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9,256篇论文匹配“Diffusion models”
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Jian Shi, Qian Wang, Zhenyu Li 0007, Wenqing Cui, Ramzi Idoughi, Peter Wonka

Generating high-quality stereo videos requires consistent depth perception and temporal coherence across frames. Despite advances in image and video synthesis using diffusion models, producing high-quality stereo videos remains a challenging task due to the difficulty of maintaining consistent temporal and spatial coherence between left and right views. We introduce DissolveStereo, a novel framework for zero-shot stereo video generation that leverages video diffusion priors without requiring paired training data. Our key innovations include a noisy restart strategy to initialize stereo-aware latent representations and an iterative refinement process that progressively harmonizes the latent space, addressing issues like temporal flickering and view inconsistencies. Importantly, we propose the use of dissolved depth maps to streamline latent space operations by reducing high-frequency depth information. Our comprehensive evaluations, including quantitative metrics and user studies, demonstrate that DissolveStereo produces high-quality stereo videos with enhanced depth consistency and temporal smoothness. In terms of epipolar consistency, our method achieves an 11.7% improvement in MEt3R score over the current state-of-the-art. Furthermore, user studies indicate strong perceptual gains over the previous arts, with an 8.0% higher perceived frame quality and 10.9% higher perceived temporal coherence. Our code is in https://github.com/shijianjian/DissolveStereo.

Houyuan Chen, Hong Li 0016, Xianghao Kong, Tianrui Zhu, Shaocong Xu, Weiqing Xiao, Yuwei Guo 0002, Chongjie Ye, Lvmin Zhang, Hao Zhao 0002 等

Recent progress has shown that video diffusion models (VDMs) can be repurposed to solve various multimodal graphics tasks. However, existing approaches predominantly train separate models for each specific problem setting. This practice locks models into fixed input-output mappings, and typically ignores the joint correlations across modalities. In this paper, we present UniVidX, a unified multimodal framework designed to leverage VDM priors to enable versatile video generation. Our goal is to (i) master diverse pixel-aligned tasks by formulating them as conditional generation problems within multimodal space, (ii) adapt to modality-specific distributions without compromising the backbone's native priors, and (iii) ensure cross-modal consistency during synthesis. Concretely, we propose three key designs: 1) Stochastic Condition Masking (SCM): by randomly partitioning modalities into clean conditions and noisy targets during training, we enable the model to learn omni-directional conditional generation rather than fixed mappings. 2) Decoupled Gated LoRA (DGL): we attach per-modality LoRAs and activate them when a modality serves as a generation target, thereby preserving the VDM's strong priors. 3) Cross-Modal Self-Attention (CMSA): we explicitly share keys/values across modalities while maintaining modality-specific queries, facilitating information exchange and inter-modal alignment. We validate our framework by instantiating it in two domains: 1) UniVid-Intrinsic for RGB videos and their intrinsic maps (albedo, irradiance, normal), and 2) UniVid-Alpha for blended RGB videos and their constituent RGBA layers. Experimental results demonstrate that both models achieve performance competitive with state-of-the-art methods across distinct tasks. Notably, they exhibit robust generalization capabilities in in-the-wild scenarios, even when trained on limited datasets of fewer than 1k videos.

Felix Wechsler, Riccardo Rizzo, Christophe Moser

Volumetric additive manufacturing promises near-instantaneous fabrication of 3D objects, yet achieving high fidelity at the micro-scale remains challenging due to the complex interplay between optical diffraction and chemical effects. We present Single-View Holographic Volumetric Additive Manufacturing (SHVAM), a mechanically static system that shapes volumetric dose distributions using time-multiplexed, phase-only holograms projected from a single optical axis. To achieve high resolution with SHVAM, we formulate hologram synthesis as a coupled inverse problem, integrating a differentiable wave-optical forward model with a simplified photochemical model that explicitly captures inhibitor diffusion and non-linear dose response. Optimizing hologram sequences under these coupled constraints allows us to pre-compensate for chemical blur, yielding higher print fidelity than optical-only optimization. We demonstrate the efficacy of SHVAM by fabricating simple 2D and 3D structures with lateral feature sizes of approximately 10 μm within a 0.8 mm × 0.8 mm × 3 mm volume in seconds.

Wenzhuo Fan, Hongsheng Zheng, Jianchi Sun, Fei Fang, Hong Ding, Chunxia Xiao

We present HumanFlow, a unified flow-matching-based framework that enables high-fidelity and controllable full-body human image generation under diverse human-centric control conditions. Despite recent progress, controllable human image generation poses a fundamental challenge in balancing high visual fidelity with strict adherence to human-centric control conditions. HumanFlow formulates human image generation as a conditional flow-matching process with deterministic generation dynamics. To incorporate such human-centric control conditions into the pretrained model, we introduce a unified control framework with Control Encoder and Token-ControlNet. A Control Encoder maps diverse conditions into a unified latent representation that is spatially aligned with the image latent space. Token-ControlNet is a lightweight control network architecturally aligned with the FLUX double-stream design. To address accurate structural control over human bodies, we further propose the Human Topology Consistency Loss (HTCL). HTCL regularizes conditional flow matching by constraining generated human configurations to a union of statistically grounded topology manifolds defined by normalized bone ratios and joint angles. To support large-scale training and systematic evaluation, we construct MiCoGen, a multi-condition human image dataset comprising over one million full-body human images with aligned text descriptions and rich human-centric control conditions. Extensive quantitative and qualitative evaluations on the MiCoGen dataset show that HumanFlow consistently achieves improved structural consistency than the existing diffusion-based and flow-matching-based methods, while maintaining high visual fidelity.

Junwei Shu, Hantang Liu, Dawei Miao, Wenzheng Song, Mingyang Yuan, Wenjie Liu, Changgu Chen, Yang Li 0041, Changbo Wang

Volumetric effects such as smoke, fire, dust, and explosions are central to Visual Effects (VFX) production and are commonly represented as sparse, high-resolution VDB/OpenVDB sequences with dynamic topology. Despite rapid progress in diffusion-based 3D generation, work on sparse volumetric sequences remains difficult to compare and reproduce, due to the lack of large-scale, well organized datasets and standardized evaluation protocols. In this paper, we introduce a 1-million-sample VFX sequence of VDB dataset with standardized preprocessing, consistent metadata, and protocol-ready splits, together with a reproducible benchmark suite for both static volume generation and sequence volumes generation. We further provide an end-to-end evaluation pipeline and a scalable diffusion training framework, enabled by our Atomic-Continuous prior, which addresses the distributional mismatch between vanilla diffusion models and the intrinsic sparsity of VDB data. Our release establishes a practical infrastructure for reproducible research and systematic progress tracking in sparse volumetric sequence generation. Project website: https://vfxdb-official.github.io/VfxDB/.

Ruben Wiersma, Alexandre Binninger, Peizhuo Li, Tanguy Magne, Annika Öhri, Aviv Segall, Danielle Luterbacher, Marcel Padilla, Jing Ren 0004, Olga Sorkine-Hornung

The low-poly style is a popular genre of vector graphics that depicts objects and scenes as flat-shaded meshes of low polygon count, often with a limited palette. In this paper, we propose a method to generate 2D low-poly meshes to abstract images. While it has been possible to achieve this look with general-purpose image generators and vector-based diffusion models, the resulting images are not guaranteed to be valid polygonal meshes. A key problem is that polygons overlap or intersect and, in the case of pixel-based image generators, the shapes are often not polygons. Moreover, the colors are not guaranteed to be constrained to a fixed palette. Aside from aesthetic considerations, this has practical consequences: it complicates editing and fabricating the results. We solve this problem by representing an image as a 2D polygonal mesh and optimizing the topology, geometry and coloring of the mesh using score distillation sampling, while enforcing geometric constraints, such as manifoldness and bijectivity. This presents unique challenges due to the discrete nature of the topology, which we handle using a fine-to-coarse strategy based on mesh simplification. By also constraining the colors to a fixed palette, we are able to produce various fabrications such as mosaics, embroidery, crocheting, patchwork and stencils from the resulting vector images. Code is at https://github.com/rubenwiersma/alps.

Cheng-De Fan, Chun-Wei Tuan Mu, Chen-Wei Chang, Chin-Yang Lin, Kun-Ru Wu, Yu-Chee Tseng, Yu-Lun Liu 0001

Recovering high-quality video from sparse event streams is a challenging task. Regression methods often blur textures, while existing generative models struggle with long-term stability. We propose LongE2V, a novel approach that leverages pre-trained video diffusion priors to jointly handle event-based video reconstruction, prediction, and frame interpolation. By fine-tuning a foundational video model, our approach achieves high data efficiency and superior perceptual quality. We introduce Autoregressive Unrolling and Adaptive Context Switching to mitigate temporal drift in extremely long sequences. We also propose Reencoding Alignment with Cross Residual Correction to ensure precise bidirectional consistency during frame interpolation. Furthermore, Event Voxel Density Augmentation ensures robustness across varying sensor resolutions. Extensive experiments on real-world benchmarks demonstrate that LongE2V outperforms state-of-the-art methods across all three tasks, exhibiting exceptional temporal coherence and zero-shot generalization.

Minhyuk Hwang, Sangmin Kim, Seunguk Do, Daneul Kim, Jaesik Park

Existing volumetric capture of dynamic human performance achieves high fidelity with dense camera arrays. However, in real-world scenarios, only a handful of low-overlap cameras are available, which degrades the output quality and leaves large areas unobserved. Recent 4D reconstruction methods have focused on low-overlap settings, yet they still produce noticeable artifacts in under-observed regions. Video diffusion models have emerged as another option, but they show geometrically inconsistent results for humans. To address these limitations, we propose StudioRecon, a pipeline that reconstructs 4D human scenes from sparse, low-overlap cameras by decoupling background and humans. We densify background supervision by synthesizing hundreds of camera-controlled novel views with a video diffusion model. We also robustly initialize deformable Gaussian humans with cross-view identity association and triangulated multi-view keypoint fitting. Finally, our recursive enhancement module with motion-adaptive consistency injection harmonizes the composed output, thereby further avoiding remaining artifacts. We achieve state-of-the-art novel view synthesis across four real-world datasets and demonstrate applications such as novel trajectory rendering and human replacement. Project page: https://sisyphm.github.io/studiorecon-page/.

Nadav Z. Cohen, Ofir Abramovich, Ariel Shamir

Text-to-image diffusion models generate images by gradually converting white Gaussian noise into a natural image. White Gaussian noise is well suited for producing diverse outputs from a single text prompt due to its absence of structure. However, this very property limits control over, and predictability of, specific visual attributes, as the noise is not human-interpretable. In this work, we investigate the characteristics of the input noise in diffusion models. We show that, although all frequencies in white Gaussian noise have comparable statistical energy, low-frequency components primarily determine the image’s global structure and color composition, while high-frequency components control finer details. Building on this observation, we demonstrate that simple manipulations of the low-frequency noise using low-frequency image priors can effectively condition the generation process to reconstruct these low-frequency visual cues. This allows us to define a simple, training-free method with minimal overhead that steers overall image structure and color, while letting high-frequency components freely emerge as fine details, enabling variability across generated outputs.

Qi Sun 0003, Kiyohiro Nakayama, Jing Nathan Yan, Qixing Huang, Alexander Rush, Leonidas J. Guibas, Gordon Wetzstein, Jing Liao 0001, Guandao Yang

Meshes are among the most common 3D scene representations, but directly generating meshes is challenging largely because the mesh representation contains many structures, such as permutation invariance of vertices or faces. To address this challenge, we present a novel approach that learns to generate triangle meshes represented as triangle soups. We adopt equivariant optimal-transport flow matching models that respect key symmetries within the triangle soup representation, including permutation invariance among faces and among vertices within each of the faces. Toward this goal, we propose a simple yet effective modification to the state-of-the-art Diffusion Transformer architecture, resulting in a scalable network capable of modeling a flow field while maintaining the desirable symmetries (equivariance). Moreover, we introduce a loss function grounded in optimal transport principles that improves model convergence by eliminating training signals that violate these symmetries. Our model can achieve performance comparable to state-of-the-art auto-regressive mesh generators while providing about an 18× speedup during inference.

Zhufeng Xu, Xuan Gao 0005, Bailin Deng, Yikang Ding, Xiaoqiang Liu, Haoxian Zhang, Pengfei Wan 0001, Hongbo Fu 0001, Lin Gao 0004

Camera-controlled video generation is valuable for applications ranging from visual design to providing 2D supervision for 4D generation tasks. However, existing approaches are limited to single-trajectory generation, forcing users to process multiple trajectories in separate batches. This serial inference introduces content inconsistencies across viewpoints due to the inherent randomness of diffusion models. Explicit point cloud methods can only partially address this problem, as single-viewpoint back-projection suffers from sparsity and depth estimation errors. We propose CameraSquad, a multi-trajectory camera control framework that supports both single-trajectory and parallel multi-trajectory generation. Our method achieves precise camera control while preserving input video content through decoupled content and camera control mechanisms. To ensure viewpoint consistency in multi-trajectory mode, we design a dual-mode cross-view attention mechanism that maintains consistency across parallel trajectories while guaranteeing camera control precision. Extensive experiments demonstrate that CameraSquad achieves competitive performance in camera control accuracy, consistency maintenance, and generation quality compared to existing approaches. Our project page is available at https://rabberk.github.io/CameraSquad/.

Tianxing Xu, Zi-Xuan Wang, Guangyuan Wang, Li Hu, Zhongyi Zhang 0001, Peng Zhang 0080, Bang Zhang, Song-Hai Zhang

World models based on video generation demonstrate remarkable potential for simulating interactive environments yet suffer from persistent difficulties in two key areas: maintaining long-term content consistency when scenes are revisited and enabling precise camera control from user-specified inputs. Existing methods based on explicit 3D reconstruction often compromise flexibility in unbounded scenarios and struggle to preserve fine-grained structures. Alternative methods rely directly on previously generated frames without establishing explicit spatial correspondence, thereby limiting controllability and consistency. To address these limitations, we present UCM, a novel framework for unified modeling of long-term memory and precise camera control via a time-aware positional encoding warping mechanism. To reduce computational overhead, we design an efficient dual-stream diffusion transformer for high-fidelity generation. Moreover, we introduce a scalable data curation strategy that utilizes point-cloud-based rendering to simulate scene revisiting, enabling training on over 500K monocular videos. Extensive experiments on real-world and synthetic benchmarks demonstrate that UCM significantly outperforms state-of-the-art methods on long-term scene consistency, while achieving precise camera controllability in high-fidelity video generation. Our code is released at https://humanaigc.github.io/ucm-webpage/.

Wei Cao, Hao Zhang, Fengrui Tian, Yulun Wu, Yingying Li 0005, Shenlong Wang, Ning Yu 0006, Yaoyao Liu 0001

Camera redirection aims to replay a dynamic scene from a single monocular video under a user-specified camera trajectory. However, large-angle redirection is inherently ill-posed: a monocular video captures only a narrow spatio-temporal view of a dynamic 3D scene, providing severely limited observations of the underlying 4D world. The key challenge is therefore to recover a complete and coherent plenoptic representation from this limited input, with consistent geometry and coherent motion. While recent diffusion-based methods achieve impressive visual generation quality, they often break down under large-angle viewpoint changes far from the original trajectory, where missing visual grounding leads to severe geometric ambiguity and temporal inconsistency. To address this, we present FreeOrbit4D, an effective training-free framework that tackles this geometric ambiguity by recovering a foreground-complete 4D proxy as structural grounding for video generation. We obtain this proxy by decoupling foreground and background reconstructions: we unproject the monocular video into a static background and partial foreground point clouds in a unified global space, then leverage an object-centric multi-view diffusion model to synthesize multi-view images and reconstruct complete foreground point clouds in canonical object space. By aligning the canonical foreground point cloud to the global scene space via dense pixel-synchronized 3D–3D correspondences and projecting the foreground-complete 4D proxy onto target camera viewpoints, we provide geometric scaffolds (e.g., depth/visibility cues) that guide a conditional video diffusion model. Extensive experiments show that FreeOrbit4D produces more faithful and temporally coherent redirected videos under challenging large-angle trajectories, and our foreground-complete 4D proxy further opens a potential avenue for practical applications such as edit propagation and 4D data generation. Project page: https://freeorbit4d.vision.ischool.illinois.edu/

Koichi Namekata, Yash Kant, Zhizheng Liu, Ryan Burgert, Yuancheng Xu, Kuan Heng Lin, Emmett Steven, Julien Philip, Li Ma, Andrea Vedaldi 等

Filmmaking demands precise motion control and reference image compositing — capabilities that existing methods treat separately. Point-track-conditioned image-to-video models restrict content insertion to the first frame, while reference-to-video models lack fine-grained spatial-temporal control over how reference content integrates across frames. We present Go-with-the-Track, which unifies both capabilities by jointly conditioning on multiple reference images and reference-anchored point-tracks — extending conventional point-tracks to explicitly establish correspondences between generated frames and reference images, thus enabling precise compositing and motion control throughout the video. To achieve this, we introduce spatially-aware point-track embeddings that encode the full sequence of point-track coordinates using a coordinate-wise MLP followed by temporal pooling. This representation captures the spatial characteristics of each point-track (serving as a unique identifier), while the embedding similarity correlates directly with spatial proximity, enhancing the model’s ability to distinguish and associate point-tracks. We inject these point-track embeddings into a video diffusion transformer via a lightweight adapter, resolving the pixel-to-patch resolution mismatch while avoiding the substantial motion detail loss inherent in naive point-track subsampling. We use a hybrid training strategy to train jointly on dynamic, static, and synthetic scene video datasets to boost motion controllability. Experiments demonstrate that Go-with-the-Track achieves superior motion and reference control in a single model and enables new capabilities: multi-reference conditioned video generation with point-track driven compositing, as well as camera control for both static and dynamic scenes. Project Page: https://eyeline-labs.github.io/Go-with-the-Track/

Alexander Goslin

For decades, procedural worlds have been built on procedural noise functions such as Perlin noise, which are fast and infinite, yet fundamentally limited in realism and large-scale coherence. Conversely, diffusion models offer unprecedented fidelity but remain generally confined to bounded canvases. We introduce InfiniteDiffusion, a training-free algorithm that reformulates diffusion sampling for lazy and unbounded generation, bridging the fidelity of diffusion models with the properties that made procedural noise indispensable: seamless infinite extent, seed-consistency, and constant-time random access. To demonstrate the utility of this approach, we present Terrain Diffusion, a framework for learned procedural terrain generation with a procedural noise-like interface. Our framework outpaces orbital velocity by 9 times on a consumer GPU, enabling realistic terrain generation at interactive rates. We integrate a hierarchical stack of diffusion models to couple planetary context with local detail, a compact Laplacian encoding to stabilize outputs across Earth-scale dynamic ranges, and an open-source infinite-tensor framework for constant-memory manipulation of unbounded tensors. Together, these components position diffusion models as a practical foundation for the next generation of infinite virtual worlds.

Yunchen Yu, Jacob Munkberg, Jon Hasselgren, Chris Cummings, Steve Marschner, Andrea Weidlich

Generative models for material creation are fundamentally limited by the quality and expressivity of available training data. Simple physically based rendering (PBR) materials, which combine a diffuse term with a single-lobe specular component, are commonly used for training but are insufficient to capture many important visual effects present in real materials. We present a method that enhances such simple PBR materials to more expressive ones, by augmenting the single GGX specular lobe into a layered model that captures a broader range of non-diffuse effects. Starting from a simple material, we procedurally construct a corresponding multi-lobe non-diffuse component guided by physical priors, enabling effects such as dust, clearcoat, and layered scattering. To provide a compact representation for downstream applications, we encode this non-diffuse component as a neural material with a shared 6D latent space, where each material instance is represented by two latent textures and decoded by a pretrained universal MLP. We further regularize the latent space to support material generation. The resulting neural material dataset enables training generative models for richer material creation. To demonstrate this application, we finetune a video diffusion model to produce neural latent textures that encode our multi-lobe material, and present generative results as proof of feasibility. Our procedural data enhancement approach is an important step toward improving expressivity in material generation.

Yuqing Zhang 0005, Yan-Pei Cao 0001, Hao Xu 0049, Yiqian Wu, Sirui Lin, Yuqing Wang, Ding Liang, Yuan-Chen Guo, Xiaogang Jin 0001

Existing texture generation methods rely heavily on latent diffusion models, whose VAE-based spatial compression inherently limits fine-grained detail preservation and degrades pixel-level multi-view consistency. To address this limitation, we introduce PixTex, the first pixel-space multi-view diffusion framework for texture generation, which achieves substantially improved multi-view consistency. Operating directly in image space avoids latent compression, reduces inconsistencies introduced during latent-to-RGB upsampling, and preserves lossless pixel-level geometric guidance for accurate multi-view consistency. However, directly applying pixel-wise attention across multiple views is computationally prohibitive. To balance efficiency and fidelity, we adopt a coarse-to-fine consistency strategy: i) At a coarse patch level, we establish cross-view structural correspondence by employing 5D RoPE to correlate 2D patch coordinates with 3D world-space positions. ii) At the pixel level, a specialized 3D position-aware detailer further refines textural details based on patch features, ensuring fine-grained alignment unattainable by VAE-based methods. Additionally, we propose a novel consistency loss to explicitly guarantee multi-view coherence. Finally, we incorporate a pixel-space multi-view inpainting module to resolve self-occlusions and improve texture completeness. Extensive experiments demonstrate that our framework achieves state-of-the-art multi-view consistency, producing high-fidelity and seamless textures.

Shiyu Tan, Zixuan Zhao, Hao Gao, Zhiheng Chen, Xiaolong Yin, Enya Shen

Boundary Representation (BRep) is the standard format for Computer-Aided Design (CAD), yet reconstructing high-quality BReps from single-view images remains challenging due to the complexity of topological constraints and operation sequences. We present Img2CADSeq, a multi-stage pipeline that overcomes these limitations by encoding CAD sequences into a three-level hierarchical codebook. Guided by an importance prioritization, this strategy values profiles over details, compressing long sequences into a stable discrete latent space. To bridge the modality gap, we leverage a coarse-to-fine point cloud intermediate, aligning 2D visual features with 3D CAD sequences via contrastive learning to condition a VQ-Diffusion model. Supported by newly introduced CAD-220K and PrintCAD datasets, our approach ensures robust industrial domain adaptation. Extensive experiments demonstrate that Img2CADSeq significantly outperforms state-of-the-art methods, producing standard STEP files that can be directly used in commercial CAD software. Code and data for this paper are at https://github.com/Rilpraa0110/Img2CADSeq

Wenxuan Peng, Bharath Hariharan, Hadar Averbuch-Elor

Despite recent progress, text-to-image models still struggle to generate semantically diverse and compositionally accurate multi-person interaction scenes, often collapsing to repetitive layouts, stereotypical poses, and poorly grounded interactions. In this work, we bridge this gap by introducing a dual pose–image representation that brings person-centric structural priors into pretrained diffusion transformers. Our model jointly predicts a 2D pose visualization image and its corresponding RGB image, enabling structure and appearance to co-evolve during learning. At its core, a cross-modal alignment scheme binds text, pose, and image representations, ensuring consistent grounding across modalities. Furthermore, we design an iterative scene construction scheme, progressively generating complex multi-human interactions while effectively decomposing the overall generation complexity. Extensive experiments demonstrate that our method substantially improves prompt alignment and scene diversity in multi-person image generation.