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Jiawen Wang, Jianjun Li 0010, Zhiyuan Ma 0005, Ruixia Bai

Image editing requires semantically modifying specific regions according to user instructions while preserving overall visual coherence. Although diffusion models have shown remarkable progress in image generation, their application to editing tasks faces two critical limitations: (1) insufficient understanding of editing objectives often leads to inconsistencies in style, attribute, or texture between generated content and background regions, and (2) over-reliance on ambiguous textual prompts that frequently lack crucial details, resulting in suboptimal edits. To address these challenges, we propose SAKR-Edit, a novel framework that enhances editing quality and controllability through Scene-Aware Knowledge Reasoning. Specifically, our approach introduces a scene-aware knowledge reasoning module that combines large language models (LLMs) with vision-language models (e.g., BLIP-2) to integrate global and local semantic information for improved instruction comprehension. The system employs chain-of-thought reasoning and contextual learning to parse instructions, infer implicit editing intentions, and supplement missing details, thereby improving editing precision. Additionally, we construct SSUD, a structured scene understanding dataset for evaluating editing models in real-world scenarios. Extensive experiments demonstrate that SAKR-Edit outperforms existing methods in image realism, style consistency, and structural integrity, while showing robust stability and adaptability in real-world applications. Our code and dataset are released at https://github.com/SAKR-Edit/sakr-edit.github.io.

Jinming Zhang, Yunlian Sun, Hongwen Zhang 0001, Jinhui Tang 0001

Dance is an important art form in human culture, but creating new dances can be both challenging and time-consuming. In this paper, we propose a novel dance choreography framework, EDMG, designed to efficiently generate creative and long-lasting dance sequences conditioning on music and dance descriptions. In the first stage, we propose a flexible dance diffusion method, combined with dance genre description and descriptions of fundamental movements to generate the dance sequences. To achieve high computational efficiency and inference speed, EDMG designs a lightweight denoising module by using selective parallel scanning algorithm from Mamba2. This Parallel Mamba Denoiser reduces significantly the number of parameters and accelerates remarkably both the learning and inference processes. In the second stage, by designing a smoothing module with a long receptive field, we mitigate joint error accumulation that causes jittering movements and foot sliding, thereby enhancing the fluency and visual appeal of the dance movements. Furthermore, we extend the AIST++ dataset by adding detailed descriptions of dance genres and fundamental movements, using the Large Language Model (LLM). These descriptions further improve the choreography generation. EDMG is validated through extensive experiments, demonstrating that our method can both effectively and efficiently generate long-term dances suitable for various dance genres. Project URL: https://github.com/neymar277/EDMG.

Lingzhou Mu, Baiji Liu, Ruonan Zhang, Guiming Mo, Jiawei Jin, Kai Zhang 0012, Haozhi Huang 0001

Diffusion-based video generation techniques have significantly improved zero-shot talking-head avatar generation, enhancing the naturalness of both head motion and facial expressions. However, existing methods suffer from poor controllability, making them less applicable to real-world scenarios such as filmmaking and live streaming for e-commerce. To address this limitation, we propose FLAP, a novel approach that integrates explicit 3D intermediate parameters (head poses and facial expressions) into the diffusion model for end-to-end generation of realistic portrait videos. The proposed architecture allows the model to generate vivid portrait videos from audio while simultaneously incorporating additional control signals, such as head rotation angles and eye-blinking frequency. Furthermore, the decoupling of head pose and facial expression allows for independent control of each, offering precise manipulation of both the avatar's pose and facial expressions. We also demonstrate its flexibility in integrating with existing 3D head generation methods, bridging the gap between 3D model-based approaches and end-to-end diffusion techniques. Extensive experiments show that our method outperforms recent audio-driven portrait video models in both naturalness and controllability.

Junxian Wu 0003, Weitao You, Heda Zuo, Dengming Zhang, Pei Chen 0005, Lingyun Sun

Music enhances video narratives and emotions, driving demand for automatic video-to-music (V2M) generation. However, existing V2M methods relying solely on visual features or supplementary textual inputs generate music in a black-box manner, often failing to meet user expectations. To address this challenge, we propose a novel multi-condition guided V2M generation framework that incorporates multiple time-varying conditions for enhanced control over music generation. Our method uses a two-stage training strategy that enables learning of V2M fundamentals and audiovisual temporal synchronization while meeting users' needs for multi-condition control. In the first stage, we introduce a fine-grained feature selection module and a progressive temporal alignment attention mechanism to ensure flexible feature alignment. For the second stage, we develop a dynamic conditional fusion module and a control-guided decoder module to integrate multiple conditions and accurately guide the music composition process. Extensive experiments demonstrate that our method outperforms existing V2M pipelines in both subjective and objective evaluations, significantly enhancing control and alignment with user expectations.

Leyuan Liu 0001, Shen Chen 0005, Jingying Chen 0001

High-fidelity 3D human reconstruction is essential for numerous applications. Existing reconstruction methods still suffer from several limitations. Implicit-function-based methods often produce artifacts, particularly when handling complex poses and loose-fitting clothing. Existing deformation-based methods require the entire body mesh to be input to the network for deformation, resulting in reconstructed results that are not ideal in detail. We propose HumanPrinter, a novel method for reconstructing high-fidelity 3D clothed human models from a single RGB image. Drawing inspiration from 3D printing, HumanPrinter reconstructs the human mesh layer by layer. HumanPrinter slices the coarse mesh resulting from deformation based on the estimated SMPL-X mesh into multiple vertically stacked polygons. The network then regresses vertex offsets from visual cues extracted from the input image to deform these polygons. Finally, these deformed polygons are stitched together and further refined to achieve a complete and detailed 3D human mesh. Polygon-based deformations associate the deformations of each vertex with its adjacent vertex so that the HumanPrinter produces fewer artifacts. By reducing the number of input polygons and increasing the number of deformable vertices, the layered reconstruction method can make the network more focused on local details. Through experiments on three datasets and visual results on in-the-wild data, we demonstrate that HumanPrinter performs competitive reconstruction quality compared to current state-of-the-art methods.

Zichao Yu 0002, Zhen Zou, Guojiang Shao, Chenwei Zhang, Shengze Xu, Jie Huang 0017, Feng Zhao 0004, Xiaodong Cun, Wenyi Zhang 0001

Diffusion models have demonstrated remarkable success in generative tasks, yet their iterative denoising process results in slow inference, limiting their practicality. While existing acceleration methods exploit the well-known U-shaped similarity pattern between adjacent steps through caching mechanisms, they lack theoretical foundation and rely on simplistic computation reuse, often leading to performance degradation. In this work, we provide a theoretical understanding by analyzing the denoising process through the second-order Adams-Bashforth method, revealing a linear relationship between the outputs of consecutive steps. This analysis explains why the outputs of adjacent steps exhibit a U-shaped pattern. Furthermore, extending Adams-Bashforth method to higher order, we propose a novel caching-based acceleration approach for diffusion models, instead of directly reusing cached results, with a truncation error bound of only (O(hk) where h is the step size. Extensive validation across diverse image and video diffusion models (including HunyuanVideo and FLUX.1-dev) with various schedulers demonstrates our method's effectiveness in achieving nearly 3× speedup while maintaining original performance levels, offering a practical real-time solution without compromising generation quality.

Jiajing Lin, Zhenzhong Wang, Dejun Xu, Shu Jiang, Yunpeng Gong, Min Jiang 0005

4D content generation aims to create dynamically evolving 3D content that responds to specific input objects such as images or 3D representations. Current approaches typically incorporate physical priors to animate 3D representations, but these methods suffer from significant limitations: they not only require users lacking physics expertise to manually specify material properties but also struggle to effectively handle the generation of multi-material composite objects. To address these challenges, we propose Phys4DGen, a novel 4D generation framework that integrates multi-material composition perception with physical simulation. The framework achieves automated, physically plausible 4D generation through three innovative modules: first, the 3D Material Grouping module partitions heterogeneous material regions on 3D representations' surfaces via semantic segmentation; second, the Internal Physical Structure Discovery module constructs the mechanical structure of object interiors; finally, we distill physical prior knowledge from multimodal large language models to enable rapid and automatic material properties identification for both objects' surfaces and interiors. Experiments on both synthetic and real-world datasets demonstrate that Phys4DGen can generate high-fidelity 4D content with physical realism in open-world scenarios, significantly outperforming state-of-the-art methods.

Zhihang Yuan, Siyuan Wang 0002, Yuzhang Shang, Hanling Zhang, Tongcheng Fang, Rui Xie, Shengen Yan, Guohao Dai 0001, Yu Wang 0002

In this paper, we propose the Dynamic Latent Frame Rate VAE (DLFR-VAE), a training-free paradigm that can make use of adaptive temporal compression in latent space. While existing video generative models apply fixed compression rates via pretrained VAE, we observe that real-world video content exhibits substantial temporal non-uniformity, with high-motion segments containing more information than static scenes. Based on this insight, DLFR-VAE dynamically adjusts the latent frame rate according to the content complexity. Specifically, DLFR-VAE comprises two core innovations: (1) a Dynamic Latent Frame Rate Scheduler that partitions videos into temporal chunks and adaptively determines optimal frame rates based on information-theoretic content complexity, and (2) a training-free adaptation mechanism that transforms pretrained VAE architectures to dynamic VAE that can process features with variable frame rates. Our simple but effective DLFR-VAE can function as a plug-and-play module, seamlessly integrating with existing video generation models and accelerating the video generation process.

Zihou Liu, Dongming Zhang, Jing Zhang, Jun Li, Yongdong Zhang 0001

Text-to-image generation models can create diverse, high-quality images, but they frequently encounter challenges in accurately rendering text within those images due to the insufficient representation of desired text. In this study, we introduce RealText, a method for generating scene text images that excels in producing precise and realistic scene text images in any language. We disentangle scene text images generation into three stages: background and glyph image generation, text deformation, and whole image generation. Initially, we utilize prompts to guide the creation of well-organized background images. By identifying optimal text placements on these backgrounds, we render the glyph images of target text using user-specified font, effectively eliminating incorrect characters. In the next stage, we propose scene sensing to perceive text carrier surfaces and viewpoints through 3D scene reconstruction using depth and normal map to apply text deformation, thereby enhancing the realism of generated images. The final stage involves generating complete image with the aid of background and glyph guidance. Thanks to glyph disentangling, scene sensing, and text inpainting, we can exert more precise control over scene text image generation process. We have developed a unified framework which supports major generation models. Extensive experiments illustrate the exceptional performance of our method in generating images with multilingual text. The codes will soon be available at https://github.com/cccvl/RealText.

Meng Yu, Kun Zhan

Diffusion models exhibit impressive generative capabilities but are significantly impacted by exposure bias. In this paper, we make a key observation: the energy of predicted noisy samples in the reverse process continuously declines compared to perturbed samples in the forward process. Building on this, we identify two important findings: 1) The reduction in energy follows distinct patterns in the low-frequency and high-frequency subbands; 2) The subband energy of reverse-process reconstructed samples is consistently lower than that of forward-process ones, and both are lower than the original data samples. Based on the first finding, we introduce a dynamic frequency regulation mechanism utilizing wavelet transforms, which separately adjusts the low- and high-frequency subbands. Leveraging the second insight, we derive the rigorous mathematical form of exposure bias. It is worth noting that, our method is training-free and plug-and-play, significantly improving the generative quality of various diffusion models and frameworks with negligible computational cost. The source code is available at https://github.com/kunzhan/wpp.

Yuhong Zhang, Han Wang, Yiwen Wang, Rong Xie 0004, Li Song 0001

Text-to-image diffusion models have made significant progress in image generation, allowing for effortless customized generation. However, existing image editing methods still face certain limitations when dealing with personalized image composition tasks. First, there is the issue of lack of geometric control over the inserted objects. Current methods are confined to 2D space and typically rely on textual instructions, making it challenging to maintain precise geometric control over the objects. Second, there is the challenge of style consistency. Existing methods often overlook the style consistency between the inserted object and the background, resulting in a lack of realism. In addition, the challenge of inserting objects into images without extensive training remains significant. To address these issues, we propose FreeInsert, a novel training-free framework that customizes object insertion into arbitrary scenes by leveraging 3D geometric information. Benefiting from the advances in existing 3D generation models, we first convert the 2D object into 3D, perform interactive editing at the 3D level, and then re-render it into a 2D image from a specified view. This process introduces geometric controls such as shape or view. The rendered image, serving as geometric control, is combined with style and content control achieved through diffusion adapters, ultimately producing geometrically controlled, style-consistent edited images via the diffusion model.

Tongfei Liu, Yufan Liu 0001, Bing Li 0001, Weiming Hu 0004, Yuming Li, Chenguang Ma

Dataset condensation distills a large dataset into a small synthetic surrogate dataset with similar training efficacy on downstream tasks. Of the existing condensation methods, diffusion-based methods that synthesize surrogate datasets with diffusion models have successfully distilled high-resolution datasets with high training efficacy and satisfactory cross-architectural transferability. However, these methods exhibit a random sampling bias that impairs their performance in dataset condensation settings. We propose a novel dataset condensation method called Noise-Optimized Distribution Distillation (NODD) that mitigates this sampling bias to improve the training performance of synthetic datasets generated with diffusion models. NODD can integrate with existing diffusion-based methods to produce synthetic datasets with enhanced training performance.

Nian Liu 0003, Zilong Zhang, Zi Wang 0014, Tengyu Liu, Hongzhao Xie, Xinyi Tong 0001, Libin Liu 0002, Yaodong Yang 0001, Zhaofeng He 0001

Learning natural and diverse behaviors from human motion datasets remains a significant challenge in physics-based character control. Existing conditional adversarial models often suffer from tight and biased embedding distributions where embeddings from the same motion are closely grouped in a small area, and shorter motions occupy even less space. Our empirical observations indicate this limits the representational capacity and diversity under each skill. An ideal latent space should be maximally packed by all motion's embedding clusters. Although methods that employ separate embedding spaces for each motion mitigate this limitation to some extent, introducing a hybrid discrete-continuous embedding space imposes a huge exploration burden on the high-level policy. To address the above limitations, we propose a versatile skill-conditioned controller that learns diverse skills with expressive variations. Our approach leverages the Neural Collapse phenomenon, a natural outcome of the classification-based encoder, to uniformly distribute cluster centers. We additionally propose a novel Embedding Expansion technique to form stylistic embedding clusters for diverse skills that are uniformly distributed on a hypersphere, maximizing the representational area occupied by each skill and minimizing unmapped regions. This maximally packed and uniformly distributed embedding space ensures that embeddings within the same cluster generate behaviors conforming to the characteristics of the corresponding motion clips, yet exhibiting noticeable variations within each cluster. Compared to existing methods, experimental results demonstrate that our controller not only generates high-quality, diverse motions covering the entire dataset but also achieves superior controllability, motion coverage, and diversity under each skill. Both qualitative and quantitative results confirm these traits, enabling our controller to be applied to a wide range of downstream tasks and serving as a cornerstone for diverse applications.

Bin Wang, Yang Xu 0013, Huan Zhao 0003, Hao Zhang 0139, Zixing Zhang 0001

Speech-driven 3D talking head generation aims to produce lifelike facial animations precisely synchronized with speech. While considerable progress has been made in achieving high lip-synchronization accuracy, existing methods largely overlook the intricate nuances of individual speaking styles, which limits personalization and realism. In this work, we present a novel framework for personalized 3D talking head animation, namely ''PTalker''. This framework preserves speaking style through style disentanglement from audio and facial motion sequences and enhances lip-synchronization accuracy through a three-level alignment mechanism between audio and mesh modalities. Specifically, to effectively disentangle style and content, we design disentanglement constraints that encode driven audio and motion sequences into distinct style and content spaces to enhance speaking style representation. To improve lip-synchronization accuracy, we adopt a modality alignment mechanism incorporating three aspects: spatial alignment using Graph Attention Networks to capture vertex connectivity in the 3D mesh structure, temporal alignment using cross-attention to capture and synchronize temporal dependencies, and feature alignment by top-k bidirectional contrastive losses and KL divergence constraints to ensure consistency between speech and mesh modalities. Extensive qualitative and quantitative experiments on public datasets demonstrate that PTalker effectively generates realistic, stylized 3D talking heads that accurately match identity-specific speaking styles, outperforming state-of-the-art methods. The source code and supplementary videos are available at: PTalker.

Longquan Dai, He Wang, Xiaolu Wei, Shaomeng Wang, Jinhui Tang 0001

Recent diffusion model advancements aim to handle conditional generative tasks without extra training. Existing training-free methods add a correction term at each denoising step, but they often face computational instability and lack controllability, especially with limited samples and large noise. We propose a new approach using the von Mises-Fisher (vMF) distribution to model the denoised result, turning the conditional generation task into an estimation problem for vMF parameters. We formulate the conditional diffusion model as a mean vector estimation problem for the Gaussian distribution, noting that this can be seen as an estimation problem from noisy observations. When the sampling number is small, the estimation is unstable. To address this, we optimize the mean vector of the vMF distribution by minimizing the KL divergence between the prior and posterior distributions. This approach not only addresses the computational instability but also improves the controllability and quality of the generated results. Once these parameters are determined, the denoised result can be sampled directly from the vMF distribution. Estimating the parameters requires minimal additional code and incurs negligible computational overhead while significantly improving performance. Extensive experiments across various conditional generation tasks, including depth maps, edge detection, segmentation, and style guidance, demonstrate the superiority and versatility of our method. Our approach consistently outperforms existing training-free methods and even surpasses some training-required methods in terms of visual quality and controllability.

Wenkang Han, Wang Lin, Yiyun Zhou, Qi Liu, Shulei Wang, Chang Yao 0001, Jingyuan Chen 0003

Face Video Restoration (FVR) aims to reconstruct high-quality face videos from degraded input. Traditional methods struggle to preserve fine-grained, identity-specific features when degradation is severe, often producing average-looking faces that lack individual characteristics. To address these challenges, we introduce IP-FVR, a novel method that leverages a high-quality reference face image as a visual prompt to provide identity conditioning during the denoising process. IP-FVR incorporates semantically rich identity information from the reference image using decoupled cross-attention mechanisms, ensuring detailed and identity consistent results. For intra-clip identity drift (within 24 frames), we introduce an identity-preserving feedback learning method that combines cosine similarity-based reward signals with suffix-weighted temporal aggregation. This approach effectively minimizes drift within sequences of frames. For inter-clip identity drift, we develop an exponential blending strategy that aligns identities across clips by iteratively blending frames from previous clips during the denoising process. This method ensures consistent identity representation across different clips. Additionally, we enhance the restoration process with a multi-stream negative prompt, guiding the model's attention to relevant facial attributes and minimizing the generation of low-quality or incorrect features. Extensive experiments on both synthetic and real-world datasets demonstrate that IP-FVR outperforms existing methods in both quality and identity preservation, showcasing its substantial potential for practical applications in face video restoration. Our code and datasets are available at https://ip-fvr.github.io/.

Yukang Lin, Yan Hong 0001, Zunnan Xu, Xindi Li, Chao Xu, Chuanbiao Song, Ronghui Li, Haoxing Chen, Jun Lan 0001, Huijia Zhu 等

Recent video generation research has focused heavily on isolated actions, leaving interactive motions-such as hand-face interactions-largely unexamined. These interactions are essential for emerging biometric authentication systems, which rely on interactive motion-based anti-spoofing approaches. From a security perspective, there is a growing need for large-scale, high-quality interactive videos to train and strengthen authentication models. In this work, we introduce a novel paradigm for animating realistic hand-face interactions. Our approach simultaneously learns spatio-temporal contact dynamics and biomechanically plausible deformation effects, enabling natural interactions where hand movements induce anatomically accurate facial deformations while maintaining collision-free contact. To facilitate this research, we present InterHF, a large-scale hand-face interaction dataset featuring 18 interaction patterns and 90,000 annotated videos. Additionally, we propose InterAnimate, a region-aware diffusion model designed specifically for interaction animation. InterAnimate leverages learnable spatial and temporal latents to effectively capture dynamic interaction priors and integrates a region-aware interaction mechanism that injects these priors into the denoising process. To the best of our knowledge, this work represents the first large-scale effort to systematically study human hand-face interactions. Qualitative and quantitative results show InterAnimate produces highly realistic animations, setting a new benchmark. Code and data will be made public to advance research.

Na Zhang, Moran Li, Chengming Xu 0001, Han Feng, Xiaobin Hu, Jiangning Zhang, Weijian Cao, Chengjie Wang 0001, Yanwei Fu 0001

Realistic hair strand generation is crucial for applications like computer graphics and virtual reality. While diffusion models can generate hairstyles from text or images, these inputs lack precision and user-friendliness. Instead, we propose the first sketch-based strand generation model, which offers finer control while remaining user-friendly. Our framework tackles key challenges, such as modeling complex strand interactions and diverse sketch patterns, through two main innovations: a learnable strand upsampling strategy that encodes 3D strands into multi-scale latent spaces, and a multi-scale adaptive conditioning mechanism using a transformer with diffusion heads to ensure consistency across granularity levels. Experiments on several benchmark datasets show our method outperforms existing approaches in realism and precision. Qualitative results further confirm its effectiveness.

Qianru Qiu, Jiafeng Mao, Xueting Wang

With the advent of diffusion models, Text-to-Image (T2I) generation has seen substantial advancements. Current T2I models allow users to specify object colors using linguistic color names, and some methods aim to personalize color-object association through prompt learning. However, existing models struggle to provide comprehensive control over the color schemes of an entire image, especially for background elements and less prominent objects not explicitly mentioned in prompts. This paper proposes a novel approach to enhance color scheme control by integrating color palettes as a separate guidance mechanism alongside prompt instructions. We investigate the effectiveness of palette guidance by exploring various palette representation methods within a diffusion-based image colorization framework. To facilitate this exploration, we construct specialized palette-text-image datasets and conduct extensive quantitative and qualitative analyses. Our results demonstrate that incorporating palette guidance significantly improves the model's ability to generate images with desired color schemes, enabling a more controlled and refined colorization process.

Weitao You, Heda Zuo, Junxian Wu 0003, Dengming Zhang, Zhibin Zhou 0002, Lingyun Sun

Achieving high-quality output alongside enhanced controllability is crucial in video-to-music generation, especially for optimizing user experience in real-life application scenarios. Most existing studies emphasize generative quality, but often overlooking the vital aspect of controllability. Therefore, the generated music cannot be easily fine-tuned or modified to meet users' expectations. In this paper, we delve into the spatial-temporal decomposition and alignment in controllable video-to-music generation. We first introduce a novel video-music decomposition and transformation approach in both spatial and temporal domain, and enhance the cross-modal correspondence through feature alignment and flow-matching based alignment. Furthermore, our method attains unsupervised controllability during training via feature-free guidance. Experimental results demonstrate that our model achieves state-of-the-art results in overall generative quality. Moreover, its controllability significantly outperforms existing models, making it exceptionally well-suited to accommodate users' flexible and diverse control requirements.