GenAI4ELab/papercli-papers huggingface dataset:
Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh
Authors: Xiangjun Gao; Xiaoyu Li; Yiyu Zhuang; Qi Zhang; Wenbo Hu; Chaopeng Zhang; Yao Yao; Ying Shan; Long Quan
Venue: CVPR 2025 (main)

Abstract: Neural 3D representations, such as Neural Radiation Fields (NeRF), excel at producing photorealistic rendering results but lack the flexibility for manipulation and editing which is crucial for content creation. However, manipulating NeRF is not highly controllable and requires a long training and inference time. With the emergence of 3D Gaussian Splatting (3DGS), extremely high-fidelity novel view synthesis can be achieved using an explicit point-based 3D representation with much faster training and rendering speed. However, there is still a lack of effective means to manipulate 3DGS freely while maintaining rendering quality. In this work, we aim to tackle the challenge of achieving manipulable photo-realistic rendering. We propose to utilize a triangular mesh to manipulate 3DGS directly with self-adaptation. This approach reduces the need to design various algorithms for different types of 3DGS manipulation. By utilizing a triangle shape-aware Gaussian binding and adapting method, we can achieve 3DGS manipulation and preserve high-fidelity rendering. In addition, our method is also effective with inaccurate meshes extracted from 3DGS. Experiments demonstrate our method's effectiveness and superiority over baseline approaches.
UniHOPE: A Unified Approach for Hand-Only and Hand-Object Pose Estimation
Authors: Yinqiao Wang; Hao Xu; Pheng-Ann Heng; Chi-Wing Fu
Venue: CVPR 2025 (main)

Abstract: Estimating the 3D pose of hand and potential hand-held object from monocular images is a longstanding challenge. Yet, existing methods are specialized, focusing on either bare-hand or hand interacting with object. No method can flexibly handle both scenarios and their performance degrades when applied to the other scenario. In this paper, we propose UniHOPE, a unified approach for general 3D hand-object pose estimation, flexibly adapting both scenarios. Technically, we design a grasp-aware feature fusion module to integrate hand-object features with an object switcher to dynamically control the hand-object pose estimation according to grasping status. Further, to uplift the robustness of hand pose estimation regardless of object presence, we generate realistic de-occluded image pairs to train the model to learn object-induced hand occlusions, and formulate multi-level feature enhancement techniques for learning occlusion-invariant features. Extensive experiments on three commonly-used benchmarks demonstrate UniHOPE's SOTA performance in addressing hand-only and hand-object scenarios. Code will be released on https://github.com/JoyboyWang/UniHOPE_Pytorch.
RL-RC-DoT: A Block-level RL agent for Task-Aware Video Compression
Authors: Uri Gadot; Assaf Shocher; Shie Mannor; Gal Chechik; Assaf Hallak
Venue: CVPR 2025 (main)

Abstract: Video encoders optimize compression for human perception by minimizing reconstruction error under bit-rate constraints. In many modern applications such as autonomous driving, an overwhelming majority of videos serve as input for AI systems performing tasks like object recognition or segmentation, rather than being watched by humans. It is therefore useful to optimize the encoder for a downstream task instead of for perceptual image quality. However, a major challenge is how to combine such downstream optimization with existing standard video encoders, which are highly efficient and popular. Here, we address this challenge by controlling the Quantization Parameters (QPs) at the macro-block level to optimize the downstream task. This granular control allows us to prioritize encoding for task-relevant regions within each frame. We formulate this optimization problem as a Reinforcement Learning (RL) task, where the agent learns to balance long-term implications of choosing QPs on both task performance and bit-rate constraints. Notably, our policy does not require the downstream task as an input during inference, making it suitable for streaming applications and edge devices such as vehicles. We demonstrate significant improvements in two tasks, car detection, and ROI (saliency) encoding. Our approach improves task performance for a given bit rate compared to traditional task agnostic encoding methods, paving the way for more efficient task-aware video compression.
Quantization without Tears
Authors: Minghao Fu; Hao Yu; Jie Shao; Junjie Zhou; Ke Zhu; Jianxin Wu
Venue: CVPR 2025 (main)

Abstract: Deep neural networks, while achieving remarkable success across diverse tasks, demand significant resources, including computation, GPU memory, bandwidth, storage, and energy. Network quantization, as a standard compression and acceleration technique, reduces storage costs and enables potential inference acceleration by discretizing network weights and activations into a finite set of integer values. However, current quantization methods are often complex and sensitive, requiring extensive task-specific hyperparameters, where even a single misconfiguration can impair model performance, limiting generality across different models and tasks. In this paper, we propose Quantization without Tears (QwT), a method that simultaneously achieves quantization speed, accuracy, simplicity, and generality. The key insight of QwT is to incorporate a lightweight additional structure into the quantized network to mitigate information loss during quantization. This structure consists solely of a small set of linear layers, keeping the method simple and efficient. More importantly, it provides a closed-form solution, allowing us to improve accuracy effortlessly under 2 minutes. Extensive experiments across various vision, language, and multimodal tasks demonstrate that QwT is both highly effective and versatile. In fact, our approach offers a robust solution for network quantization that combines simplicity, accuracy, and adaptability, which provides new insights for the design of novel quantization paradigms.
PHGC: Procedural Heterogeneous Graph Completion for Natural Language Task Verification in Egocentric Videos
Authors: Xun Jiang; Zhiyi Huang; Xing Xu; Jingkuan Song; Fumin Shen; Heng Tao Shen
Venue: CVPR 2025 (main)

Abstract: Natural Language-based Egocentric Task Verification (NLETV) aims to equip agents to determine if operation flows of procedural tasks in egocentric videos align with natural language instructions. Describing rules with natural language provides generalizable applications, but also raises cross-modal heterogeneity and hierarchical misalignment challenges. In this paper, we proposed a novel approach termed Procedural Heterogeneous Graph Completion (PHGC), which addresses these challenges with heterogeneous graphs representing the logic in rules and operation flows. Specifically, our PHGC method mainly consists of three key components: (1) Heterogeneous Graph Construction module that defines objective states and operation flows as vertices, with temporal and sequential relations as edges. (2) Cross-Modal Path Finding module that aligns semantic relations between hierarchical video and text elements. (3) Discriminative Entity Representation module excavates hidden entities that integrate general logical relations and discriminative cues to reveal final verification results. Additionally, we further constructed a new dataset called CSV-NL comprised of realistic videos. Extensive experiments on the two benchmark datasets covering both digital and physical scenarios, i.e., EgoTV and CSV-NL, demonstrate that our proposed PHGC establishes state-of-the-art performance across different settings. Our code and dataset are available at https://github.com/XunCHN/PHGC.
Recognition-Synergistic Scene Text Editing
Authors: Zhengyao Fang; Pengyuan Lyu; Jingjing Wu; Chengquan Zhang; Jun Yu; Guangming Lu; Wenjie Pei
Venue: CVPR 2025 (main)

Abstract: Scene text editing aims to modify text content within scene images while maintaining style consistency. Traditional methods achieve this by explicitly disentangling style and content from the source image and then fusing the style with the target content, while ensuring content consistency using a pre-trained recognition model. Despite notable progress, these methods suffer from complex pipelines, leading to suboptimal performance in complex scenarios. In this work, we introduce Recognition-Synergistic Scene Text Editing (RS-STE), a novel approach that fully exploits the intrinsic synergy of text recognition for editing. Our model seamlessly integrates text recognition with text editing within a unified framework, and leverages the recognition model's ability to implicitly disentangle style and content while ensuring content consistency. Specifically, our approach employs a multi-modal parallel decoder based on transformer architecture, which predicts both text content and stylized images in parallel. Additionally, our cyclic self-supervised fine-tuning strategy enables effective training on unpaired real-world data without ground truth, enhancing style and content consistency through a twice-cyclic generation process. Built on a relatively simple architecture, RS-STE achieves state-of-the-art performance on both synthetic and real-world benchmarks, and further demonstrates the effectiveness of leveraging the generated hard cases to boost the performance of downstream recognition tasks. Code will be made publicly available.
Towards Consistent Multi-Task Learning: Unlocking the Potential of Task-Specific Parameters
Authors: Xiaohan Qin; Xiaoxing Wang; Junchi Yan
Venue: CVPR 2025 (main)

Abstract: Multi-task learning (MTL) has gained widespread application for its ability to transfer knowledge across tasks, improving resource efficiency and generalization. However, gradient conflicts from different tasks remain a major challenge in MTL. Previous gradient-based and loss-based methods primarily focus on gradient optimization in shared parameters, often overlooking the potential of task-specific parameters. This work points out that task-specific parameters not only capture task-specific information but also influence the gradients propagated to shared parameters, which in turn affects gradient conflicts. Motivated by this insight, we propose ConsMTL, which models MTL as a bi-level optimization problem: in the upper-level optimization, we perform gradient aggregation on shared parameters to find a joint update vector that minimizes gradient conflicts; in the lower-level optimization, we introduce an additional loss for task-specific parameters guiding the k gradients of shared parameters to gradually converge towards the joint update vector. Our design enables the optimization of both shared and task-specific parameters to consistently alleviate gradient conflicts. Extensive experiments show that ConsMTL achieves state-of-the-art performance across various benchmarks with task numbers ranging from 2 to 40, demonstrating its superior performance.
WildAvatar: Learning In-the-wild 3D Avatars from the Web
Authors: Zihao Huang; Shoukang Hu; Guangcong Wang; Tianqi Liu; Yuhang Zang; Zhiguo Cao; Wei Li; Ziwei Liu
Venue: CVPR 2025 (main)

Abstract: Existing research on avatar creation is typically limited to laboratory datasets, which require high costs against scalability and exhibit insufficient representation of the real world. On the other hand, the web abounds with off-the-shelf real-world human videos, but these videos vary in quality and require accurate annotations for avatar creation. To this end, we propose an automatic annotating pipeline with filtering protocols to curate these humans from the web. Our pipeline surpasses state-of-the-art methods on the EMDB benchmark, and the filtering protocols boost verification metrics on web videos. We then curate WildAvatar, a web-scale in-the-wild human avatar creation dataset extracted from YouTube, with 10,000+ different human subjects and scenes. WildAvatar is at least 10xricher than previous datasets for 3D human avatar creation and closer to the real world. To explore its potential, we demonstrate the quality and generalizability of avatar creation methods on WildAvatar. We will publicly release our code, data source links and annotations to push forward 3D human avatar creation and other related fields for real-world applications.
BooW-VTON: Boosting In-the-Wild Virtual Try-On via Mask-Free Pseudo Data Training
Authors: Xuanpu Zhang; Dan Song; Pengxin Zhan; Tianyu Chang; Jianhao Zeng; Qingguo Chen; Weihua Luo; An-An Liu
Venue: CVPR 2025 (main)

Abstract: Image-based virtual try-on is an increasingly popular and important task to generate realistic try-on images of the specific person.Recent methods model virtual try-on as image mask-inpaint task, which requires masking the person image and results in significant loss of spatial information. Especially, for in-the-wild try-on scenarios with complex poses and occlusions, mask-based methods often introduce noticeable artifacts. Our research found that a mask-free approach can fully leverage spatial and lighting information from the original person image, enabling high-quality virtual try-on. Consequently, we propose a novel training paradigm for a mask-free try-on diffusion model. We ensure the model's mask-free try-on capability by creating high-quality pseudo-data and further enhance its handling of complex spatial information through effective in-the-wild data augmentation. Besides, a try-on localization loss is designed to concentrate on try-on area while suppressing garment features in non-try-on areas, ensuring precise rendering of garments and preservation of fore/back-ground. In the end, we introduce BooW-VTON, the mask-free virtual try-on diffusion model, which delivers SOTA try-on quality without parsing cost. Extensive qualitative and quantitative experiments have demonstrated superior performance in wild scenarios with such a low-demand input.
Rectified Diffusion Guidance for Conditional Generation
Authors: Mengfei Xia; Nan Xue; Yujun Shen; Ran Yi; Tieliang Gong; Yong-Jin Liu
Venue: CVPR 2025 (main)

Abstract: Classifier-Free Guidance (CFG), which combines the conditional and unconditional score functions with two coefficients summing to one, serves as a practical technique for diffusion model sampling. Theoretically, however, denoising with CFG cannot be expressed as a reciprocal diffusion process, which may consequently leave some hidden risks during use. In this work, we revisit the theory behind CFG and rigorously confirm that the improper configuration of the combination coefficients (*i.e.*, the widely used summing-to-one version) brings about expectation shift of the generative distribution. To rectify this issue, we propose ReCFG with a relaxation on the guidance coefficients such that denoising with ReCFG strictly aligns with the diffusion theory. We further show that our approach enjoys a **closed-form** solution given the guidance strength. That way, the rectified coefficients can be readily pre-computed via traversing the observed data, leaving the sampling speed barely affected. Empirical evidence on real-world data demonstrate the compatibility of our post-hoc design with existing state-of-the-art diffusion models, including both class-conditioned ones (*e.g.*, EDM2 on ImageNet) and text-conditioned ones (*e.g.*, SD3 on CC12M), without any retraining. Code is available at https://github.com/thuxmf/recfg.
SceneFactor: Factored Latent 3D Diffusion for Controllable 3D Scene Generation
Authors: Aleksey Bokhovkin; Quan Meng; Shubham Tulsiani; Angela Dai
Venue: CVPR 2025 (main)

Abstract: We present SceneFactor, a diffusion-based approach for large-scale 3D scene generation that enables controllable generation and effortless editing. SceneFactor enables text-guided 3D scene synthesis through our factored diffusion formulation, leveraging latent semantic and geometric manifolds for generation of arbitrary-sized 3D scenes. While text input enables easy, controllable generation, text guidance remains imprecise for intuitive, localized editing and manipulation of the generated 3D scenes. Our factored semantic diffusion generates a proxy semantic space composed of semantic 3D boxes that enables controllable editing of generated scenes by adding, removing, changing the size of the semantic 3D proxy boxes that guides high-fidelity, consistent 3D geometric editing. Extensive experiments demonstrate that our approach enables high-fidelity 3D scene synthesis with effective controllable editing through our factored diffusion approach.
HiFi-Portrait: Zero-shot Identity-preserved Portrait Generation with High-fidelity Multi-face Fusion
Authors: Yifang Xu; Benxiang Zhai; Yunzhuo Sun; Ming Li; Yang Li; Sidan Du
Venue: CVPR 2025 (main)

Abstract: Recent advancements in diffusion-based technologies have made significant strides, particularly in identity-preserved portrait generation (IPG). However, when using multiple reference images from the same ID, existing methods typically produce lower-fidelity portraits and struggle to customize face attributes precisely. To address these issues, this paper presents HiFi-Portrait, a high-fidelity method for zero-shot portrait generation. Specifically, we first introduce the face refiner and landmark generator to obtain fine-grained multi-face features and 3D-aware face landmarks. The landmarks include the reference ID and the target attributes. Then, we design HiFi-Net to fuse multi-face features and align them with landmarks, which improves ID fidelity and face control. In addition, we devise an automated pipeline to construct an ID-based dataset for training HiFi-Portrait. Extensive experimental results demonstrate that our method surpasses the SOTA approaches in face similarity and controllability. Furthermore, our method is also compatible with previous SDXL-based works.
IAAO: Interactive Affordance Learning for Articulated Objects in 3D Environments
Authors: Can Zhang; Gim Hee Lee
Venue: CVPR 2025 (main)

Abstract: This work presents IAAO, a novel framework that builds an explicit 3D model for intelligent agents to gain understanding of articulated objects in their environment through interaction. Unlike prior methods that rely on task-specific networks and assumptions about movable parts, our IAAO leverages large foundation models to estimate interactive affordances and part articulations in three stages. We first build hierarchical features and label fields for each object state using 3D Gaussian Splatting (3DGS) by distilling mask features and view-consistent labels from multi-view images. We then perform object- and part-level queries on the 3D Gaussian primitives to identify static and articulated elements, estimating global transformations and local articulation parameters along with affordances. Finally, scenes from different states are merged and refined based on the estimated transformations, enabling robust affordance-based interaction and manipulation of objects. Experimental results demonstrate the effectiveness of our method.
FloVD: Optical Flow Meets Video Diffusion Model for Enhanced Camera-Controlled Video Synthesis
Authors: Wonjoon Jin; Qi Dai; Chong Luo; Seung-Hwan Baek; Sunghyun Cho
Venue: CVPR 2025 (main)

Abstract: We present FloVD, a novel video diffusion model for camera-controllable video generation. FloVD leverages optical flow to represent the motions of the camera and moving objects. This approach offers two key benefits. Since optical flow can be directly estimated from videos, our approach allows for the use of arbitrary training videos without ground-truth camera parameters. Moreover, as background optical flow encodes 3D correlation across different viewpoints, our method enables detailed camera control by leveraging the background motion. To synthesize natural object motion while supporting detailed camera control, our framework adopts a two-stage video synthesis pipeline consisting of optical flow generation and flow-conditioned video synthesis. Extensive experiments demonstrate the superiority of our method over previous approaches in terms of accurate camera control and natural object motion synthesis.
RAD: Region-Aware Diffusion Models for Image Inpainting
Authors: Sora Kim; Sungho Suh; Minsik Lee
Venue: CVPR 2025 (main)

Abstract: Diffusion models have achieved remarkable success in image generation, with applications broadening across various domains.Inpainting is one such application that can benefit significantly from diffusion models. Existing methods either hijack the reverse process of a pretrained diffusion model or cast the problem into a larger framework, i.e., conditioned generation. However, these approaches often require nested loops in the generation process or additional components for conditioning. In this paper, we present region-aware diffusion models (RAD) for inpainting with a simple yet effective reformulation of the vanilla diffusion models. RAD utilizes a different noise schedule for each pixel, which allows local regions to be generated asynchronously while considering the global image context. A plain reverse process requires no additional components, enabling RAD to achieve inference time up to 100 times faster than the state-of-the-art approaches. Moreover, we employ low-rank adaptation (LoRA) to fine-tune RAD based on other pretrained diffusion models, reducing computational burdens in training as well. Experiments demonstrated that RAD provides state-of-the-art results both qualitatively and quantitatively, on the FFHQ, LSUN Bedroom, and ImageNet datasets.
RaSS: Improving Denoising Diffusion Samplers with Reinforced Active Sampling Scheduler
Authors: Xin Ding; Lei Yu; Xin Li; Zhijun Tu; Hanting Chen; Jie Hu; Zhibo Chen
Venue: CVPR 2025 (main)

Abstract: Recent years have witnessed the great success of denoising diffusion samplers in improving the generative capability and sampling efficiency given a pre-trained diffusion model. However, most sampling schedulers in diffusion models lack the sampling dynamics and planning capability for future generation results, leading to suboptimal solutions. To overcome this, we propose the Reinforced Active Sampling Scheduler, termed RaSS, intending to find the optimal sampling trajectory by actively planning and adjusting the sampling steps for each sampling process in time. Concretely, RaSS divides the whole sampling process into five stages and introduces a reinforcement learning (RL) agent to continuously monitor the generated instance and perceive the potential generation results, thereby achieving optimal instance- and state-adaptive sampling steps decision. Meanwhile, a sampling reward is designed to assist the planning capability of the RL agent by balancing the sampling efficiency and generation quality. The RaSS is a plug-and-play module, which is applicable to multiple denoising diffusion samplers of diffusion models. Extensive experiments on different benchmarks have shown that our RaSS can consistently improve the generation quality and efficiency across various tasks, without introducing significant computational overhead.
Supervising Sound Localization by In-the-wild Egomotion
Authors: Anna Min; Ziyang Chen; Hang Zhao; Andrew Owens
Venue: CVPR 2025 (main)

Abstract: We present a method for learning binaural sound localization from ego-motion in videos. When the camera moves in a video, the direction of sound sources will change along with it. We train an audio model to predict sound directions that are consistent with visual estimates of camera motion, which we obtain using methods from multi-view geometry. This provides a weak but plentiful form of supervision that we combine with traditional binaural cues. To evaluate this idea, we propose a dataset of real-world audio-visual videos with ego-motion. We show that our model can successfully learn from this real-world data, and that it obtains strong performance on sound localization tasks.