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World-consistent Video Diffusion with Explicit 3D Modeling

Qihang Zhang, Shuangfei Zhai, Miguel Ángel Bautista Martin, Kevin Miao, Alexander Toshev, Joshua Susskind, Jiatao Gu

Recent advancements in diffusion models have set new benchmarks in image and video generation, enabling realistic visual synthesis across single- and multi-frame contexts. However, these models still struggle with efficiently and explicitly generating 3D-consistent content. To address this, we propose World-consistent Video Diffusion (WVD), a novel framework that incorporates explicit 3D supervision using XYZ images, which encode global 3D coordinates for each image pixel. More specifically, we train a diffusion transformer to learn the joint distribution of RGB and XYZ frames. This approach supports multi-task adaptability via a flexible inpainting strategy. For example, WVD can estimate XYZ frames from ground-truth RGB or generate novel RGB frames using XYZ projections along a specified camera trajectory. In doing so, WVD unifies tasks like single-image-to-3D generation, multi-view stereo, and camera-controlled video generation. Our approach demonstrates competitive performance across multiple benchmarks, providing a scalable solution for 3D-consistent video and image generation with a single pretrained model.

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VideoSPatS: Video SPatiotemporal Splines for Disentangled Occlusion, Appearance and Motion Modeling and Editing

Juan Luis Gonzalez, Xu Yao, Alex Whelan, Kyle Olszewski, Hyeongwoo Kim, Pablo Garrido

We present an implicit video representation for occlusions, appearance, and motion disentanglement from monocular videos, which we refer to as Video Spatiotemporal Splines (VideoSPatS).Unlike previous methods that map time and coordinates to deformation and canonical colors, our VideoSPatS maps input coordinates into Spatial and Color Spline deformation fields Ds and Dc, which disentangle motion and appearance in videos. With spline-based parametrization, our method naturally generates temporally consistent flow and guarantees long-term temporal consistency, which is crucial for convincing video editing.Aided by additional prediction blocks, our VideoSPatS also performs layer separation between the latent video and the selected occluder. By disentangling occlusions, appearance, and motion, our method allows for better spatiotemporal modeling and editing of diverse videos, including in-the-wild talking head videos with challenging occlusions, shadows, and specularities while maintaining a reasonable canonical space for editing.We also present general video modeling results on the DAVIS, and CoDeF datasets, as well as our own talking head video dataset collected from open-source web videos. Extensive ablations show the combination of Ds and Dc under neural splines can overcome motion and appearance ambiguities, paving the way to more advanced video editing models.

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VidMuse: A Simple Video-to-Music Generation Framework with Long-Short-Term Modeling

Zeyue Tian, Zhaoyang Liu, Ruibin Yuan, Jiahao Pan, Qifeng Liu, Xu Tan, Qifeng Chen, Wei Xue, Yike Guo

In this work, we systematically study music generation conditioned solely on the video. First, we present a large-scale dataset by collecting 360K video-music pairs, including various genres such as movie trailers, advertisements, and documentaries. Furthermore, we propose VidMuse, a simple framework for generating music aligned with video inputs. VidMuse stands out by producing high-fidelity music that is both acoustically and semantically aligned with the video. By incorporating local and global visual cues, VidMuse enables the creation of coherent music tracks that consistently match the video content through Long-Short-Term modeling. Through extensive experiments, VidMuse outperforms existing models in terms of audio quality, diversity, and audio-visual alignment. The code and datasets are available at https://vidmuse.github.io/

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Unsupervised Continual Domain Shift Learning with Multi-Prototype Modeling

Haopeng Sun, Yingwei Zhang, Lumin Xu, Sheng Jin, Ping Luo, Chen Qian, Wentao Liu, Yiqiang Chen

In real-world applications, deep neural networks may encounter constantly changing environments, where the test data originates from continually shifting unlabeled target domains. This problem, known as Unsupervised Continual Domain Shift Learning (UCDSL), poses practical difficulties. Existing methods for UCDSL aim to learn domain-invariant representations for all target domains. However, due to the existence of adaptivity gap, the invariant representation may theoretically lead to large joint errors. To overcome the limitation, we propose a novel UCDSL method, called Multi-Prototype Modeling (MPM). Our model comprises two key components: (1) Multi-Prototype Learning (MPL) for acquiring domain-specific representations using multiple domain-specific prototypes. MPL achieves domain-specific error minimization instead of enforcing feature alignment across different domains. (2) Bi-Level Graph Enhancer (BiGE) for enhancing domain-level and category-level representations, resulting in more accurate predictions. We provide theoretical and empirical analysis to demonstrate the effectiveness of our proposed method. We evaluate our approach on multiple benchmark datasets and show that our model surpasses state-of-the-art methods across all datasets, highlighting its effectiveness and robustness in handling unsupervised continual domain shift learning. Codes will be publicly accessible.

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Towards Realistic Example-based Modeling via 3D Gaussian Stitching

Xinyu Gao, Ziyi Yang, Bingchen Gong, Xiaoguang Han, Sipeng Yang, Xiaogang Jin

Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality.

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Textured Gaussians for Enhanced 3D Scene Appearance Modeling

Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang, Johannes Kopf, Gordon Wetzstein, Changil Kim

3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha (A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a richer set of texture patterns and geometric structures, instead of just a single color and ellipsoid as in naive Gaussian Splatting. Surprisingly, we found that the expressivity of Gaussians can be greatly improved by using alpha-only texture maps, and further augmenting Gaussians with RGB texture maps achieves the highest expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels. We demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.

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SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting

Jiajun Tang, Fan Fei, Zhihao Li, Xiao Tang, Shiyong Liu, Youyu Chen, Binxiao Huang, Zhenyu Chen, Xiaofei Wu, Boxin Shi

3D Gaussian Splatting (3DGS), a recently emerged multi-view 3D reconstruction technique, has shown significant advantages in real-time rendering and explicit editing. However, 3DGS encounters challenges in the accurate modeling of both high-frequency view-dependent appearances and global illumination effects, including inter-reflection. This paper introduces SpecTRe-GS, which addresses these challenges and models highly Specular surfaces that reflect nearby objects through Tracing Rays in 3D Gaussian Splatting. SpecTRe-GS separately models reflections from highly specular and rough surfaces to leverage the distinctions between their reflective properties and integrates an efficient ray tracer within the 3DGS framework for querying secondary rays, thus achieving fast and accurate rendering. Also, it incorporates normal prior guidance and joint geometry optimization at various stages of the training process to enhance geometry reconstruction for undistorted reflections. Experiments on both synthetic and real-world scenes demonstrate the superiority of SpecTRe-GS compared to existing 3DGS-based methods in capturing highly specular inter-reflections and also showcase its editing applications.

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SegMAN: Omni-scale Context Modeling with State Space Models and Local Attention for Semantic Segmentation

Yunxiang Fu, Meng Lou, Yizhou Yu

High-quality semantic segmentation relies on three key capabilities: global context modeling, local detail encoding, and multi-scale feature extraction. However, recent methods struggle to possess all these capabilities simultaneously. Hence, we aim to empower segmentation networks to simultaneously carry out efficient global context modeling, high-quality local detail encoding, and rich multi-scale feature representation for varying input resolutions. In this paper, we introduce SegMAN, a novel linear-time model comprising a hybrid feature encoder dubbed SegMAN Encoder, and a decoder based on state space models. Specifically, the SegMAN Encoder synergistically integrates sliding local attention with dynamic state space models, enabling highly efficient global context modeling while preserving fine-grained local details. Meanwhile, the MMSCopE module in our decoder enhances multi-scale context feature extraction and adaptively scales with the input resolution. Our SegMAN-B Encoder achieves 85.1% ImageNet-1k accuracy (+1.5% over VMamba-S with fewer parameters). When paired with our decoder, the full SegMAN-B model achieves 52.6% mIoU on ADE20K (+1.6% over SegNeXt-L with 15% fewer GFLOPs), 83.8% mIoU on Cityscapes (+2.1% over SegFormer-B3 with half the GFLOPs), and 1.6% higher mIoU than VWFormer-B3 on COCO-Stuff with lower GFLOPs. Our code is available at https://github.com/yunxiangfu2001/SegMAN.

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RigGS: Rigging of 3D Gaussians for Modeling Articulated Objects in Videos

Yuxin Yao, Zhi Deng, Junhui Hou

This paper considers the problem of modeling articulated objects captured in 2D videos to enable novel view synthesis, while also being easily editable, drivable, and reposable. To tackle this challenging problem, we propose RigGS, a new paradigm that leverages 3D Gaussian representation and skeleton-based motion representation to model dynamic objects without utilizing additional template priors. Specifically, we first propose skeleton-aware node-controlled deformation, which deforms a canonical 3D Gaussian representation over time to initialize the modeling process, producing candidate skeleton nodes that are further simplified into a sparse 3D skeleton according to their motion and semantic information. Subsequently, based on the resulting skeleton, we design learnable skin deformations and pose-dependent detailed deformations, thereby easily deforming the 3D Gaussian representation to generate new actions and render further high-quality images from novel views. Extensive experiments demonstrate that our method can generate realistic new actions easily for objects and achieve high-quality rendering.

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Relation3D : Enhancing Relation Modeling for Point Cloud Instance Segmentation

Jiahao Lu, Jiacheng Deng

3D instance segmentation aims to predict a set of object instances in a scene, representing them as binary foreground masks with corresponding semantic labels. Currently, transformer-based methods are gaining increasing attention due to their elegant pipelines and superior predictions. However, these methods primarily focus on modeling the external relationships between scene features and query features through mask attention. They lack effective modeling of the internal relationships among scene features as well as between query features.In light of these disadvantages, we propose Relation3D: Enhancing Relation Modeling for Point Cloud Instance Segmentation. Specifically, we introduce an adaptive superpoint aggregation module and a contrastive learning-guided superpoint refinement module to better represent superpoint features (scene features) and leverage contrastive learning to guide the updates of these features.Furthermore, our relation-aware self-attention mechanism enhances the capabilities of modeling relationships between queries by incorporating positional and geometric relationships into the self-attention mechanism.Extensive experiments on the ScanNetV2, ScanNet++, ScanNet200 and S3DIS datasets demonstrate the superior performance of Relation3D.

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Radio Frequency Ray Tracing with Neural Object Representation for Enhanced RF Modeling

Xingyu Chen, Zihao Feng, Kun Qian, Xinyu Zhang

Radio frequency (RF) propagation modeling poses unique electromagnetic simulation challenges. While recent neural representations have shown success in visible spectrum rendering, the fundamentally different scales and physics of RF signals require novel modeling paradigms. In this paper, we introduce RFScape, a novel framework that bridges the gap between neural scene representation and RF propagation modeling. Our key insight is that complex RF-object interactions can be captured through object-centric neural representations while preserving the composability of traditional ray tracing. Unlike previous approaches that either rely on crude geometric approximations or require dense spatial sampling of entire scenes, RFScape learns per-object electromagnetic properties and enables flexible scene composition. Through extensive evaluation on real-world RF testbeds, we demonstrate that our approach achieves 13 dB improvement over conventional ray tracing and 5 dB over state-of-the-art neural baselines in modeling accuracy, while requiring only sparse training samples.

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RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars

Linzhou Li, Yumeng Li, Yanlin Weng, Youyi Zheng, Kun Zhou

We present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar.

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Poly-Autoregressive Prediction for Modeling Interactions

Neerja Thakkar, Tara Sadjadpour, Jathushan Rajasegeran, Shiry Ginosar, Jitendra Malik

We introduce a simple framework for predicting the behavior of an agent in multi-agent settings. In contrast to autoregressive (AR) tasks, such as language processing, our focus is on scenarios with multiple agents whose interactions are shaped by physical constraints and internal motivations. To this end, we propose Poly-Autoregressive (PAR) modeling, which forecasts an ego agent's future behavior by reasoning about the ego agent's state history and the past and current states of other interacting agents. At its core, PAR represents the behavior of all agents as a sequence of tokens, each representing an agent's state at a specific timestep. With minimal data pre-processing changes, we show that PAR can be applied to three different problems: human action forecasting in social situations, trajectory prediction for autonomous vehicles, and object pose forecasting during hand-object interaction. Using a small proof-of-concept transformer backbone, PAR outperforms AR across these three scenarios.

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Person De-reidentification: A Variation-guided Identity Shift Modeling

Yi-Xing Peng, Yu-Ming Tang, Kun-Yu Lin, Qize Yang, Jingke Meng, Xihan Wei, Wei-Shi Zheng

Person re-identification (ReID) is to associate images of individuals from different camera views against cross-view variations. Like other surveillance technologies, Re-ID faces serious privacy challenges, particularly the potential for unauthorized tracking. Although various tasks (e.g., face recognition) have developed machine unlearning techniques to address privacy concerns, such methods have not yet been explored within the Re-ID field. In this work, we pioneer the exploration of the person de-reidentification (De-ReID) problem and present its inherent challenges. In the context of ReID, De-ReID is to unlearn the knowledge about accurately matching specific persons so that these "unlearned persons" cannot be re-identified across cameras for privacy guarantee. The primary challenge is to achieve the unlearning without degrading the identity-discriminative feature embeddings to ensure the model's utility. To address this, we formulate a De-ReID framework that utilizes a labeled dataset of unlearned persons for unlearning and an unlabeled dataset of accessible persons for knowledge preservation. Instead of unlearning based on (pseudo) identity labels, we introduce a variation-guided identity shift mechanism that unlearns the specific persons by fitting the variations in their images while preserving ReID ability on other persons by overcoming the variations in images of accessible persons. As a result, the model shifts the unlearned persons to a feature space that is vulnerable to cross-view variations. Extensive experiments on benchmarks demonstrate the superiority of our method.

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PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model

Mingju Gao, Yike Pan, Huan-ang Gao, Zongzheng Zhang, Wenyi Li, Hao Dong, Hao Tang, Li Yi, Hao Zhao

As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.

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Parallel Sequence Modeling via Generalized Spatial Propagation Network

Hongjun Wang, Wonmin Byeon, Jiarui Xu, Jinwei Gu, Ka Chun Cheung, Xiaolong Wang, Kai Han, Jan Kautz, Sifei Liu

We present the Generalized Spatial Propagation Network (GSPN), a new attention mechanism optimized for vision tasks that inherently captures 2D spatial structures. Existing attention models, including transformers, linear attention, and state-space models like Mamba, process multi-dimensional data as 1D sequences, compromising spatial coherence and efficiency. GSPN overcomes these limitations by directly operating on spatially coherent image data and forming dense pairwise connections through a unique line-scan approach. Central to GSPN is the Stability-Context Condition, which ensures stable, context-aware propagation across 2D sequences and reduces the effective sequence length to \sqrt N , significantly enhancing computational efficiency. With learnable, input-dependent weights and no reliance on positional embeddings, GSPN achieves superior spatial fidelity and state-of-the-art performance in vision tasks, including ImageNet classification, class-guided image generation, and text-to-image generation. Notably, GSPN accelerates SD-XL with softmax-attention by over 84xwhen generating 16K images.

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Neural Hierarchical Decomposition for Single Image Plant Modeling

Zhihao Liu, Zhanglin Cheng, Naoto Yokoya

Obtaining high-quality, practically usable 3D models of biological plants remains a significant challenge in computer vision and graphics. In this paper, we present a novel method for generating realistic 3D plant models from single-view photographs. Our approach employs a neural decomposition technique to learn a lightweight hierarchical box representation from the image, effectively capturing the structures and botanical features of plants. Then, this representation can be subsequently refined through a shape-guided parametric modeling module to produce complete 3D plant models. By combining hierarchical learning and parametric modeling, our method generates structured 3D plant assets with fine geometric details. Notably, through learning the decomposition in different levels of detail, our method can adapt to two distinct plant categories: outdoor trees and houseplants, each with unique appearance features. Within the scope of plant modeling, our method is the first comprehensive solution capable of reconstructing both plant categories from single-view images.

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Modeling Multiple Normal Action Representations for Error Detection in Procedural Tasks

Wei-Jin Huang, Yuan-Ming Li, Zhi-Wei Xia, Yu-Ming Tang, Kun-Yu Lin, Jian-Fang Hu, Wei-Shi Zheng

Error detection in procedural activities is essential for consistent and correct outcomes in AR-assisted and robotic systems. Existing methods often focus on temporal ordering errors or rely on static prototypes to represent normal actions. However, these approaches typically overlook the common scenario where multiple, distinct actions are valid following a given sequence of executed actions. This leads to two issues: (1) the model cannot effectively detect errors using static prototypes when the inference environment or action execution distribution differs from training; and (2) the model may also use the wrong prototypes to detect errors if the ongoing action label is not the same as the predicted one. To address this problem, we propose an Adaptive Multiple Normal Action Representation (AMNAR) framework. AMNAR predicts all valid next actions and reconstructs their corresponding normal action representations, which are compared against the ongoing action to detect errors. Extensive experiments demonstrate that AMNAR achieves state-of-the-art performance, highlighting the effectiveness of AMNAR and the importance of modeling multiple valid next actions in error detection. The code is available at https://github.com/iSEE-Laboratory/AMNAR.

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ModeSeq: Taming Sparse Multimodal Motion Prediction with Sequential Mode Modeling

Zikang Zhou, Hengjian Zhou, Haibo Hu, Zihao Wen, Jianping Wang, Yung-Hui Li, Yu-Kai Huang

Anticipating the multimodality of future events lays the foundation for safe autonomous driving. However, multimodal motion prediction for traffic agents has been clouded by the lack of multimodal ground truth. Existing works predominantly adopt the winner-take-all training strategy to tackle this challenge, yet still suffer from limited trajectory diversity and uncalibrated mode confidence. While some approaches address these limitations by generating excessive trajectory candidates, they necessitate a post-processing stage to identify the most representative modes, a process lacking universal principles and compromising trajectory accuracy. We are thus motivated to introduce ModeSeq, a new multimodal prediction paradigm that models modes as sequences. Unlike the common practice of decoding multiple plausible trajectories in one shot, ModeSeq requires motion decoders to infer the next mode step by step, thereby more explicitly capturing the correlation between modes and significantly enhancing the ability to reason about multimodality. Leveraging the inductive bias of sequential mode prediction, we also propose the Early-Match-Take-All (EMTA) training strategy to diversify the trajectories further. Without relying on dense mode prediction or heuristic post-processing, ModeSeq considerably improves the diversity of multimodal output while attaining satisfactory trajectory accuracy, resulting in balanced performance on motion prediction benchmarks. Moreover, ModeSeq naturally emerges with the capability of mode extrapolation, which supports forecasting more behavior modes when the future is highly uncertain.

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MeshArt: Generating Articulated Meshes with Structure-Guided Transformers

Daoyi Gao, Yawar Siddiqui, Lei Li, Angela Dai

Articulated 3D object generation is fundamental for creating realistic, functional, and interactable virtual assets which are not simply static. We introduce MeshArt, a hierarchical transformer-based approach to generate articulated 3D meshes with clean, compact geometry, reminiscent of human-crafted 3D models. We approach articulated mesh generation in a part-by-part fashion across two stages.First, we generate a high-level articulation-aware object structure; then, based on this structural information, we synthesize each part's mesh faces. Key to our approach is modeling both articulation structures and part meshes as sequences of quantized triangle embeddings, leading to a unified hierarchical framework with transformers for autoregressive generation.Object part structures are first generated as their bounding primitives and articulation modes; a second transformer, guided by these articulation structures, then generates each part's mesh triangles.To ensure coherency among generated parts, we introduce structure-guided conditioning that also incorporates local part mesh connectivity.MeshArt shows significant improvements over state of the art, with 57.1% improvement in structure coverage and a 209-point improvement in mesh generation FID.

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分子建模 · CVPR 2025 | paperlist.ai