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Jan 7

Understanding Adversarial Transfer: Why Representation-Space Attacks Fail Where Data-Space Attacks Succeed

The field of adversarial robustness has long established that adversarial examples can successfully transfer between image classifiers and that text jailbreaks can successfully transfer between language models (LMs). However, a pair of recent studies reported being unable to successfully transfer image jailbreaks between vision-language models (VLMs). To explain this striking difference, we propose a fundamental distinction regarding the transferability of attacks against machine learning models: attacks in the input data-space can transfer, whereas attacks in model representation space do not, at least not without geometric alignment of representations. We then provide theoretical and empirical evidence of this hypothesis in four different settings. First, we mathematically prove this distinction in a simple setting where two networks compute the same input-output map but via different representations. Second, we construct representation-space attacks against image classifiers that are as successful as well-known data-space attacks, but fail to transfer. Third, we construct representation-space attacks against LMs that successfully jailbreak the attacked models but again fail to transfer. Fourth, we construct data-space attacks against VLMs that successfully transfer to new VLMs, and we show that representation space attacks can transfer when VLMs' latent geometries are sufficiently aligned in post-projector space. Our work reveals that adversarial transfer is not an inherent property of all attacks but contingent on their operational domain - the shared data-space versus models' unique representation spaces - a critical insight for building more robust models.

  • 5 authors
·
Oct 1, 2025

DC-Gen: Post-Training Diffusion Acceleration with Deeply Compressed Latent Space

Existing text-to-image diffusion models excel at generating high-quality images, but face significant efficiency challenges when scaled to high resolutions, like 4K image generation. While previous research accelerates diffusion models in various aspects, it seldom handles the inherent redundancy within the latent space. To bridge this gap, this paper introduces DC-Gen, a general framework that accelerates text-to-image diffusion models by leveraging a deeply compressed latent space. Rather than a costly training-from-scratch approach, DC-Gen uses an efficient post-training pipeline to preserve the quality of the base model. A key challenge in this paradigm is the representation gap between the base model's latent space and a deeply compressed latent space, which can lead to instability during direct fine-tuning. To overcome this, DC-Gen first bridges the representation gap with a lightweight embedding alignment training. Once the latent embeddings are aligned, only a small amount of LoRA fine-tuning is needed to unlock the base model's inherent generation quality. We verify DC-Gen's effectiveness on SANA and FLUX.1-Krea. The resulting DC-Gen-SANA and DC-Gen-FLUX models achieve quality comparable to their base models but with a significant speedup. Specifically, DC-Gen-FLUX reduces the latency of 4K image generation by 53x on the NVIDIA H100 GPU. When combined with NVFP4 SVDQuant, DC-Gen-FLUX generates a 4K image in just 3.5 seconds on a single NVIDIA 5090 GPU, achieving a total latency reduction of 138x compared to the base FLUX.1-Krea model. Code: https://github.com/dc-ai-projects/DC-Gen.

nvidia NVIDIA
·
Sep 29, 2025 2

UniLumos: Fast and Unified Image and Video Relighting with Physics-Plausible Feedback

Relighting is a crucial task with both practical demand and artistic value, and recent diffusion models have shown strong potential by enabling rich and controllable lighting effects. However, as they are typically optimized in semantic latent space, where proximity does not guarantee physical correctness in visual space, they often produce unrealistic results, such as overexposed highlights, misaligned shadows, and incorrect occlusions. We address this with UniLumos, a unified relighting framework for both images and videos that brings RGB-space geometry feedback into a flow matching backbone. By supervising the model with depth and normal maps extracted from its outputs, we explicitly align lighting effects with the scene structure, enhancing physical plausibility. Nevertheless, this feedback requires high-quality outputs for supervision in visual space, making standard multi-step denoising computationally expensive. To mitigate this, we employ path consistency learning, allowing supervision to remain effective even under few-step training regimes. To enable fine-grained relighting control and supervision, we design a structured six-dimensional annotation protocol capturing core illumination attributes. Building upon this, we propose LumosBench, a disentangled attribute-level benchmark that evaluates lighting controllability via large vision-language models, enabling automatic and interpretable assessment of relighting precision across individual dimensions. Extensive experiments demonstrate that UniLumos achieves state-of-the-art relighting quality with significantly improved physical consistency, while delivering a 20x speedup for both image and video relighting. Code is available at https://github.com/alibaba-damo-academy/Lumos-Custom.

Alibaba-DAMO-Academy DAMO Academy
·
Nov 3, 2025 1

Break-for-Make: Modular Low-Rank Adaptations for Composable Content-Style Customization

Personalized generation paradigms empower designers to customize visual intellectual properties with the help of textual descriptions by tuning or adapting pre-trained text-to-image models on a few images. Recent works explore approaches for concurrently customizing both content and detailed visual style appearance. However, these existing approaches often generate images where the content and style are entangled. In this study, we reconsider the customization of content and style concepts from the perspective of parameter space construction. Unlike existing methods that utilize a shared parameter space for content and style, we propose a learning framework that separates the parameter space to facilitate individual learning of content and style, thereby enabling disentangled content and style. To achieve this goal, we introduce "partly learnable projection" (PLP) matrices to separate the original adapters into divided sub-parameter spaces. We propose "break-for-make" customization learning pipeline based on PLP, which is simple yet effective. We break the original adapters into "up projection" and "down projection", train content and style PLPs individually with the guidance of corresponding textual prompts in the separate adapters, and maintain generalization by employing a multi-correspondence projection learning strategy. Based on the adapters broken apart for separate training content and style, we then make the entity parameter space by reconstructing the content and style PLPs matrices, followed by fine-tuning the combined adapter to generate the target object with the desired appearance. Experiments on various styles, including textures, materials, and artistic style, show that our method outperforms state-of-the-art single/multiple concept learning pipelines in terms of content-style-prompt alignment.

  • 8 authors
·
Mar 28, 2024

DiffQRCoder: Diffusion-based Aesthetic QR Code Generation with Scanning Robustness Guided Iterative Refinement

With the success of Diffusion Models for image generation, the technologies also have revolutionized the aesthetic Quick Response (QR) code generation. Despite significant improvements in visual attractiveness for the beautified codes, their scannabilities are usually sacrificed and thus hinder their practical uses in real-world scenarios. To address this issue, we propose a novel training-free Diffusion-based QR Code generator (DiffQRCoder) to effectively craft both scannable and visually pleasing QR codes. The proposed approach introduces Scanning-Robust Perceptual Guidance (SRPG), a new diffusion guidance for Diffusion Models to guarantee the generated aesthetic codes to obey the ground-truth QR codes while maintaining their attractiveness during the denoising process. Additionally, we present another post-processing technique, Scanning Robust Manifold Projected Gradient Descent (SR-MPGD), to further enhance their scanning robustness through iterative latent space optimization. With extensive experiments, the results demonstrate that our approach not only outperforms other compared methods in Scanning Success Rate (SSR) with better or comparable CLIP aesthetic score (CLIP-aes.) but also significantly improves the SSR of the ControlNet-only approach from 60% to 99%. The subjective evaluation indicates that our approach achieves promising visual attractiveness to users as well. Finally, even with different scanning angles and the most rigorous error tolerance settings, our approach robustly achieves over 95% SSR, demonstrating its capability for real-world applications. Our project page is available at https://jwliao1209.github.io/DiffQRCoder.

  • 7 authors
·
Sep 10, 2024 1

RoCo-Sim: Enhancing Roadside Collaborative Perception through Foreground Simulation

Roadside Collaborative Perception refers to a system where multiple roadside units collaborate to pool their perceptual data, assisting vehicles in enhancing their environmental awareness. Existing roadside perception methods concentrate on model design but overlook data issues like calibration errors, sparse information, and multi-view consistency, leading to poor performance on recent published datasets. To significantly enhance roadside collaborative perception and address critical data issues, we present the first simulation framework RoCo-Sim for road-side collaborative perception. RoCo-Sim is capable of generating diverse, multi-view consistent simulated roadside data through dynamic foreground editing and full-scene style transfer of a single image. RoCo-Sim consists of four components: (1) Camera Extrinsic Optimization ensures accurate 3D to 2D projection for roadside cameras; (2) A novel Multi-View Occlusion-Aware Sampler (MOAS) determines the placement of diverse digital assets within 3D space; (3) DepthSAM innovatively models foreground-background relationships from single-frame fixed-view images, ensuring multi-view consistency of foreground; and (4) Scalable Post-Processing Toolkit generates more realistic and enriched scenes through style transfer and other enhancements. RoCo-Sim significantly improves roadside 3D object detection, outperforming SOTA methods by 83.74 on Rcooper-Intersection and 83.12 on TUMTraf-V2X for AP70. RoCo-Sim fills a critical gap in roadside perception simulation. Code and pre-trained models will be released soon: https://github.com/duyuwen-duen/RoCo-Sim

  • 9 authors
·
Mar 13, 2025 2

GS-ProCams: Gaussian Splatting-based Projector-Camera Systems

We present GS-ProCams, the first Gaussian Splatting-based framework for projector-camera systems (ProCams). GS-ProCams is not only view-agnostic but also significantly enhances the efficiency of projection mapping (PM) that requires establishing geometric and radiometric mappings between the projector and the camera. Previous CNN-based ProCams are constrained to a specific viewpoint, limiting their applicability to novel perspectives. In contrast, NeRF-based ProCams support view-agnostic projection mapping, however, they require an additional co-located light source and demand significant computational and memory resources. To address this issue, we propose GS-ProCams that employs 2D Gaussian for scene representations, and enables efficient view-agnostic ProCams applications. In particular, we explicitly model the complex geometric and photometric mappings of ProCams using projector responses, the projection surface's geometry and materials represented by Gaussians, and the global illumination component. Then, we employ differentiable physically-based rendering to jointly estimate them from captured multi-view projections. Compared to state-of-the-art NeRF-based methods, our GS-ProCams eliminates the need for additional devices, achieving superior ProCams simulation quality. It also uses only 1/10 of the GPU memory for training and is 900 times faster in inference speed. Please refer to our project page for the code and dataset: https://realqingyue.github.io/GS-ProCams/.

  • 4 authors
·
Dec 16, 2024

Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction

We present a super-fast convergence approach to reconstructing the per-scene radiance field from a set of images that capture the scene with known poses. This task, which is often applied to novel view synthesis, is recently revolutionized by Neural Radiance Field (NeRF) for its state-of-the-art quality and flexibility. However, NeRF and its variants require a lengthy training time ranging from hours to days for a single scene. In contrast, our approach achieves NeRF-comparable quality and converges rapidly from scratch in less than 15 minutes with a single GPU. We adopt a representation consisting of a density voxel grid for scene geometry and a feature voxel grid with a shallow network for complex view-dependent appearance. Modeling with explicit and discretized volume representations is not new, but we propose two simple yet non-trivial techniques that contribute to fast convergence speed and high-quality output. First, we introduce the post-activation interpolation on voxel density, which is capable of producing sharp surfaces in lower grid resolution. Second, direct voxel density optimization is prone to suboptimal geometry solutions, so we robustify the optimization process by imposing several priors. Finally, evaluation on five inward-facing benchmarks shows that our method matches, if not surpasses, NeRF's quality, yet it only takes about 15 minutes to train from scratch for a new scene.

  • 3 authors
·
Nov 22, 2021

Bilateral Guided Radiance Field Processing

Neural Radiance Fields (NeRF) achieves unprecedented performance in synthesizing novel view synthesis, utilizing multi-view consistency. When capturing multiple inputs, image signal processing (ISP) in modern cameras will independently enhance them, including exposure adjustment, color correction, local tone mapping, etc. While these processings greatly improve image quality, they often break the multi-view consistency assumption, leading to "floaters" in the reconstructed radiance fields. To address this concern without compromising visual aesthetics, we aim to first disentangle the enhancement by ISP at the NeRF training stage and re-apply user-desired enhancements to the reconstructed radiance fields at the finishing stage. Furthermore, to make the re-applied enhancements consistent between novel views, we need to perform imaging signal processing in 3D space (i.e. "3D ISP"). For this goal, we adopt the bilateral grid, a locally-affine model, as a generalized representation of ISP processing. Specifically, we optimize per-view 3D bilateral grids with radiance fields to approximate the effects of camera pipelines for each input view. To achieve user-adjustable 3D finishing, we propose to learn a low-rank 4D bilateral grid from a given single view edit, lifting photo enhancements to the whole 3D scene. We demonstrate our approach can boost the visual quality of novel view synthesis by effectively removing floaters and performing enhancements from user retouching. The source code and our data are available at: https://bilarfpro.github.io.

  • 4 authors
·
Jun 1, 2024

TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering

Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.

  • 4 authors
·
Jan 11, 2024

NeRF-based Point Cloud Reconstruction using a Stationary Camera for Agricultural Applications

This paper presents a NeRF-based framework for point cloud (PCD) reconstruction, specifically designed for indoor high-throughput plant phenotyping facilities. Traditional NeRF-based reconstruction methods require cameras to move around stationary objects, but this approach is impractical for high-throughput environments where objects are rapidly imaged while moving on conveyors or rotating pedestals. To address this limitation, we develop a variant of NeRF-based PCD reconstruction that uses a single stationary camera to capture images as the object rotates on a pedestal. Our workflow comprises COLMAP-based pose estimation, a straightforward pose transformation to simulate camera movement, and subsequent standard NeRF training. A defined Region of Interest (ROI) excludes irrelevant scene data, enabling the generation of high-resolution point clouds (10M points). Experimental results demonstrate excellent reconstruction fidelity, with precision-recall analyses yielding an F-score close to 100.00 across all evaluated plant objects. Although pose estimation remains computationally intensive with a stationary camera setup, overall training and reconstruction times are competitive, validating the method's feasibility for practical high-throughput indoor phenotyping applications. Our findings indicate that high-quality NeRF-based 3D reconstructions are achievable using a stationary camera, eliminating the need for complex camera motion or costly imaging equipment. This approach is especially beneficial when employing expensive and delicate instruments, such as hyperspectral cameras, for 3D plant phenotyping. Future work will focus on optimizing pose estimation techniques and further streamlining the methodology to facilitate seamless integration into automated, high-throughput 3D phenotyping pipelines.

  • 7 authors
·
Mar 27, 2025

FlexiDreamer: Single Image-to-3D Generation with FlexiCubes

3D content generation from text prompts or single images has made remarkable progress in quality and speed recently. One of its dominant paradigms involves generating consistent multi-view images followed by a sparse-view reconstruction. However, due to the challenge of directly deforming the mesh representation to approach the target topology, most methodologies learn an implicit representation (such as NeRF) during the sparse-view reconstruction and acquire the target mesh by a post-processing extraction. Although the implicit representation can effectively model rich 3D information, its training typically entails a long convergence time. In addition, the post-extraction operation from the implicit field also leads to undesirable visual artifacts. In this paper, we propose FlexiDreamer, a novel single image-to-3d generation framework that reconstructs the target mesh in an end-to-end manner. By leveraging a flexible gradient-based extraction known as FlexiCubes, our method circumvents the defects brought by the post-processing and facilitates a direct acquisition of the target mesh. Furthermore, we incorporate a multi-resolution hash grid encoding scheme that progressively activates the encoding levels into the implicit field in FlexiCubes to help capture geometric details for per-step optimization. Notably, FlexiDreamer recovers a dense 3D structure from a single-view image in approximately 1 minute on a single NVIDIA A100 GPU, outperforming previous methodologies by a large margin.

  • 5 authors
·
Apr 1, 2024 2

Splatent: Splatting Diffusion Latents for Novel View Synthesis

Radiance field representations have recently been explored in the latent space of VAEs that are commonly used by diffusion models. This direction offers efficient rendering and seamless integration with diffusion-based pipelines. However, these methods face a fundamental limitation: The VAE latent space lacks multi-view consistency, leading to blurred textures and missing details during 3D reconstruction. Existing approaches attempt to address this by fine-tuning the VAE, at the cost of reconstruction quality, or by relying on pre-trained diffusion models to recover fine-grained details, at the risk of some hallucinations. We present Splatent, a diffusion-based enhancement framework designed to operate on top of 3D Gaussian Splatting (3DGS) in the latent space of VAEs. Our key insight departs from the conventional 3D-centric view: rather than reconstructing fine-grained details in 3D space, we recover them in 2D from input views through multi-view attention mechanisms. This approach preserves the reconstruction quality of pretrained VAEs while achieving faithful detail recovery. Evaluated across multiple benchmarks, Splatent establishes a new state-of-the-art for VAE latent radiance field reconstruction. We further demonstrate that integrating our method with existing feed-forward frameworks, consistently improves detail preservation, opening new possibilities for high-quality sparse-view 3D reconstruction.

  • 9 authors
·
Dec 10, 2025

Dual-Space NeRF: Learning Animatable Avatars and Scene Lighting in Separate Spaces

Modeling the human body in a canonical space is a common practice for capturing and animation. But when involving the neural radiance field (NeRF), learning a static NeRF in the canonical space is not enough because the lighting of the body changes when the person moves even though the scene lighting is constant. Previous methods alleviate the inconsistency of lighting by learning a per-frame embedding, but this operation does not generalize to unseen poses. Given that the lighting condition is static in the world space while the human body is consistent in the canonical space, we propose a dual-space NeRF that models the scene lighting and the human body with two MLPs in two separate spaces. To bridge these two spaces, previous methods mostly rely on the linear blend skinning (LBS) algorithm. However, the blending weights for LBS of a dynamic neural field are intractable and thus are usually memorized with another MLP, which does not generalize to novel poses. Although it is possible to borrow the blending weights of a parametric mesh such as SMPL, the interpolation operation introduces more artifacts. In this paper, we propose to use the barycentric mapping, which can directly generalize to unseen poses and surprisingly achieves superior results than LBS with neural blending weights. Quantitative and qualitative results on the Human3.6M and the ZJU-MoCap datasets show the effectiveness of our method.

  • 4 authors
·
Aug 31, 2022

DynVideo-E: Harnessing Dynamic NeRF for Large-Scale Motion- and View-Change Human-Centric Video Editing

Despite remarkable research advances in diffusion-based video editing, existing methods are limited to short-length videos due to the contradiction between long-range consistency and frame-wise editing. Recent approaches attempt to tackle this challenge by introducing video-2D representations to degrade video editing to image editing. However, they encounter significant difficulties in handling large-scale motion- and view-change videos especially for human-centric videos. This motivates us to introduce the dynamic Neural Radiance Fields (NeRF) as the human-centric video representation to ease the video editing problem to a 3D space editing task. As such, editing can be performed in the 3D spaces and propagated to the entire video via the deformation field. To provide finer and direct controllable editing, we propose the image-based 3D space editing pipeline with a set of effective designs. These include multi-view multi-pose Score Distillation Sampling (SDS) from both 2D personalized diffusion priors and 3D diffusion priors, reconstruction losses on the reference image, text-guided local parts super-resolution, and style transfer for 3D background space. Extensive experiments demonstrate that our method, dubbed as DynVideo-E, significantly outperforms SOTA approaches on two challenging datasets by a large margin of 50% ~ 95% in terms of human preference. Compelling video comparisons are provided in the project page https://showlab.github.io/DynVideo-E/. Our code and data will be released to the community.

  • 9 authors
·
Oct 16, 2023

Mamba-FSCIL: Dynamic Adaptation with Selective State Space Model for Few-Shot Class-Incremental Learning

Few-shot class-incremental learning (FSCIL) confronts the challenge of integrating new classes into a model with minimal training samples while preserving the knowledge of previously learned classes. Traditional methods widely adopt static adaptation relying on a fixed parameter space to learn from data that arrive sequentially, prone to overfitting to the current session. Existing dynamic strategies require the expansion of the parameter space continually, leading to increased complexity. To address these challenges, we integrate the recently proposed selective state space model (SSM) into FSCIL. Concretely, we propose a dual selective SSM projector that dynamically adjusts the projection parameters based on the intermediate features for dynamic adaptation. The dual design enables the model to maintain the robust features of base classes, while adaptively learning distinctive feature shifts for novel classes. Additionally, we develop a class-sensitive selective scan mechanism to guide dynamic adaptation. It minimizes the disruption to base-class representations caused by training on novel data, and meanwhile, forces the selective scan to perform in distinct patterns between base and novel classes. Experiments on miniImageNet, CUB-200, and CIFAR-100 demonstrate that our framework outperforms the existing state-of-the-art methods. The code is available at https://github.com/xiaojieli0903/Mamba-FSCIL.

  • 6 authors
·
Jul 8, 2024

PostoMETRO: Pose Token Enhanced Mesh Transformer for Robust 3D Human Mesh Recovery

With the recent advancements in single-image-based human mesh recovery, there is a growing interest in enhancing its performance in certain extreme scenarios, such as occlusion, while maintaining overall model accuracy. Although obtaining accurately annotated 3D human poses under occlusion is challenging, there is still a wealth of rich and precise 2D pose annotations that can be leveraged. However, existing works mostly focus on directly leveraging 2D pose coordinates to estimate 3D pose and mesh. In this paper, we present PostoMETRO(Pose token enhanced MEsh TRansfOrmer), which integrates occlusion-resilient 2D pose representation into transformers in a token-wise manner. Utilizing a specialized pose tokenizer, we efficiently condense 2D pose data to a compact sequence of pose tokens and feed them to the transformer together with the image tokens. This process not only ensures a rich depiction of texture from the image but also fosters a robust integration of pose and image information. Subsequently, these combined tokens are queried by vertex and joint tokens to decode 3D coordinates of mesh vertices and human joints. Facilitated by the robust pose token representation and the effective combination, we are able to produce more precise 3D coordinates, even under extreme scenarios like occlusion. Experiments on both standard and occlusion-specific benchmarks demonstrate the effectiveness of PostoMETRO. Qualitative results further illustrate the clarity of how 2D pose can help 3D reconstruction. Code will be made available.

  • 4 authors
·
Mar 19, 2024

EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation

We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.

  • 10 authors
·
Jan 3, 2025 3

LeC^2O-NeRF: Learning Continuous and Compact Large-Scale Occupancy for Urban Scenes

In NeRF, a critical problem is to effectively estimate the occupancy to guide empty-space skipping and point sampling. Grid-based methods work well for small-scale scenes. However, on large-scale scenes, they are limited by predefined bounding boxes, grid resolutions, and high memory usage for grid updates, and thus struggle to speed up training for large-scale, irregularly bounded and complex urban scenes without sacrificing accuracy. In this paper, we propose to learn a continuous and compact large-scale occupancy network, which can classify 3D points as occupied or unoccupied points. We train this occupancy network end-to-end together with the radiance field in a self-supervised manner by three designs. First, we propose a novel imbalanced occupancy loss to regularize the occupancy network. It makes the occupancy network effectively control the ratio of unoccupied and occupied points, motivated by the prior that most of 3D scene points are unoccupied. Second, we design an imbalanced architecture containing a large scene network and a small empty space network to separately encode occupied and unoccupied points classified by the occupancy network. This imbalanced structure can effectively model the imbalanced nature of occupied and unoccupied regions. Third, we design an explicit density loss to guide the occupancy network, making the density of unoccupied points smaller. As far as we know, we are the first to learn a continuous and compact occupancy of large-scale NeRF by a network. In our experiments, our occupancy network can quickly learn more compact, accurate and smooth occupancy compared to the occupancy grid. With our learned occupancy as guidance for empty space skipping on challenging large-scale benchmarks, our method consistently obtains higher accuracy compared to the occupancy grid, and our method can speed up state-of-the-art NeRF methods without sacrificing accuracy.

  • 2 authors
·
Nov 18, 2024

Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent Spaces

Recent works have shown that, when trained at scale, uni-modal 2D vision and text encoders converge to learned features that share remarkable structural properties, despite arising from different representations. However, the role of 3D encoders with respect to other modalities remains unexplored. Furthermore, existing 3D foundation models that leverage large datasets are typically trained with explicit alignment objectives with respect to frozen encoders from other representations. In this work, we investigate the possibility of a posteriori alignment of representations obtained from uni-modal 3D encoders compared to text-based feature spaces. We show that naive post-training feature alignment of uni-modal text and 3D encoders results in limited performance. We then focus on extracting subspaces of the corresponding feature spaces and discover that by projecting learned representations onto well-chosen lower-dimensional subspaces the quality of alignment becomes significantly higher, leading to improved accuracy on matching and retrieval tasks. Our analysis further sheds light on the nature of these shared subspaces, which roughly separate between semantic and geometric data representations. Overall, ours is the first work that helps to establish a baseline for post-training alignment of 3D uni-modal and text feature spaces, and helps to highlight both the shared and unique properties of 3D data compared to other representations.

  • 8 authors
·
Mar 7, 2025 2

First Light And Reionisation Epoch Simulations (FLARES) XVI: Size Evolution of Massive Dusty Galaxies at Cosmic Dawn from UV to IR

We use the First Light And Reionisation Epoch Simulations (FLARES) to study the evolution of the rest-frame ultraviolet (UV) and far-infrared (FIR) sizes for a statistical sample of massive (gtrsim10^{9}M_{odot}) high redshift galaxies (z in [5,10]). Galaxies are post-processed using the SKIRT radiative transfer code, to self-consistently obtain the full spectral energy distribution and surface brightness distribution. We create mock observations of the galaxies for the Near Infrared Camera (NIRCam) to study the rest-frame UV 1500 xC5 morphology. We also generate mock rest-frame FIR (50 mum) photometry and mock ALMA (158 mum) (0.01"-0.03" and approx0.3" angular resolution) observations to study the dust-continuum. We find the effect of dust on observed sizes reduces with increasing wavelength from the UV to optical (sim0.6 times the UV at 0.4mum), with no evolution in FIR sizes. Observed sizes vary within 0.4-1.2 times the intrinsic sizes at different signal to noise ratios (SNR = 5-20) across redshifts. The effect of PSF and noise makes bright structures prominent, whereas fainter regions blend with noise, leading to an underestimation (factor of 0.4-0.8) of sizes at SNR=5. At SNR=15-20, the underestimation reduces (factor of 0.6-0.9) at z=5-8 but due to PSF, at z=9-10, bright cores are dominant, resulting in an overestimation (factor of 1.0-1.2). For ALMA, low resolution sizes are effected by noise which acts as extended emission. The size evolution in UV broadly agrees with current observational samples and other simulations. This work is one of the first to analyse the panchromatic sizes of a statistically significant sample of simulated high-redshift galaxies, complementing a growing body of research highlighting the importance of conducting an equivalent comparison between observed galaxies and their simulated counterparts in the early Universe.

  • 12 authors
·
Aug 20, 2024

3D^2-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling

Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.

  • 5 authors
·
Dec 16, 2024

3D Scene Prompting for Scene-Consistent Camera-Controllable Video Generation

We present 3DScenePrompt, a framework that generates the next video chunk from arbitrary-length input while enabling precise camera control and preserving scene consistency. Unlike methods conditioned on a single image or a short clip, we employ dual spatio-temporal conditioning that reformulates context-view referencing across the input video. Our approach conditions on both temporally adjacent frames for motion continuity and spatially adjacent content for scene consistency. However, when generating beyond temporal boundaries, directly using spatially adjacent frames would incorrectly preserve dynamic elements from the past. We address this by introducing a 3D scene memory that represents exclusively the static geometry extracted from the entire input video. To construct this memory, we leverage dynamic SLAM with our newly introduced dynamic masking strategy that explicitly separates static scene geometry from moving elements. The static scene representation can then be projected to any target viewpoint, providing geometrically consistent warped views that serve as strong 3D spatial prompts while allowing dynamic regions to evolve naturally from temporal context. This enables our model to maintain long-range spatial coherence and precise camera control without sacrificing computational efficiency or motion realism. Extensive experiments demonstrate that our framework significantly outperforms existing methods in scene consistency, camera controllability, and generation quality. Project page : https://cvlab-kaist.github.io/3DScenePrompt/

  • 9 authors
·
Oct 16, 2025

ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment

Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.