Parametric Computer-Aided Design (CAD) is crucial in industrial applications, yet existing approaches often struggle to generate long sequence parametric commands due to complex CAD models' geometric and topological constraints. To address this challenge, we propose MamTiff-CAD, a novel CAD parametric command sequences generation framework that leverages a Transformer-based diffusion model for multi-scale latent representations. Specifically, we design a novel autoencoder that integrates Mamba+ and Transformer, to transfer parameterized CAD sequences into latent representations. The Mamba+ block incorporates a forget gate mechanism to effectively capture long-range dependencies. The non-autoregressive Transformer decoder reconstructs the latent representations. A diffusion model based on multi-scale Transformer is then trained on these latent embeddings to learn the distribution of long sequence commands. In addition, we also construct a dataset that consists of long parametric sequences, which is up to 256 commands for a single CAD model. Experiments demonstrate that MamTiff-CAD achieves state-of-the-art performance on both reconstruction and generation tasks, confirming its effectiveness for long sequence (60-256) CAD model generation.
论文检索
输入标题、作者或关键词,从 9,256 篇学术成果中精准定位
Pseudo-SD: Pseudo Controlled Stable Diffusion for Semi-Supervised and Cross-Domain Semantic Segmentation
PDF ↗Pseudo-labeling is a key technique of semi-supervised and cross-domian semantic segmentation, yet its efficacy is often hampered by the intrinsic noise of pseudo-labels. This study introduces Pseudo-SD, a novel framework that redefines the utilization of pseudo-label knowledge through Stable Diffusion (SD). Our Pseudo-SD innovatively combines pseudo-labels and its text prompts to fine-tune SD models, facilitating the generation of high-quality, diverse synthetic images that closely mimic target data characteristics. Within this framework, two novel mechanisms, i.e., partial attention manipulation, and structured pseudo-labeling, are proposed to effectively spread text-to-image corresponding during SD fine-tuning process and to ensure controllable high-quality image synthesis respectively. Extensive results demonstrate that Pseudo-SD significantly improves the performance on semi-supervised and cross-domain segmentation scenarios. By injecting our Pseudo-SD into current methods, we establish new state-of-the-arts in different datasets, offering a new way for the exploration of effective pseudo-label utilization. The source code is available at \href https://github.com/DZhaoXd/Pseudo-SD https://github.com/DZhaoXd/Pseudo-SD .
Rethinking the Embodied Gap in Vision-and-Language Navigation: A Holistic Study of Physical and Visual Disparities
PDF ↗Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a physically realistic VLN platform supporting humanoid, quadruped, and wheeled robots. For the first time, we systematically evaluate several ego-centric VLN methods in physical robotic settings across different technical pipelines, including classification models for single-step discrete action prediction, a diffusion model for dense waypoint prediction, and a train-free, map-based large language model (LLM) integrated with path planning. Our results reveal significant performance degradation due to limited robot observation space, environmental lighting variations, and physical challenges like collisions and falls. This also exposes locomotion constraints for legged robots in complex environments. VLN-PE is highly extensible, allowing seamless integration of new scenes beyond MP3D, thereby enabling more comprehensive VLN evaluation. Despite the weak generalization of current models in physical deployment, VLN-PE provides a new pathway for improving cross-embodiment's overall adaptability. We hope our findings and tools inspire the community to rethink VLN limitations and advance robust, practical VLN models. The code is available at https://crystalsixone.github.io/vln_pe.github.io/.
Real-world image dehazing is crucial for enhancing visual quality in computer vision applications. However, existing physics-based haze generation paradigms struggle to model the complexities of real-world haze and lack controllability, limiting the performance of existing baselines on real-world images. In this paper, we introduce GenHaze, a pioneering haze generation framework that enables the one-step generation of high-quality, reference-controllable hazy images. GenHaze leverages the pre-trained latent diffusion model (LDM) with a carefully designed clean-to-haze generation protocol to produce realistic hazy images. Additionally, by leveraging its fast, controllable generation of paired high-quality hazy images, we illustrate that existing dehazing baselines can be unleashed in a simple and efficient manner. Extensive experiments indicate that GenHaze achieves visually convincing and quantitatively superior hazy images. It also significantly improves multiple existing dehazing models across 7 non-reference metrics with minimal fine-tuning epochs. Our work demonstrates that LDM possesses the potential to generate realistic degradations, providing an effective alternative to prior generation pipelines.
Deep learning-based face recognition continues to face challenges due to its reliance on huge datasets obtained from web crawling, which can be costly to gather and raise significant real-world privacy concerns. To address this issue, we propose VIGFace, a novel framework capable of generating synthetic facial images. Our idea originates from pre-assigning virtual identities in the feature space. Initially, we train the face recognition model using a real face dataset and create a feature space for both real and virtual identities, where virtual prototypes are orthogonal to other prototypes. Subsequently, we train the diffusion model based on the established feature space, enabling it to generate authentic human face images from real prototypes and synthesize virtual face images from virtual prototypes.Our proposed framework provides two significant benefits. Firstly, it shows clear separability between existing individuals and virtual face images, allowing one to create synthetic images with confidence and without concerns about privacy and portrait rights. Secondly, it ensures improved performance through data augmentation by incorporating real existing images. Extensive experiments demonstrate the superiority of our virtual face dataset and framework, outperforming the previous state-of-the-art on various face recognition benchmarks.
Egocentricly comprehending the causes and effects of car accidents is crucial for the safety of self-driving cars, and synthesizing causal-entity reflected accident videos can facilitate the capability test to respond to unaffordable accidents in reality. However, incorporating causal relations as seen in real-world videos into synthetic videos remains challenging. This work argues that precisely identifying the accident participants and capturing their related behaviors are of critical importance. In this regard, we propose a novel diffusion model Causal-VidSyn for synthesizing egocentric traffic accident videos. To enable causal entity grounding in video diffusion, Causal-VidSyn leverages the cause descriptions and driver fixations to identify the accident participants and behaviors, facilitated by accident reason answering and gaze-conditioned selection modules. To support Causal-VidSyn, we further construct Drive-Gaze, the largest driver gaze dataset (with 1.54M frames of fixations) in driving accident scenarios. Extensive experiments show that Causal-VidSyn surpasses state-of-the-art video diffusion models in terms of frame quality and causal sensitivity in various tasks, including accident video editing, normal-to-accident video diffusion, and text-to-video generation.
3D Gaussian Splatting (3DGS) has demonstrated its advantages in achieving fast and high-quality rendering. As point clouds serve as a widely-used and easily accessible form of 3D representation, bridging the gap between point clouds and Gaussians becomes increasingly important. Recent studies have explored how to convert the colored points into Gaussians, but directly generating Gaussians from colorless 3D point clouds remains an unsolved challenge. In this paper, we propose GAP, a novel approach that gaussianizes raw point clouds into high-fidelity 3D Gaussians with text guidance. Our key idea is to design a multi-view optimization framework that leverages a depth-aware image diffusion model to synthesize consistent appearances across different viewpoints. To ensure geometric accuracy, we introduce a surface-anchoring mechanism that effectively constrains Gaussians to lie on the surfaces of 3D shapes during optimization. Furthermore, GAP incorporates a diffuse-based inpainting strategy that specifically targets at completing hard-to-observe regions. We evaluate GAP on the Point-to-Gaussian generation task across varying complexity levels, from synthetic point clouds to challenging real-world scans, and even large-scale scenes. Project Page: https://weiqi-zhang.github.io/GAP.
A Lesson in Splats: Teacher-Guided Diffusion for 3D Gaussian Splats Generation with 2D Supervision
PDF ↗We present a novel framework for training 3D image-conditioned diffusion models using only 2D supervision. Recovering 3D structure from 2D images is inherently ill-posed due to the ambiguity of possible reconstructions, making generative models a natural choice. However, most existing 3D generative models rely on full 3D supervision, which is impractical due to the scarcity of large-scale 3D datasets. To address this, we propose leveraging sparse-view supervision as a scalable alternative. While recent reconstruction models use sparse-view supervision with differentiable rendering to lift 2D images to 3D, they are predominantly deterministic, failing to capture the diverse set of plausible solutions and producing blurry predictions in uncertain regions. A key challenge in training 3D diffusion models with 2D supervision is that the standard training paradigm requires both the denoising process and supervision to be in the same modality. We address this by decoupling the noisy samples being denoised from the supervision signal, allowing the former to remain in 3D while the latter is provided in 2D. Our approach leverages suboptimal predictions from a deterministic image-to-3D model--acting as a "teacher"--to generate noisy 3D inputs, enabling effective 3D diffusion training without requiring full 3D ground truth. We validate our framework on both object-level and scene-level datasets, using two different 3D Gaussian Splat (3DGS) teachers. Our results show that our approach consistently improves upon these deterministic teachers, demonstrating its effectiveness in scalable and high-fidelity 3D generative modeling.
3D head stylization transforms realistic facial features into artistic representations, enhancing user engagement across applications such as gaming and virtual reality. While 3D-aware generators have made significant advancements, many 3D stylization methods primarily provide near-frontal views and struggle to preserve the unique identities of original subjects, often resulting in outputs that lack diversity and individuality. Leveraging the PanoHead model which provides 360-degree consistent renders, we propose a novel framework that employs negative log-likelihood distillation (LD) to enhance identity preservation and improve stylization quality. By integrating multi-view grid score and mirror gradients within the 3D GAN architecture and introducing a score rank weighing technique, our approach achieves substantial qualitative and quantitative improvements. Our findings not only advance the state of 3D head stylization but also provide valuable insights into effective distillation processes between diffusion models and GANs, focusing on the critical issue of identity preservation.
Despite recent advances in diffusion models, achieving reliable image generation and editing results remains challenging due to the inherent diversity induced by stochastic noise in the sampling process. Particularly, instruction-guided image editing with diffusion models offers user-friendly editing capabilities, yet editing failures, such as background distortion, frequently occur across different attempts. Users often resort to trial and error, adjusting seeds or prompts to achieve satisfactory results, which is inefficient.While seed selection methods exist for Text-to-Image (T2I) generation, they depend on external verifiers, limiting their applicability, and evaluating multiple seeds increases computational complexity, reducing practicality.To address this, we first establish a new multiple-seed-based image editing baseline using background consistency scores, achieving Best-of-N performance without supervision. Building on this, we introduce ELECT (Early-timestep Latent Evaluation for Candidate Selection), a zero-shot framework that selects reliable seeds by estimating background mismatches at early diffusion timesteps, identfying the seed that retains the background while modifying only the foreground. ELECT ranks seed candidates by a background inconsistency score, filtering unsuitable samples early based on background consistency while fully preserving editability.Beyond standalone seed selection, ELECT integrates into instruction-guided editing pipelines and extends to Multimodal Large-Language Models (MLLMs) for joint seed + prompt selection, further improving results when seed selection alone is insufficient. Experiments show that ELECT reduces computational costs (by 41% on average and up to 61%) while improving background consistency and instruction adherence, achieving around 40% success rates in previously failed cases--without any external supervision or training.
Reconstructing hand-held objects in 3D from monocular images remains a significant challenge in computer vision. Most existing approaches rely on implicit 3D representations, which produce overly smooth reconstructions and are time-consuming to generate explicit 3D shapes. While more recent methods directly reconstruct point clouds with diffusion models, the multi-step denoising makes high-resolution reconstruction inefficient. To address these limitations, we propose a transformer-based model to efficiently reconstruct dense 3D point clouds of hand-held objects. Our method follows a coarse-to-fine strategy, first generating a sparse point cloud from the image and progressively refining it into a dense representation using pixel-aligned image features. To enhance reconstruction accuracy, we integrate image features with 3D hand geometry to jointly predict the object point cloud and its pose relative to the hand. Our model is trained end-to-end for optimal performance. Experimental results on both synthetic and real datasets demonstrate that our method achieves state-of-the-art accuracy with much faster inference speed, while generalizing well to in-the-wild images.
Robotic manipulation faces critical challenges in understanding spatial affordances--the "where" and "how" of object interactions--essential for complex manipulation tasks like wiping a board or stacking objects. Existing methods, including modular-based and end-to-end approaches, often lack robust spatial reasoning capabilities. Unlike recent point-based and flow-based affordance methods that focus on dense spatial representations or trajectory modeling, we propose A0, a hierarchical affordance-aware diffusion model that decomposes manipulation task into high-level spatial affordance understanding and low-level action execution. A0 leverages the Embodiment-Agnostic Affordance Representation, which captures object-centric spatial affordances by predicting contact point and post-contact trajectories. A0 is pre-trained on 1 million contact points data and fine-tuned on annotated trajectories, enabling generalization across platforms. Key components include Position Offset Attention for motion-aware feature extraction and a Spatial Information Aggregation Layer for precise coordinate mapping. The model's output is executed by the action execution module. Experiments on multiple robotic systems (Franka, Kinova, Realman and Dobot) demonstrate A0's superior performance in complex tasks, showcasing its efficiency, flexibility, and real-world applicability.
Diffusion-based generative models have revolutionized object-oriented image editing, yet their deployment in realistic object removal and insertion remains hampered by challenges such as the intricate interplay of physical effects and insufficient paired training data. In this work, we introduce OmniPaint, a unified framework that re-conceptualizes object removal and insertion as interdependent processes rather than isolated tasks. Leveraging a pre-trained diffusion prior along with a progressive training pipeline comprising initial paired sample optimization and subsequent large-scale unpaired refinement via CycleFlow, OmniPaint achieves precise foreground elimination and seamless object insertion while faithfully preserving scene geometry and intrinsic properties. Furthermore, our novel CFD metric offers a robust, reference-free evaluation of context consistency and object hallucination, establishing a new benchmark for high-fidelity image editing.
Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as "infinite game" since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience.
Driving view synthesis along free-form trajectories is essential for realistic driving simulations, enabling closed-loop evaluation of end-to-end driving policies. Existing methods excel at view interpolation along recorded paths but struggle to generalize to novel trajectories due to limited viewpoints in driving videos. To tackle this challenge, we propose DriveX, a novel free-form driving view synthesis framework, that progressively distills generative prior into the 3D Gaussian model during its optimization. Within this framework, we utilize a video diffusion model to refine the degraded novel trajectory renderings from the in-training Gaussian model, while the restored videos in turn serve as additional supervision for optimizing the 3D Gaussian. Concretely, we craft an inpainting-based video restoration task, which can disentangle the identification of degraded regions from the generative capability of the diffusion model and remove the need of simulating specific degraded pattern in the training of the diffusion model. To further enhance the consistency and fidelity of generated contents, the pseudo ground truth is progressively updated with gradually improved novel trajectory rendering, allowing both components to co-adapt and reinforce each other while minimizing the disruption on the optimization. By tightly integrating 3D scene representation with generative prior, DriveX achieves high-quality view synthesis beyond recorded trajectories in real time--unlocking new possibilities for flexible and realistic driving simulations on free-form trajectories.
Metalenses offer significant potential for ultra-compact computational imaging but face challenges from complex optical degradation and computational restoration difficulties. Existing methods typically rely on precise optical calibration or massive paired datasets, which are non-trivial for real-world imaging systems. Furthermore, lack of control over the inference process often results in undesirable hallucinated artifacts. We introduce Degradation-Modeled Multipath Diffusion for tunable metalens photography, leveraging powerful natural image priors from pretrained models instead of large datasets. Our framework uses positive, neutral, and negative-prompt paths to balance high-frequency detail generation, structural fidelity, and suppression of metalens-specific degradation, alongside pseudo data augmentation. A tunable decoder enables controlled trade-offs between fidelity and perceptual quality. Additionally, a spatially varying degradation-aware attention (SVDA) module adaptively models complex optical and sensor-induced degradation. Finally, we design and build a millimeter-scale MetaCamera for real-world validation. Extensive results show that our approach outperforms state-of-the-art methods, achieving high-fidelity and sharp image reconstruction. More materials: https://dmdiff.github.io/.
As large Vision-Language Models (VLMs) gain prominence, ensuring their safe deployment has become critical. Recent studies have explored VLM robustness against jailbreak attacks--techniques that exploit model vulnerabilities to elicit harmful outputs. However, the limited availability of diverse multimodal data has constrained current approaches to rely heavily on adversarial or manually crafted images derived from harmful text datasets, which often lack effectiveness and diversity across different contexts. In this paper, we propose IDEATOR, a novel jailbreak method that autonomously generates malicious image-text pairs for black-box jailbreak attacks. IDEATOR is grounded in the insight that VLMs themselves could serve as powerful red team models for generating multimodal jailbreak prompts. Specifically, IDEATOR leverages a VLM to create targeted jailbreak texts and pairs them with jailbreak images generated by a state-of-the-art diffusion model. Extensive experiments demonstrate IDEATOR's high effectiveness and transferability, achieving a 94% attack success rate (ASR) in jailbreaking MiniGPT-4 with an average of only 5.34 queries, and high ASRs of 82%, 88%, and 75% when transferred to LLaVA, InstructBLIP, and Chameleon, respectively. Building on IDEATOR's strong transferability and automated process, we introduce the VLJailbreakBench, a safety benchmark comprising 3,654 multimodal jailbreak samples. Our benchmark results on 11 recently released VLMs reveal significant gaps in safety alignment. For instance, our challenge set achieves ASRs of 46.31% on GPT-4o and 19.65% on Claude-3.5-Sonnet, underscoring the urgent need for stronger defenses.
Backpropagation-based approaches aim to align diffusion models with reward functions through end-to-end backpropagation of the reward gradient within the denoising chain, offering a promising perspective. However, due to the computational costs and the risk of gradient explosion associated with the lengthy denoising chain, existing approaches struggle to achieve complete gradient backpropagation, leading to suboptimal results. In this paper, we introduce Shortcut-based Fine-Tuning (ShortFT), an efficient fine-tuning strategy that utilizes the shorter denoising chain. More specifically, we employ the recently researched trajectory-preserving few-step diffusion model, which enables a shortcut over the original denoising chain, and construct a shortcut-based denoising chain of shorter length. The optimization on this chain notably enhances the efficiency and effectiveness of fine-tuning the foundational model. Our method has been rigorously tested and can be effectively applied to various reward functions, significantly improving alignment performance and surpassing state-of-the-art alternatives.
Customized text-to-video generation with pre-trained large-scale models has recently garnered significant attention by focusing on identity and motion consistency. Existing works typically follow the isolated customized paradigm, where the subject identity or motion dynamics are customized exclusively. However, this paradigm completely ignores the intrinsic mutual constraints and synergistic interdependencies between identity and motion, resulting in identity-motion conflicts throughout the generation process that systematically degrade. To address this, we introduce DualReal, a novel framework that employs adaptive joint training to construct interdependencies between dimensions collaboratively. Specifically, DualReal is composed of two units: (1) Dual-aware Adaptation dynamically switches the training step (i.e., identity or motion), learns the current information guided by the frozen dimension prior, and employs a regularization strategy to avoid knowledge leakage; (2) StageBlender Controller leverages the denoising stages and Diffusion Transformer depths to guide different dimensions with adaptive granularity, avoiding conflicts at various stages and ultimately achieving lossless fusion of identity and motion patterns. We constructed a more comprehensive evaluation benchmark than existing methods. The experimental results show that DualReal improves CLIP-I and DINO-I metrics by 21.7% and 31.8% on average, and achieves top performance on nearly all motion metrics. Page: https://wenc-k.github.io/dualreal-customization
We introduce Reangle-A-Video, a unified framework for generating synchronized multi-view videos from a single input video. Unlike mainstream approaches that train multi-view video diffusion models on large-scale 4D datasets, our method reframes the multi-view video generation task as video-to-videos translation, leveraging publicly available image and video diffusion priors. In essence, Reangle-A-Video operates in two stages. (1) Multi-View Motion Learning: An image-to-video diffusion transformer is synchronously fine-tuned in a self-supervised manner to distill view-invariant motion from a set of warped videos. (2) Multi-View Consistent Image-to-Images Translation: The first frame of the input video is warped and inpainted into various camera perspectives under an inference-time cross-view consistency guidance using DUSt3R, generating multi-view consistent starting images. Extensive experiments on static view transport and dynamic camera control show that Reangle-A-Video surpasses existing methods, establishing a new solution for multi-view video generation. We will publicly release our code and data. Anonymous project page: https://anony1anony2.github.io/