Inverse rendering is crucial for many scientific and engineering disciplines. Recent progress in differentiable rendering has led to efficient differentiation of the full image formation process with respect to scene parameters, enabling gradient-based optimization. However, computational demands pose a significant challenge for differentiable rendering, particularly when rendering all pixels during inverse rendering from high-resolution/multi-view images. This computational cost leads to slow performance in each iteration of inverse rendering. Meanwhile, naively reducing the sampling budget by uniformly sampling pixels to render in each iteration can result in high gradient variance during inverse rendering, ultimately degrading overall performance. Our goal is to accelerate inverse rendering by reducing the sampling budget without sacrificing overall performance. In this paper, we introduce a novel image-space adaptive sampling framework to accelerate inverse rendering by dynamically adjusting pixel sampling probabilities based on gradient variance and contribution to the loss function. Our approach efficiently handles high-resolution images and complex scenes, with faster convergence and improved performance compared to uniform sampling, making it a robust solution for efficient inverse rendering.
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Video matting has traditionally been limited by the lack of high-quality ground-truth data. Most existing video matting datasets provide only human-annotated imperfect alpha and foreground annotations, which must be composited to background images or videos during the training stage. Thus, the generalization capability of previous methods in real-world scenarios is typically poor. In this work, we propose to solve the problem from two perspectives. First, we emphasize the importance of large-scale pre-training by pursuing diverse synthetic and pseudo-labeled segmentation datasets. We also develop a scalable synthetic data generation pipeline that can render diverse human bodies and fine-grained hairs, yielding around 200 video clips with a 3-second duration for fine-tuning. Second, we introduce a novel video matting approach that can effectively leverage the rich priors from pre-trained video diffusion models. This architecture offers two key advantages. First, strong priors play a critical role in bridging the domain gap between synthetic and real-world scenes. Second, unlike most existing methods that process video matting frame-by-frame and use an independent decoder to aggregate temporal information, our model is inherently designed for video, ensuring strong temporal consistency. We provide a comprehensive quantitative evaluation across three benchmark datasets, demonstrating our approach’s superior performance, and present comprehensive qualitative results in diverse real-world scenes, illustrating the strong generalization capability of our method. Code is available at https://github.com/aim-uofa/GVM
We present LayerFlow, a unified solution for layer-aware video generation. Given per-layer prompts, LayerFlow generates videos for the transparent foreground, clean background, and blended scene. It also supports versatile variants like decomposing a blended video or generating the background for the given foreground and vice versa. Starting from a text-to-video diffusion transformer, we organize the videos of different layers as sub-clips, and leverage layer embeddings to distinguish each clip and the corresponding layer-wise prompts. In this way, we seamlessly support the aforementioned variants in one unified framework. For the lack of high-quality layer-wise training videos, we design a multi-stage training strategy to accommodate static images with high-quality layer annotations. Specifically, we first train the model with low-quality video data. Then, we tune a motion LoRA to make the model compatible with static frames. Afterward, we train the content LoRA on the mixture of image data with high-quality layered images along with copy-pasted video data. During inference, we remove the motion LoRA thus generating smooth videos with desired layers.
We present Mobius, a novel method to generate seamlessly looping videos from text descriptions directly without any user annotations, thereby creating new visual materials for the multi-media presentation. Our method repurposes the pre-trained video latent diffusion model for generating looping videos from text prompts without any training. During inference, we first construct a latent cycle by connecting the starting and ending noise of the videos. Given that the temporal consistency can be maintained by the context of the video diffusion model, we perform multi-frame latent denoising by gradually shifting the first-frame latent to the end in each step. As a result, the denoising context varies in each step while maintaining consistency throughout the inference process. Moreover, the latent cycle in our method can be of any length. This extends our latent-shifting approach to generate seamless looping videos beyond the scope of the video diffusion model’s context. Unlike previous cinemagraphs, the proposed method does not require an image as appearance, which will restrict the motions of the generated results. Instead, our method can produce more dynamic motion and better visual quality. We conduct multiple experiments and comparisons to verify the effectiveness of the proposed method, demonstrating its efficacy in different scenarios. All the code will be made available.
Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process—such as camera manipulation or content editing—remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation. More results are available in the supplementary materials.
This paper presents a method that allows users to design cinematic video shots in the context of image-to-video generation. Shot design, a critical aspect of filmmaking, involves meticulously planning both camera movements and object motions in a scene. However, enabling intuitive shot design in modern image-to-video generation systems presents two main challenges: first, effectively capturing user intentions on the motion design, where both camera movements and scene-space object motions must be specified jointly; and second, representing motion information that can be effectively utilized by a video diffusion model to synthesize the image animations. To address these challenges, we introduce MotionCanvas, a method that integrates user-driven controls into image-to-video (I2V) generation models, allowing users to control both object and camera motions in a scene-aware manner. By connecting insights from classical computer graphics and contemporary video generation techniques, we demonstrate the ability to achieve 3D-aware motion control in I2V synthesis without requiring costly 3D-related training data. MotionCanvas enables users to intuitively depict scene-space motion intentions, and translates them into spatiotemporal motion-conditioning signals for video diffusion models. We demonstrate the effectiveness of our method on a wide range of real-world image content and shot-design scenarios, highlighting its potential to enhance the creative workflows in digital content creation and adapt to various image and video editing applications. Code and model weights are at https://motion-canvas25.github.io
In this work, we present CineMaster, a novel framework for 3D-aware and controllable text-to-video generation. Our goal is to empower users with comparable controllability as professional film directors: precise placement of objects within the scene, flexible manipulation of both objects and camera in 3D space, and intuitive layout control over the rendered frames. To achieve this, CineMaster operates in two stages. In the first stage, we design an interactive workflow that allows users to intuitively construct 3D-aware control signals by positioning object bounding boxes and defining camera movements within the 3D space. In the second stage, these control signals—comprising rendered depth maps, camera trajectories, and object class labels—serve as the guidance for a text-to-video diffusion model, ensuring to generate the user-intended video content. Furthermore, to overcome the scarcity of in-the-wild datasets with 3D object motion and camera pose annotations, we carefully establish an automated data annotation pipeline that extracts 3D bounding boxes and camera trajectories from large-scale video data. Extensive qualitative and quantitative experiments demonstrate that CineMaster significantly outperforms existing methods and implements prominent 3D-aware text-to-video generation.
Learning on triangle meshes has recently proven to be instrumental to a myriad of tasks, from shape classification, to segmentation, to deformation and animation, to mention just a few. While some of these applications are tackled through neural network architectures which are tailored to the application at hand, many others use generic frameworks for triangle meshes where the only customization required is the modification of the input features and the loss function. Our goal in this paper is to broaden the applicability of these generic frameworks to “wild” meshes, i.e. meshes in-the-wild which often have multiple components, non-manifold elements, disrupted connectivity, or a combination of these. We propose a configurable meta-framework based on the concept of caged geometry: Given a mesh, a cage is a single component manifold triangle mesh that envelopes it closely. Generalized barycentric coordinates map between functions on the cage, and functions on the mesh, allowing us to learn and test on a variety of data, in different applications. We demonstrate this concept by learning segmentation and skinning weights on difficult data, achieving better performance to state of the art techniques on wild meshes.
Cage-based deformation is a fundamental problem in geometry processing, where a cage, a user-specified boundary of a region, is used to deform the ambient space of a given mesh. Traditional 3D cages are typically composed of triangles and quads. While quads can represent non-planar regions when their four corners are not coplanar, they form ruled surfaces with straight isoparametric curves, which limits their ability to handle curved and high-curvature deformations. In this work, we extend the cage for curved boundaries using Bézier patches, enabling flexible and high-curvature deformations with only a few control points. The higher-order structure of the Bézier patch also allows for the creation of a more compact and precise curved cage for the input model. Based on Green’s third identity, we derive the Green coordinates for the Bézier cage, achieving shape-preserving deformation with smooth surface boundaries. These coordinates are defined based on the vertex positions and normals of the Bézier control net. Given that the coordinates are approximately calculated through the Riemann summation, we propose a global projection technique to ensure that the coordinates accurately conform to the linear reproduction property. Experimental results show that our method achieves high performance in handling curved and high-curvature deformations.
We present an interpolation method for planar shapes using logarithmic metric blending. Our approach generalizes prior work on pullback metrics to a framework, allowing us to employ different techniques, such as logarithmic blending of symmetric positive definite matrices, to have precise control over both conformal and area distortions. Key contributions include generalizing the continuous blending scheme and its adaptation to discrete mesh interpolation through different conformal and isometric parameterizations. Experimental results demonstrate that our method outperforms existing techniques in achieving bounded distortions, making it a compelling choice for applications in animation and morphing.
Text-to-stylized human motion generation leverages text descriptions for motion generation with fine-grained style control with respect to a reference motion. However, existing approaches typically rely on supervised style learning with labeled datasets, constraining their adaptability and generalization for effective diverse style control. Additionally, they have not fully explored the temporal correlations between motion, textual descriptions, and style, making it challenging to generate semantically consistent motion with precise style alignment. To address these limitations, we introduce a novel method that integrates unsupervised style from arbitrary references into a text-driven diffusion model to generate semantically consistent stylized human motion. The core innovation lies in leveraging text as a mediator to capture the temporal correspondences between motion and style, enabling the seamless integration of temporally dynamic style into motion features. Specifically, we first train a diffusion model on a text-motion dataset to capture the correlation between motion and text semantics. A style adapter then extracts temporally dynamic style features from reference motions and integrates a novel Semantic-Aware Style Injection (SASI) module to infuse these features into the diffusion model. The SASI module computes the semantic correlation between motion and style features based on text, selectively incorporating style features that align with motion content, ensuring semantic consistency and precise style alignment. Our style adapter does not require a labeled style dataset for training, enhancing adaptability and generalization of style control. Extensive evaluations show that our method outperforms previous approaches in terms of semantic consistency and style expressivity. Our webpage, https://fivezerojun.github.io/stylization.github.io/, includes links to the supplementary video and code.
The automatic generation of controllable co-speech gestures has recently gained growing attention. While existing systems typically achieve gesture control through predefined categorical labels or implicit pseudo-labels derived from motion examples, these approaches often compromise the rich details present in the original motion examples. We present MECo, a framework for motion-example-controlled co-speech gesture generation by leveraging large language models (LLMs). Our method capitalizes on LLMs’ comprehension capabilities through fine-tuning to simultaneously interpret speech audio and motion examples, enabling the synthesis of gestures that preserve example-specific characteristics while maintaining speech congruence. Departing from conventional pseudo-labeling paradigms, we position motion examples as explicit query contexts within the prompt structure to guide gesture generation. Experimental results demonstrate state-of-the-art performance across three metrics: Fréchet Gesture Distance (FGD), motion diversity, and example-gesture similarity. Furthermore, our framework enables granular control of individual body parts and accommodates diverse input modalities including motion clips, static poses, human video sequences, and textual descriptions.
The art of instrument performance stands as a vivid manifestation of human creativity and emotion. Nonetheless, generating instrument performance motions is a highly challenging task, as it requires not only capturing intricate movements but also reconstructing the complex dynamics of the performer-instrument interaction. While existing works primarily focus on modeling partial body motions, we propose Expressive ceLlo performance motion Generation for Audio Rendition (ELGAR), a state-of-the-art diffusion-based framework for whole-body fine-grained instrument performance motion generation solely from audio. To emphasize the interactive nature of the instrument performance, we introduce Hand Interactive Contact Loss (HICL) and Bow Interactive Contact Loss (BICL), which effectively guarantee the authenticity of the interplay. Moreover, to better evaluate whether the generated motions align with the semantic context of the music audio, we design novel metrics specifically for string instrument performance motion generation, including finger-contact distance, bow-string distance, and bowing score. Extensive evaluations and ablation studies are conducted to validate the efficacy of the proposed methods. In addition, we put forward a motion generation dataset SPD-GEN, collated and normalized from the MoCap dataset SPD. As demonstrated, ELGAR has shown great potential in generating instrument performance motions with complicated and fast interactions, which will promote further development in areas such as animation, music education, interactive art creation, etc. Our code and SPD-GEN dataset are available at https://github.com/Qzping/ELGAR.
We present DuetGen, a novel framework for generating interactive two-person dances from music. The key challenge of this task lies in the inherent complexities of two-person dance interactions, where the partners need to synchronize both with each other and with the music. Inspired by the recent advances in motion synthesis, we propose a two-stage solution: encoding two-person motions into discrete tokens and then generating these tokens from music. To effectively capture intricate interactions, we represent both dancers’ motions as a unified whole to learn the necessary motion tokens, and adopt a coarse-to-fine learning strategy in both the stages. Our first stage utilizes a VQ-VAE that hierarchically separates high-level semantic features at a coarse temporal resolution from low-level details at a finer resolution, producing two discrete token sequences at different abstraction levels. Subsequently, in the second stage, two generative masked transformers learn to map music signals to these dance tokens: the first producing high-level semantic tokens, and the second, conditioned on music and these semantic tokens, producing the low-level tokens. We train both transformers to learn to predict randomly masked tokens within the sequence, enabling them to iteratively generate motion tokens by filling an empty token sequence during inference. Through the hierarchical masked modeling and dedicated interaction representation, DuetGen achieves the generation of synchronized and interactive two-person dances across various genres. Extensive experiments and user studies on a benchmark duet dance dataset demonstrate state-of-the-art performance of DuetGen in motion realism, music-dance alignment, and partner coordination. Code and model weights are available at https://github.com/anindita127/DuetGen.
We introduce xADA, a generative model for creating expressive and realistic animation of the face, tongue, and head directly from speech audio. Our approach leverages the pretrained Whisper audio encoder to extract rich speech features which are decoded into face and head animation using a series of gated recurrent unit (GRU) networks. The generated animation maps directly onto MetaHuman compatible rig controls enabling seamless integration into industry-standard content creation pipelines. xADA operates fully automatically, with an option for users to override the detected emotion and/or blink timings. xADA generalizes across languages, and voice styles, and can animate non-verbal sounds. Quantitative evaluation and a user study demonstrate that xADA produces state-of-the-art animation with high realism, frequently indistinguishable from ground truth performance. Additionally, we outline a comprehensive data capture protocol designed to collect an extensive range of speech and non-verbal sounds for training animation models.
We propose a neural approach for estimating spatially varying light selection distributions to improve importance sampling in Monte Carlo rendering, particularly for complex scenes with many light sources. Our method uses a neural network to predict the light selection distribution at each shading point based on local information, trained by minimizing the KL-divergence between the learned and target distributions in an online manner. To efficiently manage hundreds or thousands of lights, we integrate our neural approach with light hierarchy techniques, where the network predicts cluster-level distributions and existing methods sample lights within clusters. Additionally, we introduce a residual learning strategy that leverages initial distributions from existing techniques, accelerating convergence during training. Our method achieves superior performance across diverse and challenging scenes.
Precomputed global illumination (GI) techniques, such as light probes, particularly focus on capturing indirect illumination and have gained widespread adoption. However, as the scale of the scenes continues to expand, the demand for storage space and runtime memory for light probes also increases substantially. To address this issue, we propose a novel Gaussian fitting compression technique specifically designed for light field probes, which enables the use of denser samples to describe illumination in complex scenes. The core idea of our method is utilizing low-bit adaptive Gaussian functions to store the latent representation of light probes, enabling parallel and high-speed decompression on the GPU. Additionally, we implement a custom gradient propagation process to replace conventional inference frameworks, like PyTorch, ensuring an exceptional compression speed. At the same time, by constructing a cascaded light field texture in real-time, we avoid the need for baking and storing a large number of redundant light field probes arranged in the form of 3D textures. This approach allows us to achieve further compression of the memory while maintaining high visual quality and rendering speed. Compared to traditional methods based on Principal Component Analysis (PCA), our approach consistently yields superb results across various test scenarios, achieving compression ratios of up to 1:50.
In this paper, we present a novel neural global illumination approach that enables multi-frequency reflections in dynamic scenes. Our method utilizes object-centric, spatial feature grids as the core framework to model rendering effects implicitly. A lightweight scene query, based on single-bounce ray tracing, is then performed on these feature grids to extract principal and secondary features separately. The principal features can capture a wide range of relatively low-frequency global illumination effects, such as diffuse indirect lighting and reflections on rough surfaces. In contrast, the secondary features can provide sparse scene-specific reflection details, typically with much higher frequencies than the final observed radiance. Inspired by the physical processes of light propagation, we introduce a novel dual-band feature fusion module that seamlessly blends these two types of features, generating fused features capable of modeling multi-frequency rendering effects. Additionally, we propose a two-stage training strategy tailored to accommodate the distinct characteristics of each feature type, significantly enhancing the overall quality and reducing artifacts in the rendered results. Experimental results demonstrate that our method delivers high-quality, multi-frequency dynamic reflections, outperforming state-of-the-art baselines, including path tracing with screen-space neural denoising and other neural global illumination methods.
We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.
Reconstructing 3D clothed humans from images is fundamental to applications like virtual try-on, avatar creation, and mixed reality. While recent advances have enhanced human body recovery, accurate reconstruction of garment geometry—especially for loose-fitting clothing—remains an open challenge. We present a novel method for high-fidelity 3D garment reconstruction from single images that bridges 2D and 3D representations. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn rich garment shape priors in a 2D UV space. A key innovation is our mapping model that establishes correspondences between 2D image pixels, UV pattern coordinates, and 3D geometry, enabling joint optimization of both 3D garment meshes and the corresponding 2D patterns by aligning learned priors with image observations. Despite training exclusively on synthetically simulated cloth data, our method generalizes effectively to real-world images, outperforming existing approaches on both tight- and loose-fitting garments. The reconstructed garments maintain physical plausibility while capturing fine geometric details, enabling downstream applications including garment retargeting and texture manipulation.