honor their statistics. We successfully compare measures of pore morphology, such as the Euler characteristic, two-point statistics and directional single-phase permeability of synthetic realizations with the calculated properties of a bead pack, Berea sandstone, and Ketton limestone. Results show that GANs can be used to reconstruct high-resolution three-dimensional images of porous media at different scales that are representative of the morphology of the images used to train the neural network. The fully convolutional nature of the trained neural network allows the generation of large samples while maintaining computational efficiency. Compared to classical stochastic methods of image reconstruction, the implicit representation of the learned data distribution can be stored and reused to generate multiple realizations of the pore structure very rapidly.
3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models
In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.
Multi-Branch Generative Models for Multichannel Imaging with an Application to PET/CT Joint Reconstruction
This paper presents a proof-of-concept approach for learned synergistic reconstruction of medical images using multi-branch generative models. Leveraging variational autoencoders (VAEs) and generative adversarial networks (GANs), our models learn from pairs of images simultaneously, enabling effective denoising and reconstruction. Synergistic image reconstruction is achieved by incorporating the trained models in a regularizer that evaluates the distance between the images and the model, in a similar fashion to multichannel dictionary learning (DiL). We demonstrate the efficacy of our approach on both Modified National Institute of Standards and Technology (MNIST) and positron emission tomography (PET)/computed tomography (CT) datasets, showcasing improved image quality and information sharing between modalities. Despite challenges such as patch decomposition and model limitations, our results underscore the potential of generative models for enhancing medical imaging reconstruction.
Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstruction
Generalized feed-forward Gaussian models have achieved significant progress in sparse-view 3D reconstruction by leveraging prior knowledge from large multi-view datasets. However, these models often struggle to represent high-frequency details due to the limited number of Gaussians. While the densification strategy used in per-scene 3D Gaussian splatting (3D-GS) optimization can be adapted to the feed-forward models, it may not be ideally suited for generalized scenarios. In this paper, we propose Generative Densification, an efficient and generalizable method to densify Gaussians generated by feed-forward models. Unlike the 3D-GS densification strategy, which iteratively splits and clones raw Gaussian parameters, our method up-samples feature representations from the feed-forward models and generates their corresponding fine Gaussians in a single forward pass, leveraging the embedded prior knowledge for enhanced generalization. Experimental results on both object-level and scene-level reconstruction tasks demonstrate that our method outperforms state-of-the-art approaches with comparable or smaller model sizes, achieving notable improvements in representing fine details.
RelitLRM: Generative Relightable Radiance for Large Reconstruction Models
We propose RelitLRM, a Large Reconstruction Model (LRM) for generating high-quality Gaussian splatting representations of 3D objects under novel illuminations from sparse (4-8) posed images captured under unknown static lighting. Unlike prior inverse rendering methods requiring dense captures and slow optimization, often causing artifacts like incorrect highlights or shadow baking, RelitLRM adopts a feed-forward transformer-based model with a novel combination of a geometry reconstructor and a relightable appearance generator based on diffusion. The model is trained end-to-end on synthetic multi-view renderings of objects under varying known illuminations. This architecture design enables to effectively decompose geometry and appearance, resolve the ambiguity between material and lighting, and capture the multi-modal distribution of shadows and specularity in the relit appearance. We show our sparse-view feed-forward RelitLRM offers competitive relighting results to state-of-the-art dense-view optimization-based baselines while being significantly faster. Our project page is available at: https://relit-lrm.github.io/.
SyncHuman: Synchronizing 2D and 3D Generative Models for Single-view Human Reconstruction
Photorealistic 3D full-body human reconstruction from a single image is a critical yet challenging task for applications in films and video games due to inherent ambiguities and severe self-occlusions. While recent approaches leverage SMPL estimation and SMPL-conditioned image generative models to hallucinate novel views, they suffer from inaccurate 3D priors estimated from SMPL meshes and have difficulty in handling difficult human poses and reconstructing fine details. In this paper, we propose SyncHuman, a novel framework that combines 2D multiview generative model and 3D native generative model for the first time, enabling high-quality clothed human mesh reconstruction from single-view images even under challenging human poses. Multiview generative model excels at capturing fine 2D details but struggles with structural consistency, whereas 3D native generative model generates coarse yet structurally consistent 3D shapes. By integrating the complementary strengths of these two approaches, we develop a more effective generation framework. Specifically, we first jointly fine-tune the multiview generative model and the 3D native generative model with proposed pixel-aligned 2D-3D synchronization attention to produce geometrically aligned 3D shapes and 2D multiview images. To further improve details, we introduce a feature injection mechanism that lifts fine details from 2D multiview images onto the aligned 3D shapes, enabling accurate and high-fidelity reconstruction. Extensive experiments demonstrate that SyncHuman achieves robust and photo-realistic 3D human reconstruction, even for images with challenging poses. Our method outperforms baseline methods in geometric accuracy and visual fidelity, demonstrating a promising direction for future 3D generation models.
MoGA: 3D Generative Avatar Prior for Monocular Gaussian Avatar Reconstruction
We present MoGA, a novel method to reconstruct high-fidelity 3D Gaussian avatars from a single-view image. The main challenge lies in inferring unseen appearance and geometric details while ensuring 3D consistency and realism. Most previous methods rely on 2D diffusion models to synthesize unseen views; however, these generated views are sparse and inconsistent, resulting in unrealistic 3D artifacts and blurred appearance. To address these limitations, we leverage a generative avatar model, that can generate diverse 3D avatars by sampling deformed Gaussians from a learned prior distribution. Due to limited 3D training data, such a 3D model alone cannot capture all image details of unseen identities. Consequently, we integrate it as a prior, ensuring 3D consistency by projecting input images into its latent space and enforcing additional 3D appearance and geometric constraints. Our novel approach formulates Gaussian avatar creation as model inversion by fitting the generative avatar to synthetic views from 2D diffusion models. The generative avatar provides an initialization for model fitting, enforces 3D regularization, and helps in refining pose. Experiments show that our method surpasses state-of-the-art techniques and generalizes well to real-world scenarios. Our Gaussian avatars are also inherently animatable. For code, see https://zj-dong.github.io/MoGA/.
ID Preserving Generative Adversarial Network for Partial Latent Fingerprint Reconstruction
Performing recognition tasks using latent fingerprint samples is often challenging for automated identification systems due to poor quality, distortion, and partially missing information from the input samples. We propose a direct latent fingerprint reconstruction model based on conditional generative adversarial networks (cGANs). Two modifications are applied to the cGAN to adapt it for the task of latent fingerprint reconstruction. First, the model is forced to generate three additional maps to the ridge map to ensure that the orientation and frequency information is considered in the generation process, and prevent the model from filling large missing areas and generating erroneous minutiae. Second, a perceptual ID preservation approach is developed to force the generator to preserve the ID information during the reconstruction process. Using a synthetically generated database of latent fingerprints, the deep network learns to predict missing information from the input latent samples. We evaluate the proposed method in combination with two different fingerprint matching algorithms on several publicly available latent fingerprint datasets. We achieved the rank-10 accuracy of 88.02\% on the IIIT-Delhi latent fingerprint database for the task of latent-to-latent matching and rank-50 accuracy of 70.89\% on the IIIT-Delhi MOLF database for the task of latent-to-sensor matching. Experimental results of matching reconstructed samples in both latent-to-sensor and latent-to-latent frameworks indicate that the proposed method significantly increases the matching accuracy of the fingerprint recognition systems for the latent samples.
Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models
Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.
Sparse-view Pose Estimation and Reconstruction via Analysis by Generative Synthesis
Inferring the 3D structure underlying a set of multi-view images typically requires solving two co-dependent tasks -- accurate 3D reconstruction requires precise camera poses, and predicting camera poses relies on (implicitly or explicitly) modeling the underlying 3D. The classical framework of analysis by synthesis casts this inference as a joint optimization seeking to explain the observed pixels, and recent instantiations learn expressive 3D representations (e.g., Neural Fields) with gradient-descent-based pose refinement of initial pose estimates. However, given a sparse set of observed views, the observations may not provide sufficient direct evidence to obtain complete and accurate 3D. Moreover, large errors in pose estimation may not be easily corrected and can further degrade the inferred 3D. To allow robust 3D reconstruction and pose estimation in this challenging setup, we propose SparseAGS, a method that adapts this analysis-by-synthesis approach by: a) including novel-view-synthesis-based generative priors in conjunction with photometric objectives to improve the quality of the inferred 3D, and b) explicitly reasoning about outliers and using a discrete search with a continuous optimization-based strategy to correct them. We validate our framework across real-world and synthetic datasets in combination with several off-the-shelf pose estimation systems as initialization. We find that it significantly improves the base systems' pose accuracy while yielding high-quality 3D reconstructions that outperform the results from current multi-view reconstruction baselines.
NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
3D shape generation aims to produce innovative 3D content adhering to specific conditions and constraints. Existing methods often decompose 3D shapes into a sequence of localized components, treating each element in isolation without considering spatial consistency. As a result, these approaches exhibit limited versatility in 3D data representation and shape generation, hindering their ability to generate highly diverse 3D shapes that comply with the specified constraints. In this paper, we introduce a novel spatial-aware 3D shape generation framework that leverages 2D plane representations for enhanced 3D shape modeling. To ensure spatial coherence and reduce memory usage, we incorporate a hybrid shape representation technique that directly learns a continuous signed distance field representation of the 3D shape using orthogonal 2D planes. Additionally, we meticulously enforce spatial correspondences across distinct planes using a transformer-based autoencoder structure, promoting the preservation of spatial relationships in the generated 3D shapes. This yields an algorithm that consistently outperforms state-of-the-art 3D shape generation methods on various tasks, including unconditional shape generation, multi-modal shape completion, single-view reconstruction, and text-to-shape synthesis.
Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction Priors
Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.
ReconViaGen: Towards Accurate Multi-view 3D Object Reconstruction via Generation
Existing multi-view 3D object reconstruction methods heavily rely on sufficient overlap between input views, where occlusions and sparse coverage in practice frequently yield severe reconstruction incompleteness. Recent advancements in diffusion-based 3D generative techniques offer the potential to address these limitations by leveraging learned generative priors to hallucinate invisible parts of objects, thereby generating plausible 3D structures. However, the stochastic nature of the inference process limits the accuracy and reliability of generation results, preventing existing reconstruction frameworks from integrating such 3D generative priors. In this work, we comprehensively analyze the reasons why diffusion-based 3D generative methods fail to achieve high consistency, including (a) the insufficiency in constructing and leveraging cross-view connections when extracting multi-view image features as conditions, and (b) the poor controllability of iterative denoising during local detail generation, which easily leads to plausible but inconsistent fine geometric and texture details with inputs. Accordingly, we propose ReconViaGen to innovatively integrate reconstruction priors into the generative framework and devise several strategies that effectively address these issues. Extensive experiments demonstrate that our ReconViaGen can reconstruct complete and accurate 3D models consistent with input views in both global structure and local details.Project page: https://jiahao620.github.io/reconviagen.
Generative Camera Dolly: Extreme Monocular Dynamic Novel View Synthesis
Accurate reconstruction of complex dynamic scenes from just a single viewpoint continues to be a challenging task in computer vision. Current dynamic novel view synthesis methods typically require videos from many different camera viewpoints, necessitating careful recording setups, and significantly restricting their utility in the wild as well as in terms of embodied AI applications. In this paper, we propose GCD, a controllable monocular dynamic view synthesis pipeline that leverages large-scale diffusion priors to, given a video of any scene, generate a synchronous video from any other chosen perspective, conditioned on a set of relative camera pose parameters. Our model does not require depth as input, and does not explicitly model 3D scene geometry, instead performing end-to-end video-to-video translation in order to achieve its goal efficiently. Despite being trained on synthetic multi-view video data only, zero-shot real-world generalization experiments show promising results in multiple domains, including robotics, object permanence, and driving environments. We believe our framework can potentially unlock powerful applications in rich dynamic scene understanding, perception for robotics, and interactive 3D video viewing experiences for virtual reality.
SPAR3D: Stable Point-Aware Reconstruction of 3D Objects from Single Images
We study the problem of single-image 3D object reconstruction. Recent works have diverged into two directions: regression-based modeling and generative modeling. Regression methods efficiently infer visible surfaces, but struggle with occluded regions. Generative methods handle uncertain regions better by modeling distributions, but are computationally expensive and the generation is often misaligned with visible surfaces. In this paper, we present SPAR3D, a novel two-stage approach aiming to take the best of both directions. The first stage of SPAR3D generates sparse 3D point clouds using a lightweight point diffusion model, which has a fast sampling speed. The second stage uses both the sampled point cloud and the input image to create highly detailed meshes. Our two-stage design enables probabilistic modeling of the ill-posed single-image 3D task while maintaining high computational efficiency and great output fidelity. Using point clouds as an intermediate representation further allows for interactive user edits. Evaluated on diverse datasets, SPAR3D demonstrates superior performance over previous state-of-the-art methods, at an inference speed of 0.7 seconds. Project page with code and model: https://spar3d.github.io
ControlMat: A Controlled Generative Approach to Material Capture
Material reconstruction from a photograph is a key component of 3D content creation democratization. We propose to formulate this ill-posed problem as a controlled synthesis one, leveraging the recent progress in generative deep networks. We present ControlMat, a method which, given a single photograph with uncontrolled illumination as input, conditions a diffusion model to generate plausible, tileable, high-resolution physically-based digital materials. We carefully analyze the behavior of diffusion models for multi-channel outputs, adapt the sampling process to fuse multi-scale information and introduce rolled diffusion to enable both tileability and patched diffusion for high-resolution outputs. Our generative approach further permits exploration of a variety of materials which could correspond to the input image, mitigating the unknown lighting conditions. We show that our approach outperforms recent inference and latent-space-optimization methods, and carefully validate our diffusion process design choices. Supplemental materials and additional details are available at: https://gvecchio.com/controlmat/.
DiffusionPoser: Real-time Human Motion Reconstruction From Arbitrary Sparse Sensors Using Autoregressive Diffusion
Motion capture from a limited number of body-worn sensors, such as inertial measurement units (IMUs) and pressure insoles, has important applications in health, human performance, and entertainment. Recent work has focused on accurately reconstructing whole-body motion from a specific sensor configuration using six IMUs. While a common goal across applications is to use the minimal number of sensors to achieve required accuracy, the optimal arrangement of the sensors might differ from application to application. We propose a single diffusion model, DiffusionPoser, which reconstructs human motion in real-time from an arbitrary combination of sensors, including IMUs placed at specified locations, and, pressure insoles. Unlike existing methods, our model grants users the flexibility to determine the number and arrangement of sensors tailored to the specific activity of interest, without the need for retraining. A novel autoregressive inferencing scheme ensures real-time motion reconstruction that closely aligns with measured sensor signals. The generative nature of DiffusionPoser ensures realistic behavior, even for degrees-of-freedom not directly measured. Qualitative results can be found on our website: https://diffusionposer.github.io/.
Detecting Overfitting of Deep Generative Networks via Latent Recovery
State of the art deep generative networks are capable of producing images with such incredible realism that they can be suspected of memorizing training images. It is why it is not uncommon to include visualizations of training set nearest neighbors, to suggest generated images are not simply memorized. We demonstrate this is not sufficient and motivates the need to study memorization/overfitting of deep generators with more scrutiny. This paper addresses this question by i) showing how simple losses are highly effective at reconstructing images for deep generators ii) analyzing the statistics of reconstruction errors when reconstructing training and validation images, which is the standard way to analyze overfitting in machine learning. Using this methodology, this paper shows that overfitting is not detectable in the pure GAN models proposed in the literature, in contrast with those using hybrid adversarial losses, which are amongst the most widely applied generative methods. The paper also shows that standard GAN evaluation metrics fail to capture memorization for some deep generators. Finally, the paper also shows how off-the-shelf GAN generators can be successfully applied to face inpainting and face super-resolution using the proposed reconstruction method, without hybrid adversarial losses.
Optimizing the Latent Space of Generative Networks
Generative Adversarial Networks (GANs) have achieved remarkable results in the task of generating realistic natural images. In most successful applications, GAN models share two common aspects: solving a challenging saddle point optimization problem, interpreted as an adversarial game between a generator and a discriminator functions; and parameterizing the generator and the discriminator as deep convolutional neural networks. The goal of this paper is to disentangle the contribution of these two factors to the success of GANs. In particular, we introduce Generative Latent Optimization (GLO), a framework to train deep convolutional generators using simple reconstruction losses. Throughout a variety of experiments, we show that GLO enjoys many of the desirable properties of GANs: synthesizing visually-appealing samples, interpolating meaningfully between samples, and performing linear arithmetic with noise vectors; all of this without the adversarial optimization scheme.
CVD-STORM: Cross-View Video Diffusion with Spatial-Temporal Reconstruction Model for Autonomous Driving
Generative models have been widely applied to world modeling for environment simulation and future state prediction. With advancements in autonomous driving, there is a growing demand not only for high-fidelity video generation under various controls, but also for producing diverse and meaningful information such as depth estimation. To address this, we propose CVD-STORM, a cross-view video diffusion model utilizing a spatial-temporal reconstruction Variational Autoencoder (VAE) that generates long-term, multi-view videos with 4D reconstruction capabilities under various control inputs. Our approach first fine-tunes the VAE with an auxiliary 4D reconstruction task, enhancing its ability to encode 3D structures and temporal dynamics. Subsequently, we integrate this VAE into the video diffusion process to significantly improve generation quality. Experimental results demonstrate that our model achieves substantial improvements in both FID and FVD metrics. Additionally, the jointly-trained Gaussian Splatting Decoder effectively reconstructs dynamic scenes, providing valuable geometric information for comprehensive scene understanding.
PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models
Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.
Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels
Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.
MagicMan: Generative Novel View Synthesis of Humans with 3D-Aware Diffusion and Iterative Refinement
Existing works in single-image human reconstruction suffer from weak generalizability due to insufficient training data or 3D inconsistencies for a lack of comprehensive multi-view knowledge. In this paper, we introduce MagicMan, a human-specific multi-view diffusion model designed to generate high-quality novel view images from a single reference image. As its core, we leverage a pre-trained 2D diffusion model as the generative prior for generalizability, with the parametric SMPL-X model as the 3D body prior to promote 3D awareness. To tackle the critical challenge of maintaining consistency while achieving dense multi-view generation for improved 3D human reconstruction, we first introduce hybrid multi-view attention to facilitate both efficient and thorough information interchange across different views. Additionally, we present a geometry-aware dual branch to perform concurrent generation in both RGB and normal domains, further enhancing consistency via geometry cues. Last but not least, to address ill-shaped issues arising from inaccurate SMPL-X estimation that conflicts with the reference image, we propose a novel iterative refinement strategy, which progressively optimizes SMPL-X accuracy while enhancing the quality and consistency of the generated multi-views. Extensive experimental results demonstrate that our method significantly outperforms existing approaches in both novel view synthesis and subsequent 3D human reconstruction tasks.
GECO: Generative Image-to-3D within a SECOnd
3D generation has seen remarkable progress in recent years. Existing techniques, such as score distillation methods, produce notable results but require extensive per-scene optimization, impacting time efficiency. Alternatively, reconstruction-based approaches prioritize efficiency but compromise quality due to their limited handling of uncertainty. We introduce GECO, a novel method for high-quality 3D generative modeling that operates within a second. Our approach addresses the prevalent issues of uncertainty and inefficiency in current methods through a two-stage approach. In the initial stage, we train a single-step multi-view generative model with score distillation. Then, a second-stage distillation is applied to address the challenge of view inconsistency from the multi-view prediction. This two-stage process ensures a balanced approach to 3D generation, optimizing both quality and efficiency. Our comprehensive experiments demonstrate that GECO achieves high-quality image-to-3D generation with an unprecedented level of efficiency.
Single-View 3D Human Digitalization with Large Reconstruction Models
In this paper, we introduce Human-LRM, a single-stage feed-forward Large Reconstruction Model designed to predict human Neural Radiance Fields (NeRF) from a single image. Our approach demonstrates remarkable adaptability in training using extensive datasets containing 3D scans and multi-view capture. Furthermore, to enhance the model's applicability for in-the-wild scenarios especially with occlusions, we propose a novel strategy that distills multi-view reconstruction into single-view via a conditional triplane diffusion model. This generative extension addresses the inherent variations in human body shapes when observed from a single view, and makes it possible to reconstruct the full body human from an occluded image. Through extensive experiments, we show that Human-LRM surpasses previous methods by a significant margin on several benchmarks.
Generative Regression Based Watch Time Prediction for Short-Video Recommendation
Watch time prediction (WTP) has emerged as a pivotal task in short video recommendation systems, designed to quantify user engagement through continuous interaction modeling. Predicting users' watch times on videos often encounters fundamental challenges, including wide value ranges and imbalanced data distributions, which can lead to significant estimation bias when directly applying regression techniques. Recent studies have attempted to address these issues by converting the continuous watch time estimation into an ordinal regression task. While these methods demonstrate partial effectiveness, they exhibit notable limitations: (1) the discretization process frequently relies on bucket partitioning, inherently reducing prediction flexibility and accuracy and (2) the interdependencies among different partition intervals remain underutilized, missing opportunities for effective error correction. Inspired by language modeling paradigms, we propose a novel Generative Regression (GR) framework that reformulates WTP as a sequence generation task. Our approach employs structural discretization to enable nearly lossless value reconstruction while maintaining prediction fidelity. Through carefully designed vocabulary construction and label encoding schemes, each watch time is bijectively mapped to a token sequence. To mitigate the training-inference discrepancy caused by teacher-forcing, we introduce a curriculum learning with embedding mixup strategy that gradually transitions from guided to free-generation modes. We evaluate our method against state-of-the-art approaches on two public datasets and one industrial dataset. We also perform online A/B testing on the Kuaishou App to confirm the real-world effectiveness. The results conclusively show that GR outperforms existing techniques significantly.
PAD3R: Pose-Aware Dynamic 3D Reconstruction from Casual Videos
We present PAD3R, a method for reconstructing deformable 3D objects from casually captured, unposed monocular videos. Unlike existing approaches, PAD3R handles long video sequences featuring substantial object deformation, large-scale camera movement, and limited view coverage that typically challenge conventional systems. At its core, our approach trains a personalized, object-centric pose estimator, supervised by a pre-trained image-to-3D model. This guides the optimization of deformable 3D Gaussian representation. The optimization is further regularized by long-term 2D point tracking over the entire input video. By combining generative priors and differentiable rendering, PAD3R reconstructs high-fidelity, articulated 3D representations of objects in a category-agnostic way. Extensive qualitative and quantitative results show that PAD3R is robust and generalizes well across challenging scenarios, highlighting its potential for dynamic scene understanding and 3D content creation.
Generative Image Coding with Diffusion Prior
As generative technologies advance, visual content has evolved into a complex mix of natural and AI-generated images, driving the need for more efficient coding techniques that prioritize perceptual quality. Traditional codecs and learned methods struggle to maintain subjective quality at high compression ratios, while existing generative approaches face challenges in visual fidelity and generalization. To this end, we propose a novel generative coding framework leveraging diffusion priors to enhance compression performance at low bitrates. Our approach employs a pre-optimized encoder to generate generalized compressed-domain representations, integrated with the pretrained model's internal features via a lightweight adapter and an attentive fusion module. This framework effectively leverages existing pretrained diffusion models and enables efficient adaptation to different pretrained models for new requirements with minimal retraining costs. We also introduce a distribution renormalization method to further enhance reconstruction fidelity. Extensive experiments show that our method (1) outperforms existing methods in visual fidelity across low bitrates, (2) improves compression performance by up to 79% over H.266/VVC, and (3) offers an efficient solution for AI-generated content while being adaptable to broader content types.
WeTok: Powerful Discrete Tokenization for High-Fidelity Visual Reconstruction
Visual tokenizer is a critical component for vision generation. However, the existing tokenizers often face unsatisfactory trade-off between compression ratios and reconstruction fidelity. To fill this gap, we introduce a powerful and concise WeTok tokenizer, which surpasses the previous leading tokenizers via two core innovations. (1) Group-wise lookup-free Quantization (GQ). We partition the latent features into groups, and perform lookup-free quantization for each group. As a result, GQ can efficiently overcome memory and computation limitations of prior tokenizers, while achieving a reconstruction breakthrough with more scalable codebooks. (2) Generative Decoding (GD). Different from prior tokenizers, we introduce a generative decoder with a prior of extra noise variable. In this case, GD can probabilistically model the distribution of visual data conditioned on discrete tokens, allowing WeTok to reconstruct visual details, especially at high compression ratios. Extensive experiments on mainstream benchmarks show superior performance of our WeTok. On the ImageNet 50k validation set, WeTok achieves a record-low zero-shot rFID (WeTok: 0.12 vs. FLUX-VAE: 0.18 vs. SD-VAE 3.5: 0.19). Furthermore, our highest compression model achieves a zero-shot rFID of 3.49 with a compression ratio of 768, outperforming Cosmos (384) 4.57 which has only 50% compression rate of ours. Code and models are available: https://github.com/zhuangshaobin/WeTok.
SHaDe: Compact and Consistent Dynamic 3D Reconstruction via Tri-Plane Deformation and Latent Diffusion
We present a novel framework for dynamic 3D scene reconstruction that integrates three key components: an explicit tri-plane deformation field, a view-conditioned canonical radiance field with spherical harmonics (SH) attention, and a temporally-aware latent diffusion prior. Our method encodes 4D scenes using three orthogonal 2D feature planes that evolve over time, enabling efficient and compact spatiotemporal representation. These features are explicitly warped into a canonical space via a deformation offset field, eliminating the need for MLP-based motion modeling. In canonical space, we replace traditional MLP decoders with a structured SH-based rendering head that synthesizes view-dependent color via attention over learned frequency bands improving both interpretability and rendering efficiency. To further enhance fidelity and temporal consistency, we introduce a transformer-guided latent diffusion module that refines the tri-plane and deformation features in a compressed latent space. This generative module denoises scene representations under ambiguous or out-of-distribution (OOD) motion, improving generalization. Our model is trained in two stages: the diffusion module is first pre-trained independently, and then fine-tuned jointly with the full pipeline using a combination of image reconstruction, diffusion denoising, and temporal consistency losses. We demonstrate state-of-the-art results on synthetic benchmarks, surpassing recent methods such as HexPlane and 4D Gaussian Splatting in visual quality, temporal coherence, and robustness to sparse-view dynamic inputs.
GAS: Generative Avatar Synthesis from a Single Image
We introduce a generalizable and unified framework to synthesize view-consistent and temporally coherent avatars from a single image, addressing the challenging problem of single-image avatar generation. While recent methods employ diffusion models conditioned on human templates like depth or normal maps, they often struggle to preserve appearance information due to the discrepancy between sparse driving signals and the actual human subject, resulting in multi-view and temporal inconsistencies. Our approach bridges this gap by combining the reconstruction power of regression-based 3D human reconstruction with the generative capabilities of a diffusion model. The dense driving signal from the initial reconstructed human provides comprehensive conditioning, ensuring high-quality synthesis faithful to the reference appearance and structure. Additionally, we propose a unified framework that enables the generalization learned from novel pose synthesis on in-the-wild videos to naturally transfer to novel view synthesis. Our video-based diffusion model enhances disentangled synthesis with high-quality view-consistent renderings for novel views and realistic non-rigid deformations in novel pose animation. Results demonstrate the superior generalization ability of our method across in-domain and out-of-domain in-the-wild datasets. Project page: https://humansensinglab.github.io/GAS/
Gaussian Scenes: Pose-Free Sparse-View Scene Reconstruction using Depth-Enhanced Diffusion Priors
In this work, we introduce a generative approach for pose-free reconstruction of 360^{circ} scenes from a limited number of uncalibrated 2D images. Pose-free scene reconstruction from incomplete, unposed observations is usually regularized with depth estimation or 3D foundational priors. While recent advances have enabled sparse-view reconstruction of unbounded scenes with known camera poses using diffusion priors, these methods rely on explicit camera embeddings for extrapolating unobserved regions. This reliance limits their application in pose-free settings, where view-specific data is only implicitly available. To address this, we propose an instruction-following RGBD diffusion model designed to inpaint missing details and remove artifacts in novel view renders and depth maps of a 3D scene. We also propose a novel confidence measure for Gaussian representations to allow for better detection of these artifacts. By progressively integrating these novel views in a Gaussian-SLAM-inspired process, we achieve a multi-view-consistent Gaussian representation. Evaluations on the MipNeRF360 dataset demonstrate that our method surpasses existing pose-free techniques and performs competitively with state-of-the-art posed reconstruction methods in complex 360^{circ} scenes.
Generative Object Insertion in Gaussian Splatting with a Multi-View Diffusion Model
Generating and inserting new objects into 3D content is a compelling approach for achieving versatile scene recreation. Existing methods, which rely on SDS optimization or single-view inpainting, often struggle to produce high-quality results. To address this, we propose a novel method for object insertion in 3D content represented by Gaussian Splatting. Our approach introduces a multi-view diffusion model, dubbed MVInpainter, which is built upon a pre-trained stable video diffusion model to facilitate view-consistent object inpainting. Within MVInpainter, we incorporate a ControlNet-based conditional injection module to enable controlled and more predictable multi-view generation. After generating the multi-view inpainted results, we further propose a mask-aware 3D reconstruction technique to refine Gaussian Splatting reconstruction from these sparse inpainted views. By leveraging these fabricate techniques, our approach yields diverse results, ensures view-consistent and harmonious insertions, and produces better object quality. Extensive experiments demonstrate that our approach outperforms existing methods.
Visual Decoding and Reconstruction via EEG Embeddings with Guided Diffusion
How to decode human vision through neural signals has attracted a long-standing interest in neuroscience and machine learning. Modern contrastive learning and generative models improved the performance of fMRI-based visual decoding and reconstruction. However, the high cost and low temporal resolution of fMRI limit their applications in brain-computer interfaces (BCIs), prompting a high need for EEG-based visual reconstruction. In this study, we present an EEG-based visual reconstruction framework. It consists of a plug-and-play EEG encoder called the Adaptive Thinking Mapper (ATM), which is aligned with image embeddings, and a two-stage EEG guidance image generator that first transforms EEG features into image priors and then reconstructs the visual stimuli with a pre-trained image generator. Our approach allows EEG embeddings to achieve superior performance in image classification and retrieval tasks. Our two-stage image generation strategy vividly reconstructs images seen by humans. Furthermore, we analyzed the impact of signals from different time windows and brain regions on decoding and reconstruction. The versatility of our framework is demonstrated in the magnetoencephalogram (MEG) data modality. We report that EEG-based visual decoding achieves SOTA performance, highlighting the portability, low cost, and high temporal resolution of EEG, enabling a wide range of BCI applications. The code of ATM is available at https://github.com/dongyangli-del/EEG_Image_decode.
Generative Diffusion Prior for Unified Image Restoration and Enhancement
Existing image restoration methods mostly leverage the posterior distribution of natural images. However, they often assume known degradation and also require supervised training, which restricts their adaptation to complex real applications. In this work, we propose the Generative Diffusion Prior (GDP) to effectively model the posterior distributions in an unsupervised sampling manner. GDP utilizes a pre-train denoising diffusion generative model (DDPM) for solving linear inverse, non-linear, or blind problems. Specifically, GDP systematically explores a protocol of conditional guidance, which is verified more practical than the commonly used guidance way. Furthermore, GDP is strength at optimizing the parameters of degradation model during the denoising process, achieving blind image restoration. Besides, we devise hierarchical guidance and patch-based methods, enabling the GDP to generate images of arbitrary resolutions. Experimentally, we demonstrate GDP's versatility on several image datasets for linear problems, such as super-resolution, deblurring, inpainting, and colorization, as well as non-linear and blind issues, such as low-light enhancement and HDR image recovery. GDP outperforms the current leading unsupervised methods on the diverse benchmarks in reconstruction quality and perceptual quality. Moreover, GDP also generalizes well for natural images or synthesized images with arbitrary sizes from various tasks out of the distribution of the ImageNet training set.
Face Generation from Textual Features using Conditionally Trained Inputs to Generative Adversarial Networks
Generative Networks have proved to be extremely effective in image restoration and reconstruction in the past few years. Generating faces from textual descriptions is one such application where the power of generative algorithms can be used. The task of generating faces can be useful for a number of applications such as finding missing persons, identifying criminals, etc. This paper discusses a novel approach to generating human faces given a textual description regarding the facial features. We use the power of state of the art natural language processing models to convert face descriptions into learnable latent vectors which are then fed to a generative adversarial network which generates faces corresponding to those features. While this paper focuses on high level descriptions of faces only, the same approach can be tailored to generate any image based on fine grained textual features.
Image Inpainting via Generative Multi-column Convolutional Neural Networks
In this paper, we propose a generative multi-column network for image inpainting. This network synthesizes different image components in a parallel manner within one stage. To better characterize global structures, we design a confidence-driven reconstruction loss while an implicit diversified MRF regularization is adopted to enhance local details. The multi-column network combined with the reconstruction and MRF loss propagates local and global information derived from context to the target inpainting regions. Extensive experiments on challenging street view, face, natural objects and scenes manifest that our method produces visual compelling results even without previously common post-processing.
3D Object Reconstruction from a Single Depth View with Adversarial Learning
In this paper, we propose a novel 3D-RecGAN approach, which reconstructs the complete 3D structure of a given object from a single arbitrary depth view using generative adversarial networks. Unlike the existing work which typically requires multiple views of the same object or class labels to recover the full 3D geometry, the proposed 3D-RecGAN only takes the voxel grid representation of a depth view of the object as input, and is able to generate the complete 3D occupancy grid by filling in the occluded/missing regions. The key idea is to combine the generative capabilities of autoencoders and the conditional Generative Adversarial Networks (GAN) framework, to infer accurate and fine-grained 3D structures of objects in high-dimensional voxel space. Extensive experiments on large synthetic datasets show that the proposed 3D-RecGAN significantly outperforms the state of the art in single view 3D object reconstruction, and is able to reconstruct unseen types of objects. Our code and data are available at: https://github.com/Yang7879/3D-RecGAN.
Fidelity-Controllable Extreme Image Compression with Generative Adversarial Networks
We propose a GAN-based image compression method working at extremely low bitrates below 0.1bpp. Most existing learned image compression methods suffer from blur at extremely low bitrates. Although GAN can help to reconstruct sharp images, there are two drawbacks. First, GAN makes training unstable. Second, the reconstructions often contain unpleasing noise or artifacts. To address both of the drawbacks, our method adopts two-stage training and network interpolation. The two-stage training is effective to stabilize the training. Moreover, the network interpolation utilizes the models in both stages and reduces undesirable noise and artifacts, while maintaining important edges. Hence, we can control the trade-off between perceptual quality and fidelity without re-training models. The experimental results show that our model can reconstruct high quality images. Furthermore, our user study confirms that our reconstructions are preferable to state-of-the-art GAN-based image compression model. The code will be available.
An Image is Worth 32 Tokens for Reconstruction and Generation
Recent advancements in generative models have highlighted the crucial role of image tokenization in the efficient synthesis of high-resolution images. Tokenization, which transforms images into latent representations, reduces computational demands compared to directly processing pixels and enhances the effectiveness and efficiency of the generation process. Prior methods, such as VQGAN, typically utilize 2D latent grids with fixed downsampling factors. However, these 2D tokenizations face challenges in managing the inherent redundancies present in images, where adjacent regions frequently display similarities. To overcome this issue, we introduce Transformer-based 1-Dimensional Tokenizer (TiTok), an innovative approach that tokenizes images into 1D latent sequences. TiTok provides a more compact latent representation, yielding substantially more efficient and effective representations than conventional techniques. For example, a 256 x 256 x 3 image can be reduced to just 32 discrete tokens, a significant reduction from the 256 or 1024 tokens obtained by prior methods. Despite its compact nature, TiTok achieves competitive performance to state-of-the-art approaches. Specifically, using the same generator framework, TiTok attains 1.97 gFID, outperforming MaskGIT baseline significantly by 4.21 at ImageNet 256 x 256 benchmark. The advantages of TiTok become even more significant when it comes to higher resolution. At ImageNet 512 x 512 benchmark, TiTok not only outperforms state-of-the-art diffusion model DiT-XL/2 (gFID 2.74 vs. 3.04), but also reduces the image tokens by 64x, leading to 410x faster generation process. Our best-performing variant can significantly surpasses DiT-XL/2 (gFID 2.13 vs. 3.04) while still generating high-quality samples 74x faster.
CRM: Single Image to 3D Textured Mesh with Convolutional Reconstruction Model
Feed-forward 3D generative models like the Large Reconstruction Model (LRM) have demonstrated exceptional generation speed. However, the transformer-based methods do not leverage the geometric priors of the triplane component in their architecture, often leading to sub-optimal quality given the limited size of 3D data and slow training. In this work, we present the Convolutional Reconstruction Model (CRM), a high-fidelity feed-forward single image-to-3D generative model. Recognizing the limitations posed by sparse 3D data, we highlight the necessity of integrating geometric priors into network design. CRM builds on the key observation that the visualization of triplane exhibits spatial correspondence of six orthographic images. First, it generates six orthographic view images from a single input image, then feeds these images into a convolutional U-Net, leveraging its strong pixel-level alignment capabilities and significant bandwidth to create a high-resolution triplane. CRM further employs Flexicubes as geometric representation, facilitating direct end-to-end optimization on textured meshes. Overall, our model delivers a high-fidelity textured mesh from an image in just 10 seconds, without any test-time optimization.
HumanDreamer-X: Photorealistic Single-image Human Avatars Reconstruction via Gaussian Restoration
Single-image human reconstruction is vital for digital human modeling applications but remains an extremely challenging task. Current approaches rely on generative models to synthesize multi-view images for subsequent 3D reconstruction and animation. However, directly generating multiple views from a single human image suffers from geometric inconsistencies, resulting in issues like fragmented or blurred limbs in the reconstructed models. To tackle these limitations, we introduce HumanDreamer-X, a novel framework that integrates multi-view human generation and reconstruction into a unified pipeline, which significantly enhances the geometric consistency and visual fidelity of the reconstructed 3D models. In this framework, 3D Gaussian Splatting serves as an explicit 3D representation to provide initial geometry and appearance priority. Building upon this foundation, HumanFixer is trained to restore 3DGS renderings, which guarantee photorealistic results. Furthermore, we delve into the inherent challenges associated with attention mechanisms in multi-view human generation, and propose an attention modulation strategy that effectively enhances geometric details identity consistency across multi-view. Experimental results demonstrate that our approach markedly improves generation and reconstruction PSNR quality metrics by 16.45% and 12.65%, respectively, achieving a PSNR of up to 25.62 dB, while also showing generalization capabilities on in-the-wild data and applicability to various human reconstruction backbone models.
Vivid4D: Improving 4D Reconstruction from Monocular Video by Video Inpainting
Reconstructing 4D dynamic scenes from casually captured monocular videos is valuable but highly challenging, as each timestamp is observed from a single viewpoint. We introduce Vivid4D, a novel approach that enhances 4D monocular video synthesis by augmenting observation views - synthesizing multi-view videos from a monocular input. Unlike existing methods that either solely leverage geometric priors for supervision or use generative priors while overlooking geometry, we integrate both. This reformulates view augmentation as a video inpainting task, where observed views are warped into new viewpoints based on monocular depth priors. To achieve this, we train a video inpainting model on unposed web videos with synthetically generated masks that mimic warping occlusions, ensuring spatially and temporally consistent completion of missing regions. To further mitigate inaccuracies in monocular depth priors, we introduce an iterative view augmentation strategy and a robust reconstruction loss. Experiments demonstrate that our method effectively improves monocular 4D scene reconstruction and completion.
GarVerseLOD: High-Fidelity 3D Garment Reconstruction from a Single In-the-Wild Image using a Dataset with Levels of Details
Neural implicit functions have brought impressive advances to the state-of-the-art of clothed human digitization from multiple or even single images. However, despite the progress, current arts still have difficulty generalizing to unseen images with complex cloth deformation and body poses. In this work, we present GarVerseLOD, a new dataset and framework that paves the way to achieving unprecedented robustness in high-fidelity 3D garment reconstruction from a single unconstrained image. Inspired by the recent success of large generative models, we believe that one key to addressing the generalization challenge lies in the quantity and quality of 3D garment data. Towards this end, GarVerseLOD collects 6,000 high-quality cloth models with fine-grained geometry details manually created by professional artists. In addition to the scale of training data, we observe that having disentangled granularities of geometry can play an important role in boosting the generalization capability and inference accuracy of the learned model. We hence craft GarVerseLOD as a hierarchical dataset with levels of details (LOD), spanning from detail-free stylized shape to pose-blended garment with pixel-aligned details. This allows us to make this highly under-constrained problem tractable by factorizing the inference into easier tasks, each narrowed down with smaller searching space. To ensure GarVerseLOD can generalize well to in-the-wild images, we propose a novel labeling paradigm based on conditional diffusion models to generate extensive paired images for each garment model with high photorealism. We evaluate our method on a massive amount of in-the-wild images. Experimental results demonstrate that GarVerseLOD can generate standalone garment pieces with significantly better quality than prior approaches. Project page: https://garverselod.github.io/
Birth of a Painting: Differentiable Brushstroke Reconstruction
Painting embodies a unique form of visual storytelling, where the creation process is as significant as the final artwork. Although recent advances in generative models have enabled visually compelling painting synthesis, most existing methods focus solely on final image generation or patch-based process simulation, lacking explicit stroke structure and failing to produce smooth, realistic shading. In this work, we present a differentiable stroke reconstruction framework that unifies painting, stylized texturing, and smudging to faithfully reproduce the human painting-smudging loop. Given an input image, our framework first optimizes single- and dual-color Bezier strokes through a parallel differentiable paint renderer, followed by a style generation module that synthesizes geometry-conditioned textures across diverse painting styles. We further introduce a differentiable smudge operator to enable natural color blending and shading. Coupled with a coarse-to-fine optimization strategy, our method jointly optimizes stroke geometry, color, and texture under geometric and semantic guidance. Extensive experiments on oil, watercolor, ink, and digital paintings demonstrate that our approach produces realistic and expressive stroke reconstructions, smooth tonal transitions, and richly stylized appearances, offering a unified model for expressive digital painting creation. See our project page for more demos: https://yingjiang96.github.io/DiffPaintWebsite/.
Diff4Splat: Controllable 4D Scene Generation with Latent Dynamic Reconstruction Models
We introduce Diff4Splat, a feed-forward method that synthesizes controllable and explicit 4D scenes from a single image. Our approach unifies the generative priors of video diffusion models with geometry and motion constraints learned from large-scale 4D datasets. Given a single input image, a camera trajectory, and an optional text prompt, Diff4Splat directly predicts a deformable 3D Gaussian field that encodes appearance, geometry, and motion, all in a single forward pass, without test-time optimization or post-hoc refinement. At the core of our framework lies a video latent transformer, which augments video diffusion models to jointly capture spatio-temporal dependencies and predict time-varying 3D Gaussian primitives. Training is guided by objectives on appearance fidelity, geometric accuracy, and motion consistency, enabling Diff4Splat to synthesize high-quality 4D scenes in 30 seconds. We demonstrate the effectiveness of Diff4Splatacross video generation, novel view synthesis, and geometry extraction, where it matches or surpasses optimization-based methods for dynamic scene synthesis while being significantly more efficient.
Conditional Denoising Diffusion Model-Based Robust MR Image Reconstruction from Highly Undersampled Data
Magnetic Resonance Imaging (MRI) is a critical tool in modern medical diagnostics, yet its prolonged acquisition time remains a critical limitation, especially in time-sensitive clinical scenarios. While undersampling strategies can accelerate image acquisition, they often result in image artifacts and degraded quality. Recent diffusion models have shown promise for reconstructing high-fidelity images from undersampled data by learning powerful image priors; however, most existing approaches either (i) rely on unsupervised score functions without paired supervision or (ii) apply data consistency only as a post-processing step. In this work, we introduce a conditional denoising diffusion framework with iterative data-consistency correction, which differs from prior methods by embedding the measurement model directly into every reverse diffusion step and training the model on paired undersampled-ground truth data. This hybrid design bridges generative flexibility with explicit enforcement of MRI physics. Experiments on the fastMRI dataset demonstrate that our framework consistently outperforms recent state-of-the-art deep learning and diffusion-based methods in SSIM, PSNR, and LPIPS, with LPIPS capturing perceptual improvements more faithfully. These results demonstrate that integrating conditional supervision with iterative consistency updates yields substantial improvements in both pixel-level fidelity and perceptual realism, establishing a principled and practical advance toward robust, accelerated MRI reconstruction.
Multi-band Frequency Reconstruction for Neural Psychoacoustic Coding
Achieving high-fidelity audio compression while preserving perceptual quality across diverse content remains a key challenge in Neural Audio Coding (NAC). We introduce MUFFIN, a fully convolutional Neural Psychoacoustic Coding (NPC) framework that leverages psychoacoustically guided multi-band frequency reconstruction. At its core is a Multi-Band Spectral Residual Vector Quantization (MBS-RVQ) module that allocates bitrate across frequency bands based on perceptual salience. This design enables efficient compression while disentangling speaker identity from content using distinct codebooks. MUFFIN incorporates a transformer-inspired convolutional backbone and a modified snake activation to enhance resolution in fine-grained spectral regions. Experimental results on multiple benchmarks demonstrate that MUFFIN consistently outperforms existing approaches in reconstruction quality. A high-compression variant achieves a state-of-the-art 12.5 Hz rate with minimal loss. MUFFIN also proves effective in downstream generative tasks, highlighting its promise as a token representation for integration with language models. Audio samples and code are available.
Amodal3R: Amodal 3D Reconstruction from Occluded 2D Images
Most image-based 3D object reconstructors assume that objects are fully visible, ignoring occlusions that commonly occur in real-world scenarios. In this paper, we introduce Amodal3R, a conditional 3D generative model designed to reconstruct 3D objects from partial observations. We start from a "foundation" 3D generative model and extend it to recover plausible 3D geometry and appearance from occluded objects. We introduce a mask-weighted multi-head cross-attention mechanism followed by an occlusion-aware attention layer that explicitly leverages occlusion priors to guide the reconstruction process. We demonstrate that, by training solely on synthetic data, Amodal3R learns to recover full 3D objects even in the presence of occlusions in real scenes. It substantially outperforms existing methods that independently perform 2D amodal completion followed by 3D reconstruction, thereby establishing a new benchmark for occlusion-aware 3D reconstruction.
High-Quality 3D Head Reconstruction from Any Single Portrait Image
In this work, we introduce a novel high-fidelity 3D head reconstruction method from a single portrait image, regardless of perspective, expression, or accessories. Despite significant efforts in adapting 2D generative models for novel view synthesis and 3D optimization, most methods struggle to produce high-quality 3D portraits. The lack of crucial information, such as identity, expression, hair, and accessories, limits these approaches in generating realistic 3D head models. To address these challenges, we construct a new high-quality dataset containing 227 sequences of digital human portraits captured from 96 different perspectives, totalling 21,792 frames, featuring diverse expressions and accessories. To further improve performance, we integrate identity and expression information into the multi-view diffusion process to enhance facial consistency across views. Specifically, we apply identity- and expression-aware guidance and supervision to extract accurate facial representations, which guide the model and enforce objective functions to ensure high identity and expression consistency during generation. Finally, we generate an orbital video around the portrait consisting of 96 multi-view frames, which can be used for 3D portrait model reconstruction. Our method demonstrates robust performance across challenging scenarios, including side-face angles and complex accessories
Light Transport-aware Diffusion Posterior Sampling for Single-View Reconstruction of 3D Volumes
We introduce a single-view reconstruction technique of volumetric fields in which multiple light scattering effects are omnipresent, such as in clouds. We model the unknown distribution of volumetric fields using an unconditional diffusion model trained on a novel benchmark dataset comprising 1,000 synthetically simulated volumetric density fields. The neural diffusion model is trained on the latent codes of a novel, diffusion-friendly, monoplanar representation. The generative model is used to incorporate a tailored parametric diffusion posterior sampling technique into different reconstruction tasks. A physically-based differentiable volume renderer is employed to provide gradients with respect to light transport in the latent space. This stands in contrast to classic NeRF approaches and makes the reconstructions better aligned with observed data. Through various experiments, we demonstrate single-view reconstruction of volumetric clouds at a previously unattainable quality.
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories
The fields of 3D reconstruction and text-based 3D editing have advanced significantly with the evolution of text-based diffusion models. While existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. We propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. We automatically determine the perturbation magnitude through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360{\deg} results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.
X-Former: Unifying Contrastive and Reconstruction Learning for MLLMs
Recent advancements in Multimodal Large Language Models (MLLMs) have revolutionized the field of vision-language understanding by integrating visual perception capabilities into Large Language Models (LLMs). The prevailing trend in this field involves the utilization of a vision encoder derived from vision-language contrastive learning (CL), showing expertise in capturing overall representations while facing difficulties in capturing detailed local patterns. In this work, we focus on enhancing the visual representations for MLLMs by combining high-frequency and detailed visual representations, obtained through masked image modeling (MIM), with semantically-enriched low-frequency representations captured by CL. To achieve this goal, we introduce X-Former which is a lightweight transformer module designed to exploit the complementary strengths of CL and MIM through an innovative interaction mechanism. Specifically, X-Former first bootstraps vision-language representation learning and multimodal-to-multimodal generative learning from two frozen vision encoders, i.e., CLIP-ViT (CL-based) and MAE-ViT (MIM-based). It further bootstraps vision-to-language generative learning from a frozen LLM to ensure visual features from X-Former can be interpreted by the LLM. To demonstrate the effectiveness of our approach, we assess its performance on tasks demanding detailed visual understanding. Extensive evaluations indicate that X-Former excels in visual reasoning tasks involving both structural and semantic categories in the GQA dataset. Assessment on fine-grained visual perception benchmark further confirms its superior capabilities in visual understanding.
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/{this https URL}
Learning Implicit Entity-object Relations by Bidirectional Generative Alignment for Multimodal NER
The challenge posed by multimodal named entity recognition (MNER) is mainly two-fold: (1) bridging the semantic gap between text and image and (2) matching the entity with its associated object in image. Existing methods fail to capture the implicit entity-object relations, due to the lack of corresponding annotation. In this paper, we propose a bidirectional generative alignment method named BGA-MNER to tackle these issues. Our BGA-MNER consists of image2text and text2image generation with respect to entity-salient content in two modalities. It jointly optimizes the bidirectional reconstruction objectives, leading to aligning the implicit entity-object relations under such direct and powerful constraints. Furthermore, image-text pairs usually contain unmatched components which are noisy for generation. A stage-refined context sampler is proposed to extract the matched cross-modal content for generation. Extensive experiments on two benchmarks demonstrate that our method achieves state-of-the-art performance without image input during inference.
Viewset Diffusion: (0-)Image-Conditioned 3D Generative Models from 2D Data
We present Viewset Diffusion, a diffusion-based generator that outputs 3D objects while only using multi-view 2D data for supervision. We note that there exists a one-to-one mapping between viewsets, i.e., collections of several 2D views of an object, and 3D models. Hence, we train a diffusion model to generate viewsets, but design the neural network generator to reconstruct internally corresponding 3D models, thus generating those too. We fit a diffusion model to a large number of viewsets for a given category of objects. The resulting generator can be conditioned on zero, one or more input views. Conditioned on a single view, it performs 3D reconstruction accounting for the ambiguity of the task and allowing to sample multiple solutions compatible with the input. The model performs reconstruction efficiently, in a feed-forward manner, and is trained using only rendering losses using as few as three views per viewset. Project page: szymanowiczs.github.io/viewset-diffusion.
3DILG: Irregular Latent Grids for 3D Generative Modeling
We propose a new representation for encoding 3D shapes as neural fields. The representation is designed to be compatible with the transformer architecture and to benefit both shape reconstruction and shape generation. Existing works on neural fields are grid-based representations with latents defined on a regular grid. In contrast, we define latents on irregular grids, enabling our representation to be sparse and adaptive. In the context of shape reconstruction from point clouds, our shape representation built on irregular grids improves upon grid-based methods in terms of reconstruction accuracy. For shape generation, our representation promotes high-quality shape generation using auto-regressive probabilistic models. We show different applications that improve over the current state of the art. First, we show results for probabilistic shape reconstruction from a single higher resolution image. Second, we train a probabilistic model conditioned on very low resolution images. Third, we apply our model to category-conditioned generation. All probabilistic experiments confirm that we are able to generate detailed and high quality shapes to yield the new state of the art in generative 3D shape modeling.
DRAEM -- A discriminatively trained reconstruction embedding for surface anomaly detection
Visual surface anomaly detection aims to detect local image regions that significantly deviate from normal appearance. Recent surface anomaly detection methods rely on generative models to accurately reconstruct the normal areas and to fail on anomalies. These methods are trained only on anomaly-free images, and often require hand-crafted post-processing steps to localize the anomalies, which prohibits optimizing the feature extraction for maximal detection capability. In addition to reconstructive approach, we cast surface anomaly detection primarily as a discriminative problem and propose a discriminatively trained reconstruction anomaly embedding model (DRAEM). The proposed method learns a joint representation of an anomalous image and its anomaly-free reconstruction, while simultaneously learning a decision boundary between normal and anomalous examples. The method enables direct anomaly localization without the need for additional complicated post-processing of the network output and can be trained using simple and general anomaly simulations. On the challenging MVTec anomaly detection dataset, DRAEM outperforms the current state-of-the-art unsupervised methods by a large margin and even delivers detection performance close to the fully-supervised methods on the widely used DAGM surface-defect detection dataset, while substantially outperforming them in localization accuracy.
PolyGen: An Autoregressive Generative Model of 3D Meshes
Polygon meshes are an efficient representation of 3D geometry, and are of central importance in computer graphics, robotics and games development. Existing learning-based approaches have avoided the challenges of working with 3D meshes, instead using alternative object representations that are more compatible with neural architectures and training approaches. We present an approach which models the mesh directly, predicting mesh vertices and faces sequentially using a Transformer-based architecture. Our model can condition on a range of inputs, including object classes, voxels, and images, and because the model is probabilistic it can produce samples that capture uncertainty in ambiguous scenarios. We show that the model is capable of producing high-quality, usable meshes, and establish log-likelihood benchmarks for the mesh-modelling task. We also evaluate the conditional models on surface reconstruction metrics against alternative methods, and demonstrate competitive performance despite not training directly on this task.
Dense 3D Object Reconstruction from a Single Depth View
In this paper, we propose a novel approach, 3D-RecGAN++, which reconstructs the complete 3D structure of a given object from a single arbitrary depth view using generative adversarial networks. Unlike existing work which typically requires multiple views of the same object or class labels to recover the full 3D geometry, the proposed 3D-RecGAN++ only takes the voxel grid representation of a depth view of the object as input, and is able to generate the complete 3D occupancy grid with a high resolution of 256^3 by recovering the occluded/missing regions. The key idea is to combine the generative capabilities of autoencoders and the conditional Generative Adversarial Networks (GAN) framework, to infer accurate and fine-grained 3D structures of objects in high-dimensional voxel space. Extensive experiments on large synthetic datasets and real-world Kinect datasets show that the proposed 3D-RecGAN++ significantly outperforms the state of the art in single view 3D object reconstruction, and is able to reconstruct unseen types of objects.
4DSloMo: 4D Reconstruction for High Speed Scene with Asynchronous Capture
Reconstructing fast-dynamic scenes from multi-view videos is crucial for high-speed motion analysis and realistic 4D reconstruction. However, the majority of 4D capture systems are limited to frame rates below 30 FPS (frames per second), and a direct 4D reconstruction of high-speed motion from low FPS input may lead to undesirable results. In this work, we propose a high-speed 4D capturing system only using low FPS cameras, through novel capturing and processing modules. On the capturing side, we propose an asynchronous capture scheme that increases the effective frame rate by staggering the start times of cameras. By grouping cameras and leveraging a base frame rate of 25 FPS, our method achieves an equivalent frame rate of 100-200 FPS without requiring specialized high-speed cameras. On processing side, we also propose a novel generative model to fix artifacts caused by 4D sparse-view reconstruction, as asynchrony reduces the number of viewpoints at each timestamp. Specifically, we propose to train a video-diffusion-based artifact-fix model for sparse 4D reconstruction, which refines missing details, maintains temporal consistency, and improves overall reconstruction quality. Experimental results demonstrate that our method significantly enhances high-speed 4D reconstruction compared to synchronous capture.
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation
We introduce GRM, a large-scale reconstructor capable of recovering a 3D asset from sparse-view images in around 0.1s. GRM is a feed-forward transformer-based model that efficiently incorporates multi-view information to translate the input pixels into pixel-aligned Gaussians, which are unprojected to create a set of densely distributed 3D Gaussians representing a scene. Together, our transformer architecture and the use of 3D Gaussians unlock a scalable and efficient reconstruction framework. Extensive experimental results demonstrate the superiority of our method over alternatives regarding both reconstruction quality and efficiency. We also showcase the potential of GRM in generative tasks, i.e., text-to-3D and image-to-3D, by integrating it with existing multi-view diffusion models. Our project website is at: https://justimyhxu.github.io/projects/grm/.
DreamCar: Leveraging Car-specific Prior for in-the-wild 3D Car Reconstruction
Self-driving industries usually employ professional artists to build exquisite 3D cars. However, it is expensive to craft large-scale digital assets. Since there are already numerous datasets available that contain a vast number of images of cars, we focus on reconstructing high-quality 3D car models from these datasets. However, these datasets only contain one side of cars in the forward-moving scene. We try to use the existing generative models to provide more supervision information, but they struggle to generalize well in cars since they are trained on synthetic datasets not car-specific. In addition, The reconstructed 3D car texture misaligns due to a large error in camera pose estimation when dealing with in-the-wild images. These restrictions make it challenging for previous methods to reconstruct complete 3D cars. To address these problems, we propose a novel method, named DreamCar, which can reconstruct high-quality 3D cars given a few images even a single image. To generalize the generative model, we collect a car dataset, named Car360, with over 5,600 vehicles. With this dataset, we make the generative model more robust to cars. We use this generative prior specific to the car to guide its reconstruction via Score Distillation Sampling. To further complement the supervision information, we utilize the geometric and appearance symmetry of cars. Finally, we propose a pose optimization method that rectifies poses to tackle texture misalignment. Extensive experiments demonstrate that our method significantly outperforms existing methods in reconstructing high-quality 3D cars. https://xiaobiaodu.github.io/dreamcar-project/{Our code is available.}
PhysTwin: Physics-Informed Reconstruction and Simulation of Deformable Objects from Videos
Creating a physical digital twin of a real-world object has immense potential in robotics, content creation, and XR. In this paper, we present PhysTwin, a novel framework that uses sparse videos of dynamic objects under interaction to produce a photo- and physically realistic, real-time interactive virtual replica. Our approach centers on two key components: (1) a physics-informed representation that combines spring-mass models for realistic physical simulation, generative shape models for geometry, and Gaussian splats for rendering; and (2) a novel multi-stage, optimization-based inverse modeling framework that reconstructs complete geometry, infers dense physical properties, and replicates realistic appearance from videos. Our method integrates an inverse physics framework with visual perception cues, enabling high-fidelity reconstruction even from partial, occluded, and limited viewpoints. PhysTwin supports modeling various deformable objects, including ropes, stuffed animals, cloth, and delivery packages. Experiments show that PhysTwin outperforms competing methods in reconstruction, rendering, future prediction, and simulation under novel interactions. We further demonstrate its applications in interactive real-time simulation and model-based robotic motion planning.
DevilSight: Augmenting Monocular Human Avatar Reconstruction through a Virtual Perspective
We present a novel framework to reconstruct human avatars from monocular videos. Recent approaches have struggled either to capture the fine-grained dynamic details from the input or to generate plausible details at novel viewpoints, which mainly stem from the limited representational capacity of the avatar model and insufficient observational data. To overcome these challenges, we propose to leverage the advanced video generative model, Human4DiT, to generate the human motions from alternative perspective as an additional supervision signal. This approach not only enriches the details in previously unseen regions but also effectively regularizes the avatar representation to mitigate artifacts. Furthermore, we introduce two complementary strategies to enhance video generation: To ensure consistent reproduction of human motion, we inject the physical identity into the model through video fine-tuning. For higher-resolution outputs with finer details, a patch-based denoising algorithm is employed. Experimental results demonstrate that our method outperforms recent state-of-the-art approaches and validate the effectiveness of our proposed strategies.
HumanGif: Single-View Human Diffusion with Generative Prior
While previous single-view-based 3D human reconstruction methods made significant progress in novel view synthesis, it remains a challenge to synthesize both view-consistent and pose-consistent results for animatable human avatars from a single image input. Motivated by the success of 2D character animation, we propose <strong>HumanGif</strong>, a single-view human diffusion model with generative prior. Specifically, we formulate the single-view-based 3D human novel view and pose synthesis as a single-view-conditioned human diffusion process, utilizing generative priors from foundational diffusion models. To ensure fine-grained and consistent novel view and pose synthesis, we introduce a Human NeRF module in HumanGif to learn spatially aligned features from the input image, implicitly capturing the relative camera and human pose transformation. Furthermore, we introduce an image-level loss during optimization to bridge the gap between latent and image spaces in diffusion models. Extensive experiments on RenderPeople and DNA-Rendering datasets demonstrate that HumanGif achieves the best perceptual performance, with better generalizability for novel view and pose synthesis.
Balancing reconstruction error and Kullback-Leibler divergence in Variational Autoencoders
In the loss function of Variational Autoencoders there is a well known tension between two components: the reconstruction loss, improving the quality of the resulting images, and the Kullback-Leibler divergence, acting as a regularizer of the latent space. Correctly balancing these two components is a delicate issue, easily resulting in poor generative behaviours. In a recent work, Dai and Wipf obtained a sensible improvement by allowing the network to learn the balancing factor during training, according to a suitable loss function. In this article, we show that learning can be replaced by a simple deterministic computation, helping to understand the underlying mechanism, and resulting in a faster and more accurate behaviour. On typical datasets such as Cifar and Celeba, our technique sensibly outperforms all previous VAE architectures.
Pragmatic Heterogeneous Collaborative Perception via Generative Communication Mechanism
Multi-agent collaboration enhances the perception capabilities of individual agents through information sharing. However, in real-world applications, differences in sensors and models across heterogeneous agents inevitably lead to domain gaps during collaboration. Existing approaches based on adaptation and reconstruction fail to support pragmatic heterogeneous collaboration due to two key limitations: (1) Intrusive retraining of the encoder or core modules disrupts the established semantic consistency among agents; and (2) accommodating new agents incurs high computational costs, limiting scalability. To address these challenges, we present a novel Generative Communication mechanism (GenComm) that facilitates seamless perception across heterogeneous multi-agent systems through feature generation, without altering the original network, and employs lightweight numerical alignment of spatial information to efficiently integrate new agents at minimal cost. Specifically, a tailored Deformable Message Extractor is designed to extract spatial message for each collaborator, which is then transmitted in place of intermediate features. The Spatial-Aware Feature Generator, utilizing a conditional diffusion model, generates features aligned with the ego agent's semantic space while preserving the spatial information of the collaborators. These generated features are further refined by a Channel Enhancer before fusion. Experiments conducted on the OPV2V-H, DAIR-V2X and V2X-Real datasets demonstrate that GenComm outperforms existing state-of-the-art methods, achieving an 81% reduction in both computational cost and parameter count when incorporating new agents. Our code is available at https://github.com/jeffreychou777/GenComm.
G4Splat: Geometry-Guided Gaussian Splatting with Generative Prior
Despite recent advances in leveraging generative prior from pre-trained diffusion models for 3D scene reconstruction, existing methods still face two critical limitations. First, due to the lack of reliable geometric supervision, they struggle to produce high-quality reconstructions even in observed regions, let alone in unobserved areas. Second, they lack effective mechanisms to mitigate multi-view inconsistencies in the generated images, leading to severe shape-appearance ambiguities and degraded scene geometry. In this paper, we identify accurate geometry as the fundamental prerequisite for effectively exploiting generative models to enhance 3D scene reconstruction. We first propose to leverage the prevalence of planar structures to derive accurate metric-scale depth maps, providing reliable supervision in both observed and unobserved regions. Furthermore, we incorporate this geometry guidance throughout the generative pipeline to improve visibility mask estimation, guide novel view selection, and enhance multi-view consistency when inpainting with video diffusion models, resulting in accurate and consistent scene completion. Extensive experiments on Replica, ScanNet++, and DeepBlending show that our method consistently outperforms existing baselines in both geometry and appearance reconstruction, particularly for unobserved regions. Moreover, our method naturally supports single-view inputs and unposed videos, with strong generalizability in both indoor and outdoor scenarios with practical real-world applicability. The project page is available at https://dali-jack.github.io/g4splat-web/.
Discrete Diffusion for Generative Modeling of Text-Aligned Speech Tokens
This paper introduces a discrete diffusion model (DDM) framework for text-aligned speech tokenization and reconstruction. By replacing the auto-regressive speech decoder with a discrete diffusion counterpart, our model achieves significantly better reconstruction quality, stronger ASR performance, and faster inference. We provide a comprehensive analysis of applying DDMs to speech reconstruction, examining sampler choices, inference steps, and robustness to length-scale estimation errors. Furthermore, we improve the original TASTE by systematically comparing vector quantization modules, showing that FSQ yields up to a 35% relative WER reduction and +0.14 UT-MOS improvement over RVQ for AR models, while also enhancing DDM performance. Our model generates speech in just 10 denoising steps and even supports single-step generation with only minor quality degradation.
Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image
With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.
GenFusion: Closing the Loop between Reconstruction and Generation via Videos
Recently, 3D reconstruction and generation have demonstrated impressive novel view synthesis results, achieving high fidelity and efficiency. However, a notable conditioning gap can be observed between these two fields, e.g., scalable 3D scene reconstruction often requires densely captured views, whereas 3D generation typically relies on a single or no input view, which significantly limits their applications. We found that the source of this phenomenon lies in the misalignment between 3D constraints and generative priors. To address this problem, we propose a reconstruction-driven video diffusion model that learns to condition video frames on artifact-prone RGB-D renderings. Moreover, we propose a cyclical fusion pipeline that iteratively adds restoration frames from the generative model to the training set, enabling progressive expansion and addressing the viewpoint saturation limitations seen in previous reconstruction and generation pipelines. Our evaluation, including view synthesis from sparse view and masked input, validates the effectiveness of our approach. More details at https://genfusion.sibowu.com.
Omni-ID: Holistic Identity Representation Designed for Generative Tasks
We introduce Omni-ID, a novel facial representation designed specifically for generative tasks. Omni-ID encodes holistic information about an individual's appearance across diverse expressions and poses within a fixed-size representation. It consolidates information from a varied number of unstructured input images into a structured representation, where each entry represents certain global or local identity features. Our approach uses a few-to-many identity reconstruction training paradigm, where a limited set of input images is used to reconstruct multiple target images of the same individual in various poses and expressions. A multi-decoder framework is further employed to leverage the complementary strengths of diverse decoders during training. Unlike conventional representations, such as CLIP and ArcFace, which are typically learned through discriminative or contrastive objectives, Omni-ID is optimized with a generative objective, resulting in a more comprehensive and nuanced identity capture for generative tasks. Trained on our MFHQ dataset -- a multi-view facial image collection, Omni-ID demonstrates substantial improvements over conventional representations across various generative tasks.
Diffusion assisted image reconstruction in optoacoustic tomography
In this paper we consider the problem of acoustic inversion in the context of the optoacoustic tomography image reconstruction problem. By leveraging the ability of the recently proposed diffusion models for image generative tasks among others, we devise an image reconstruction architecture based on a conditional diffusion process. The scheme makes use of an initial image reconstruction, which is preprocessed by an autoencoder to generate an adequate representation. This representation is used as conditional information in a generative diffusion process. Although the computational requirements for training and implementing the architecture are not low, several design choices discussed in the work were made to keep them manageable. Numerical results show that the conditional information allows to properly bias the parameters of the diffusion model to improve the quality of the initial reconstructed image, eliminating artifacts or even reconstructing finer details of the ground-truth image that are not recoverable by the initial image reconstruction method. We also tested the proposal under experimental conditions and the obtained results were in line with those corresponding to the numerical simulations. Improvements in image quality up to 17 % in terms of peak signal-to-noise ratio were observed.
Object-Centric Domain Randomization for 3D Shape Reconstruction in the Wild
One of the biggest challenges in single-view 3D shape reconstruction in the wild is the scarcity of <3D shape, 2D image>-paired data from real-world environments. Inspired by remarkable achievements via domain randomization, we propose ObjectDR which synthesizes such paired data via a random simulation of visual variations in object appearances and backgrounds. Our data synthesis framework exploits a conditional generative model (e.g., ControlNet) to generate images conforming to spatial conditions such as 2.5D sketches, which are obtainable through a rendering process of 3D shapes from object collections (e.g., Objaverse-XL). To simulate diverse variations while preserving object silhouettes embedded in spatial conditions, we also introduce a disentangled framework which leverages an initial object guidance. After synthesizing a wide range of data, we pre-train a model on them so that it learns to capture a domain-invariant geometry prior which is consistent across various domains. We validate its effectiveness by substantially improving 3D shape reconstruction models on a real-world benchmark. In a scale-up evaluation, our pre-training achieves 23.6% superior results compared with the pre-training on high-quality computer graphics renderings.
GIFD: A Generative Gradient Inversion Method with Feature Domain Optimization
Federated Learning (FL) has recently emerged as a promising distributed machine learning framework to preserve clients' privacy, by allowing multiple clients to upload the gradients calculated from their local data to a central server. Recent studies find that the exchanged gradients also take the risk of privacy leakage, e.g., an attacker can invert the shared gradients and recover sensitive data against an FL system by leveraging pre-trained generative adversarial networks (GAN) as prior knowledge. However, performing gradient inversion attacks in the latent space of the GAN model limits their expression ability and generalizability. To tackle these challenges, we propose Gradient Inversion over Feature Domains (GIFD), which disassembles the GAN model and searches the feature domains of the intermediate layers. Instead of optimizing only over the initial latent code, we progressively change the optimized layer, from the initial latent space to intermediate layers closer to the output images. In addition, we design a regularizer to avoid unreal image generation by adding a small {l_1} ball constraint to the searching range. We also extend GIFD to the out-of-distribution (OOD) setting, which weakens the assumption that the training sets of GANs and FL tasks obey the same data distribution. Extensive experiments demonstrate that our method can achieve pixel-level reconstruction and is superior to the existing methods. Notably, GIFD also shows great generalizability under different defense strategy settings and batch sizes.
NOFA: NeRF-based One-shot Facial Avatar Reconstruction
3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.
VQ3D: Learning a 3D-Aware Generative Model on ImageNet
Recent work has shown the possibility of training generative models of 3D content from 2D image collections on small datasets corresponding to a single object class, such as human faces, animal faces, or cars. However, these models struggle on larger, more complex datasets. To model diverse and unconstrained image collections such as ImageNet, we present VQ3D, which introduces a NeRF-based decoder into a two-stage vector-quantized autoencoder. Our Stage 1 allows for the reconstruction of an input image and the ability to change the camera position around the image, and our Stage 2 allows for the generation of new 3D scenes. VQ3D is capable of generating and reconstructing 3D-aware images from the 1000-class ImageNet dataset of 1.2 million training images. We achieve an ImageNet generation FID score of 16.8, compared to 69.8 for the next best baseline method.
DiffusER: Discrete Diffusion via Edit-based Reconstruction
In text generation, models that generate text from scratch one token at a time are currently the dominant paradigm. Despite being performant, these models lack the ability to revise existing text, which limits their usability in many practical scenarios. We look to address this, with DiffusER (Diffusion via Edit-based Reconstruction), a new edit-based generative model for text based on denoising diffusion models -- a class of models that use a Markov chain of denoising steps to incrementally generate data. DiffusER is not only a strong generative model in general, rivalling autoregressive models on several tasks spanning machine translation, summarization, and style transfer; it can also perform other varieties of generation that standard autoregressive models are not well-suited for. For instance, we demonstrate that DiffusER makes it possible for a user to condition generation on a prototype, or an incomplete sequence, and continue revising based on previous edit steps.
FlowR: Flowing from Sparse to Dense 3D Reconstructions
3D Gaussian splatting enables high-quality novel view synthesis (NVS) at real-time frame rates. However, its quality drops sharply as we depart from the training views. Thus, dense captures are needed to match the high-quality expectations of some applications, e.g. Virtual Reality (VR). However, such dense captures are very laborious and expensive to obtain. Existing works have explored using 2D generative models to alleviate this requirement by distillation or generating additional training views. These methods are often conditioned only on a handful of reference input views and thus do not fully exploit the available 3D information, leading to inconsistent generation results and reconstruction artifacts. To tackle this problem, we propose a multi-view, flow matching model that learns a flow to connect novel view renderings from possibly sparse reconstructions to renderings that we expect from dense reconstructions. This enables augmenting scene captures with novel, generated views to improve reconstruction quality. Our model is trained on a novel dataset of 3.6M image pairs and can process up to 45 views at 540x960 resolution (91K tokens) on one H100 GPU in a single forward pass. Our pipeline consistently improves NVS in sparse- and dense-view scenarios, leading to higher-quality reconstructions than prior works across multiple, widely-used NVS benchmarks.
InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes
We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.
NeRFiller: Completing Scenes via Generative 3D Inpainting
We propose NeRFiller, an approach that completes missing portions of a 3D capture via generative 3D inpainting using off-the-shelf 2D visual generative models. Often parts of a captured 3D scene or object are missing due to mesh reconstruction failures or a lack of observations (e.g., contact regions, such as the bottom of objects, or hard-to-reach areas). We approach this challenging 3D inpainting problem by leveraging a 2D inpainting diffusion model. We identify a surprising behavior of these models, where they generate more 3D consistent inpaints when images form a 2times2 grid, and show how to generalize this behavior to more than four images. We then present an iterative framework to distill these inpainted regions into a single consistent 3D scene. In contrast to related works, we focus on completing scenes rather than deleting foreground objects, and our approach does not require tight 2D object masks or text. We compare our approach to relevant baselines adapted to our setting on a variety of scenes, where NeRFiller creates the most 3D consistent and plausible scene completions. Our project page is at https://ethanweber.me/nerfiller.
Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers
Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques. Please see our project page at https://zouzx.github.io/TriplaneGaussian/.
SiTH: Single-view Textured Human Reconstruction with Image-Conditioned Diffusion
A long-standing goal of 3D human reconstruction is to create lifelike and fully detailed 3D humans from single images. The main challenge lies in inferring unknown human shapes, clothing, and texture information in areas not visible in the images. To address this, we propose SiTH, a novel pipeline that uniquely integrates an image-conditioned diffusion model into a 3D mesh reconstruction workflow. At the core of our method lies the decomposition of the ill-posed single-view reconstruction problem into hallucination and reconstruction subproblems. For the former, we employ a powerful generative diffusion model to hallucinate back appearances from the input images. For the latter, we leverage skinned body meshes as guidance to recover full-body texture meshes from the input and back-view images. Our designs enable training of the pipeline with only about 500 3D human scans while maintaining its generality and robustness. Extensive experiments and user studies on two 3D reconstruction benchmarks demonstrated the efficacy of our method in generating realistic, fully textured 3D humans from a diverse range of unseen images.
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.
latentSplat: Autoencoding Variational Gaussians for Fast Generalizable 3D Reconstruction
We present latentSplat, a method to predict semantic Gaussians in a 3D latent space that can be splatted and decoded by a light-weight generative 2D architecture. Existing methods for generalizable 3D reconstruction either do not scale to large scenes and resolutions, or are limited to interpolation of close input views. latentSplat combines the strengths of regression-based and generative approaches while being trained purely on readily available real video data. The core of our method are variational 3D Gaussians, a representation that efficiently encodes varying uncertainty within a latent space consisting of 3D feature Gaussians. From these Gaussians, specific instances can be sampled and rendered via efficient splatting and a fast, generative decoder. We show that latentSplat outperforms previous works in reconstruction quality and generalization, while being fast and scalable to high-resolution data.
Brain decoding: toward real-time reconstruction of visual perception
In the past five years, the use of generative and foundational AI systems has greatly improved the decoding of brain activity. Visual perception, in particular, can now be decoded from functional Magnetic Resonance Imaging (fMRI) with remarkable fidelity. This neuroimaging technique, however, suffers from a limited temporal resolution (approx0.5 Hz) and thus fundamentally constrains its real-time usage. Here, we propose an alternative approach based on magnetoencephalography (MEG), a neuroimaging device capable of measuring brain activity with high temporal resolution (approx5,000 Hz). For this, we develop an MEG decoding model trained with both contrastive and regression objectives and consisting of three modules: i) pretrained embeddings obtained from the image, ii) an MEG module trained end-to-end and iii) a pretrained image generator. Our results are threefold: Firstly, our MEG decoder shows a 7X improvement of image-retrieval over classic linear decoders. Second, late brain responses to images are best decoded with DINOv2, a recent foundational image model. Third, image retrievals and generations both suggest that high-level visual features can be decoded from MEG signals, although the same approach applied to 7T fMRI also recovers better low-level features. Overall, these results, while preliminary, provide an important step towards the decoding -- in real-time -- of the visual processes continuously unfolding within the human brain.
Image Reconstruction using Enhanced Vision Transformer
Removing noise from images is a challenging and fundamental problem in the field of computer vision. Images captured by modern cameras are inevitably degraded by noise which limits the accuracy of any quantitative measurements on those images. In this project, we propose a novel image reconstruction framework which can be used for tasks such as image denoising, deblurring or inpainting. The model proposed in this project is based on Vision Transformer (ViT) that takes 2D images as input and outputs embeddings which can be used for reconstructing denoised images. We incorporate four additional optimization techniques in the framework to improve the model reconstruction capability, namely Locality Sensitive Attention (LSA), Shifted Patch Tokenization (SPT), Rotary Position Embeddings (RoPE) and adversarial loss function inspired from Generative Adversarial Networks (GANs). LSA, SPT and RoPE enable the transformer to learn from the dataset more efficiently, while the adversarial loss function enhances the resolution of the reconstructed images. Based on our experiments, the proposed architecture outperforms the benchmark U-Net model by more than 3.5\% structural similarity (SSIM) for the reconstruction tasks of image denoising and inpainting. The proposed enhancements further show an improvement of \textasciitilde5\% SSIM over the benchmark for both tasks.
Improving visual image reconstruction from human brain activity using latent diffusion models via multiple decoded inputs
The integration of deep learning and neuroscience has been advancing rapidly, which has led to improvements in the analysis of brain activity and the understanding of deep learning models from a neuroscientific perspective. The reconstruction of visual experience from human brain activity is an area that has particularly benefited: the use of deep learning models trained on large amounts of natural images has greatly improved its quality, and approaches that combine the diverse information contained in visual experiences have proliferated rapidly in recent years. In this technical paper, by taking advantage of the simple and generic framework that we proposed (Takagi and Nishimoto, CVPR 2023), we examine the extent to which various additional decoding techniques affect the performance of visual experience reconstruction. Specifically, we combined our earlier work with the following three techniques: using decoded text from brain activity, nonlinear optimization for structural image reconstruction, and using decoded depth information from brain activity. We confirmed that these techniques contributed to improving accuracy over the baseline. We also discuss what researchers should consider when performing visual reconstruction using deep generative models trained on large datasets. Please check our webpage at https://sites.google.com/view/stablediffusion-with-brain/. Code is also available at https://github.com/yu-takagi/StableDiffusionReconstruction.
Generative Speech Foundation Model Pretraining for High-Quality Speech Extraction and Restoration
This paper proposes a generative pretraining foundation model for high-quality speech restoration tasks. By directly operating on complex-valued short-time Fourier transform coefficients, our model does not rely on any vocoders for time-domain signal reconstruction. As a result, our model simplifies the synthesis process and removes the quality upper-bound introduced by any mel-spectrogram vocoder compared to prior work SpeechFlow. The proposed method is evaluated on multiple speech restoration tasks, including speech denoising, bandwidth extension, codec artifact removal, and target speaker extraction. In all scenarios, finetuning our pretrained model results in superior performance over strong baselines. Notably, in the target speaker extraction task, our model outperforms existing systems, including those leveraging SSL-pretrained encoders like WavLM. The code and the pretrained checkpoints are publicly available in the NVIDIA NeMo framework.
LRM: Large Reconstruction Model for Single Image to 3D
We propose the first Large Reconstruction Model (LRM) that predicts the 3D model of an object from a single input image within just 5 seconds. In contrast to many previous methods that are trained on small-scale datasets such as ShapeNet in a category-specific fashion, LRM adopts a highly scalable transformer-based architecture with 500 million learnable parameters to directly predict a neural radiance field (NeRF) from the input image. We train our model in an end-to-end manner on massive multi-view data containing around 1 million objects, including both synthetic renderings from Objaverse and real captures from MVImgNet. This combination of a high-capacity model and large-scale training data empowers our model to be highly generalizable and produce high-quality 3D reconstructions from various testing inputs including real-world in-the-wild captures and images from generative models. Video demos and interactable 3D meshes can be found on this website: https://yiconghong.me/LRM/.
TryOffDiff: Virtual-Try-Off via High-Fidelity Garment Reconstruction using Diffusion Models
This paper introduces Virtual Try-Off (VTOFF), a novel task focused on generating standardized garment images from single photos of clothed individuals. Unlike traditional Virtual Try-On (VTON), which digitally dresses models, VTOFF aims to extract a canonical garment image, posing unique challenges in capturing garment shape, texture, and intricate patterns. This well-defined target makes VTOFF particularly effective for evaluating reconstruction fidelity in generative models. We present TryOffDiff, a model that adapts Stable Diffusion with SigLIP-based visual conditioning to ensure high fidelity and detail retention. Experiments on a modified VITON-HD dataset show that our approach outperforms baseline methods based on pose transfer and virtual try-on with fewer pre- and post-processing steps. Our analysis reveals that traditional image generation metrics inadequately assess reconstruction quality, prompting us to rely on DISTS for more accurate evaluation. Our results highlight the potential of VTOFF to enhance product imagery in e-commerce applications, advance generative model evaluation, and inspire future work on high-fidelity reconstruction. Demo, code, and models are available at: https://rizavelioglu.github.io/tryoffdiff/
MagicClay: Sculpting Meshes With Generative Neural Fields
The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.
360$^\circ$ Reconstruction From a Single Image Using Space Carved Outpainting
We introduce POP3D, a novel framework that creates a full 360^circ-view 3D model from a single image. POP3D resolves two prominent issues that limit the single-view reconstruction. Firstly, POP3D offers substantial generalizability to arbitrary categories, a trait that previous methods struggle to achieve. Secondly, POP3D further improves reconstruction fidelity and naturalness, a crucial aspect that concurrent works fall short of. Our approach marries the strengths of four primary components: (1) a monocular depth and normal predictor that serves to predict crucial geometric cues, (2) a space carving method capable of demarcating the potentially unseen portions of the target object, (3) a generative model pre-trained on a large-scale image dataset that can complete unseen regions of the target, and (4) a neural implicit surface reconstruction method tailored in reconstructing objects using RGB images along with monocular geometric cues. The combination of these components enables POP3D to readily generalize across various in-the-wild images and generate state-of-the-art reconstructions, outperforming similar works by a significant margin. Project page: http://cg.postech.ac.kr/research/POP3D
Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Network
Despite the breakthroughs in accuracy and speed of single image super-resolution using faster and deeper convolutional neural networks, one central problem remains largely unsolved: how do we recover the finer texture details when we super-resolve at large upscaling factors? The behavior of optimization-based super-resolution methods is principally driven by the choice of the objective function. Recent work has largely focused on minimizing the mean squared reconstruction error. The resulting estimates have high peak signal-to-noise ratios, but they are often lacking high-frequency details and are perceptually unsatisfying in the sense that they fail to match the fidelity expected at the higher resolution. In this paper, we present SRGAN, a generative adversarial network (GAN) for image super-resolution (SR). To our knowledge, it is the first framework capable of inferring photo-realistic natural images for 4x upscaling factors. To achieve this, we propose a perceptual loss function which consists of an adversarial loss and a content loss. The adversarial loss pushes our solution to the natural image manifold using a discriminator network that is trained to differentiate between the super-resolved images and original photo-realistic images. In addition, we use a content loss motivated by perceptual similarity instead of similarity in pixel space. Our deep residual network is able to recover photo-realistic textures from heavily downsampled images on public benchmarks. An extensive mean-opinion-score (MOS) test shows hugely significant gains in perceptual quality using SRGAN. The MOS scores obtained with SRGAN are closer to those of the original high-resolution images than to those obtained with any state-of-the-art method.
DOLCE: A Model-Based Probabilistic Diffusion Framework for Limited-Angle CT Reconstruction
Limited-Angle Computed Tomography (LACT) is a non-destructive evaluation technique used in a variety of applications ranging from security to medicine. The limited angle coverage in LACT is often a dominant source of severe artifacts in the reconstructed images, making it a challenging inverse problem. We present DOLCE, a new deep model-based framework for LACT that uses a conditional diffusion model as an image prior. Diffusion models are a recent class of deep generative models that are relatively easy to train due to their implementation as image denoisers. DOLCE can form high-quality images from severely under-sampled data by integrating data-consistency updates with the sampling updates of a diffusion model, which is conditioned on the transformed limited-angle data. We show through extensive experimentation on several challenging real LACT datasets that, the same pre-trained DOLCE model achieves the SOTA performance on drastically different types of images. Additionally, we show that, unlike standard LACT reconstruction methods, DOLCE naturally enables the quantification of the reconstruction uncertainty by generating multiple samples consistent with the measured data.
GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis
While 2D generative adversarial networks have enabled high-resolution image synthesis, they largely lack an understanding of the 3D world and the image formation process. Thus, they do not provide precise control over camera viewpoint or object pose. To address this problem, several recent approaches leverage intermediate voxel-based representations in combination with differentiable rendering. However, existing methods either produce low image resolution or fall short in disentangling camera and scene properties, e.g., the object identity may vary with the viewpoint. In this paper, we propose a generative model for radiance fields which have recently proven successful for novel view synthesis of a single scene. In contrast to voxel-based representations, radiance fields are not confined to a coarse discretization of the 3D space, yet allow for disentangling camera and scene properties while degrading gracefully in the presence of reconstruction ambiguity. By introducing a multi-scale patch-based discriminator, we demonstrate synthesis of high-resolution images while training our model from unposed 2D images alone. We systematically analyze our approach on several challenging synthetic and real-world datasets. Our experiments reveal that radiance fields are a powerful representation for generative image synthesis, leading to 3D consistent models that render with high fidelity.
Semantic Photo Manipulation with a Generative Image Prior
Despite the recent success of GANs in synthesizing images conditioned on inputs such as a user sketch, text, or semantic labels, manipulating the high-level attributes of an existing natural photograph with GANs is challenging for two reasons. First, it is hard for GANs to precisely reproduce an input image. Second, after manipulation, the newly synthesized pixels often do not fit the original image. In this paper, we address these issues by adapting the image prior learned by GANs to image statistics of an individual image. Our method can accurately reconstruct the input image and synthesize new content, consistent with the appearance of the input image. We demonstrate our interactive system on several semantic image editing tasks, including synthesizing new objects consistent with background, removing unwanted objects, and changing the appearance of an object. Quantitative and qualitative comparisons against several existing methods demonstrate the effectiveness of our method.
