Spurious correlations pose a significant challenge to the robustness of modern machine learning. The inherent imbalance in dataset distributions often leads traditional Empirical Risk Minimization (ERM) models to rely on majority spurious attributes for classification, resulting in poor performance on minority groups. This problem becomes particularly challenging when the spurious attributes are unavailable. Existing group-label-free methods often upsample minority groups or misclassified real training examples; repeating the same instances can reduce effective diversity and encourage overfitting. To mitigate these spurious correlations from a data-centric perspective in the absence of prior knowledge, we introduce Subpopulation-Aware Generative Enhancement (SAGE), a two-stage generative augmentation framework. Using cluster-derived sub-labels and class labels, we fine-tune a conditional generative model and text encoder, generating targeted synthetic data to fill underrepresented regions in the training set and construct a balanced validation set for last-layer reweighting. We experimentally show that SAGE achieves 89.5%, 85.7%, and 79.1% worst-group accuracy on Waterbirds, CelebA, and MetaShift, respectively, outperforming the best group-label-free baselines by up to 7.7 percentage points.
3D Gaussian Splatting (3DGS) delivers real-time and high-fidelity rendering but remains challenged by unconstrained in-the-wild scenes, where drastic appearance variations and transient objects violate multi-view consistency. Existing methods are fundamentally limited by independent and discrete embeddings that struggle to capture continuous environmental changes or model spatially-varying local illumination. To address these limitations, we propose \textbf{WilLaGS}, a unified framework for robust 3D scene reconstruction and generative appearance synthesis under unconstrained settings. Specifically, we introduce a generative appearance model where a $β$-VAE learns a structured and continuous manifold of global appearance. Conditioned on the latent code, we construct a 3D neural appearance field that generates dynamic Tri-Plane features to encode spatially-varying local illumination effects. Furthermore, to suppress transient artifacts, we present a self-supervised perceptual masking mechanism that leverages a Teacher-Student (EMA) architecture to derive a stable scene consensus, robustly identifying inconsistent regions via perceptual discrepancies. Extensive experiments on multiple datasets demonstrate that \textbf{WilLaGS} achieves state-of-the-art performance in reconstruction quality and novel view appearance synthesis, while maintaining real-time rendering efficiency.
Outdoor LiDAR semantic scene completion (SSC) recovers a dense semantic voxel grid from a scan observing 1% of the target volume, under class imbalance beyond 7,000x. We recast SSC as generative semantic scene completion (GSSC): a single discrete-diffusion formulation in three roles. First, paired sparse-dense scene synthesis (PS$^3$) generates matched sparse LiDAR observations with their dense semantic completions, addressing the long tail at its source and yielding the PS$^3$-SemanticKITTI corpus we train on alongside SemanticKITTI. Second, semantic-guided generative scene completion (SGSC) generates the scene from noise with multinomial discrete diffusion, conditioned on the sparse scan through a bird's-eye-view semantic map and a sparse 3D feature stream. Third, the same framework instead refines an existing completion in one flow-matching step: structured source discrete diffusion (S$^2$D$^2$). S$^2$D$^2$ improves the mIoU of SGSC's own output and every external SSC base tested, without base retraining or test-time adaptation. On the strongest base, one step without test-time augmentation reaches 38.8% mIoU on the SemanticKITTI hidden test. To our knowledge that is the best causal, single-sweep, single-sample result on that leaderboard, +2.1 pp over the previous best published score under the same restriction. Four correction steps with eight-view test-time augmentation reach 39.2%, outside that restriction.
We study spherical occupancy profiles-the ray-wise occupancy probability profiles P(r) = T(r) o(r) distilled from multi-view 3D Gaussian reconstructions-as a unified intermediate representation for both discriminative and generative 3D reconstruction from images. On a 999-object subset of Google Scanned Objects with 48 turntable views each, we train (i) a discriminative per-ray decoder that injects global view-averaged and ray-specific image evidence into a FiLM-conditioned profile head, reaching median soft depth error 0.035 (normalized) on an independent 90-object test split, and (ii) a generative pipeline built on a profile VAE and a latent diffusion model, which supports unconditional sampling that matches the reconstruction manifold and image-conditioned multi-solution reconstruction whose per-object solution spread is quantifiable and tunable via classifier-free guidance. We further analyze the morphology of predicted profiles: post-hoc power sharpening and a learned sharpening target both recover ground-truth profile width without degrading depth, exposing a monotonic width-peak frontier in the L1-per-ray loss family and motivating a principled redefinition of morphology gates. Real-photo validation on two DTU scenes confirms the pipeline transfers to non-synthetic input. Our results suggest that ray-wise occupancy profiles offer a compact, learned, and uncertainty-aware interface between multi-view reconstruction and generative priors.
Generative semantic segmentation exposes structured predictions as images, but direct color decoding is susceptible to color drift and boundary mixing, whereas latent-feature decoders that predict a separate output distribution may relegate the rendered image to an intermediate visualization. We present Semantic Prism, a conditional semantic-image generation-and-refinement framework with deterministic inference. A diffusion-distilled one-step generator renders a semantic RGB image; per-pixel distances from the rendered colors to a fixed class-color codebook define an explicit probabilistic interface. Hierarchical Generator Evidence Alignment spatially aligns multi-level generator features and uses a zero-initialized output projection to predict an additive residual in the interface logit space, retaining the image-defined interface as the reference for the final distribution. The interface and refined distributions further enable Contextual Interface--Hierarchy Disagreement (C-IHD), a fixed readout for ranking remaining pixel errors without an auxiliary predictor or additional forward pass. On the 500-image Cityscapes validation set, Semantic Prism achieves 72.07% mean intersection over union, 11.39 mIoU points above direct-interface decoding, with 0.41% expected calibration error. Matched-capacity ablations over three seeds support the benefit of jointly aligned multi-level evidence. A separately trained model attains 62.22% mIoU on BDD100K, while the Cityscapes-trained model reaches 46.89\% mIoU under source-frozen transfer to the Adverse Conditions Dataset with Correspondences, without target-domain adaptation. Across all three datasets, C-IHD consistently improves the area under the precision--recall curve for pixel-error ranking over maximum softmax probability on the same segmentation predictions; on ACDC, it raises AUPR from 0.6580 to 0.7557.
Francisco Caetano, Tim J. M. Jaspers, Haiko Middeljans +7cs.CV cs.AI
Developing foundation generative models for endoscopy is limited by the gap between natural and clinical images and the computational cost of training large Diffusion Transformers. Although representation alignment has improved efficiency in general computer vision, its role within the highly specialized endoscopic image space remains unclear. We introduce REVEAL (Representation-driven Endoscopic Visual Embedding Alignment), the largest generative foundation model for endoscopy to date, trained on GastroNet-5M (GN-5M), a multicenter dataset of 5 million endoscopic frames. Instead of depending on out-of-domain priors, REVEAL employs encoders pretrained directly on the endoscopic distribution to align diffusion latents with domain-specific visual features, preserving fine textures and intricate anatomical structures. Beyond image generation, REVEAL also serves as a powerful feature extractor; in multiple benchmarks, it delivers performance that is competitive with, and in several cases exceeds, endoscopic foundation models such as EndoViT and Endo-FM, specifically tuned for classification tasks, while demonstrating strong representation robustness under realistic imaging corruptions. REVEAL produces high-fidelity images and maintains robust structural coherence in latent-space edits such as inpainting and outpainting. This high-capacity backbone lowers the computational threshold for building specialized clinical tools, offering an open, versatile foundation for conditional synthesis, segmentation, and out-of-distribution detection in future intelligent gastroenterology systems.
Bidirectional unpaired image translation must preserve source-specific structure while learning coherent transformations in both directions without paired supervision. Existing methods typically employ two direction-specific generators or train separate one-way models. Even when linked by cycle consistency, such models constrain only the round-trip endpoint reconstruction, without requiring the two directions to obey a common local transformation rule. We propose UniCycleFlow, a rectified-flow framework that represents bidirectional translation as forward and reverse integration of a single time-conditioned velocity field. This formulation organizes both directions within the same continuous dynamics, rather than coupling otherwise separate endpoint mappings. A key challenge is that unpaired data provide no meaningful source--target coupling from which rectified-flow trajectories can be constructed. UniCycleFlow addresses this challenge by learning deterministic source-conditioned endpoints whose marginal distributions are adversarially matched to the opposite domains. The resulting paths are regularized by stop-gradient self-flow matching for intermediate velocity supervision, discrete cycle closure for forward--reverse consistency, and representation path-velocity regularization for controlling localized feature changes along the trajectory. Across ten translation directions, UniCycleFlow achieves the lowest FID on 7 of 10 tasks using a single Euler evaluation and obtains the best average FID of 55.1.
Mattia Masiero, Ilya A. Petrov, Daniel Cremers +2cs.CV
3D human registration has historically been treated as a regression task, assuming a unique ground-truth alignment exists between the template and an input point cloud. In reality, acquisition noise, occlusions, and unknown soft tissue dynamics introduce inherent ambiguity into human scans. Regression-based methods consequently converge to an average prediction, often failing to represent a plausible geometry. In our work, we embrace such uncertainty by modeling the registration as a distribution of alignments. We propose ODin, which formulates registration as a 3D diffusion process that generates a point cloud aligned with the target geometry while preserving template semantics through consistent point ordering. To achieve this, ODin relies on global, local, and positional conditioning, guiding each point to its correct location. Our experiments demonstrate that such a generative formulation not only outperforms its regression-based baseline, but also establishes a new state of the art, surpassing highly engineered methods while reducing the registration time by two-thirds. Pre-trained models and code are available at https://riccardomarin.github.io/odin/.
3D Gaussian Splatting has achieved remarkable success in photorealistic and efficient rendering, leading to a rapid increase in 3D assets represented by 3D Gaussian primitives. Directly rigging these assets with arbitrary skeleton topologies is highly desirable. However, training a feed-forward skinning framework is infeasible due to the lack of high-quality 3D Gaussian rigging datasets. An alternative solution is to transfer mesh-based techniques to 3D Gaussian-based representation, but 3D Gaussian primitives are not restricted to the surface and lack explicit topological connectivity. Moreover, this kind of method suffers from poor generalization to unseen data due to its strong dependence on training data, while acquiring high-quality rigging data is prohibitively expensive. To address this challenging problem, we propose G-Skin, a novel generative skinning framework designed for expressive and high-fidelity animation with 3D Gaussian representation. To overcome this 3D data scarcity, we introduce a skeleton-controllable image generation model leveraging 2D vision foundation models to distill powerful motion priors into pseudo-guidance. Guided by these priors, we formulate an optimization pipeline incorporating geometry-aware regularizations, which stabilizes the learning process and ensures smooth, structurally coherent skinning weights. G-Skin also generalizes flexibly to the augmented variants of 3D Gaussian representation designed to mitigate animation-induced rendering artifacts. Extensive experiments validate the effectiveness of our approach, demonstrating clear advantages over state-of-the-art methods. Project page: https://yaoyx689.github.io/GSkin.html.
We address the problem of recovering the full-body mesh from only the head pose. This task has become essential for various applications based on head-mounted devices or smart glasses. The challenge of this task lies in estimating the pose information of unobserved body parts based solely on a single joint (i.e., head) trajectory. Several studies have begun to adopt head-conditioned generative models, however, such previous methods are costly and time-consuming due to the diffusion-based iterative process. As an alternative, we propose a simple yet novel method that leverages the latent space of the guidance network, which is designed as a variational autoencoder taking full-body poses as inputs. By enforcing latent distributions of this guidance network and our head-to-motion network to be similar, latent features sampled from the 'guided' distribution, i.e., distribution learned in our head-to-motion network, can be reliably decoded for natural representations of full-body poses even only with the head pose. One important advantage of the proposed method is that one-step sampling scheme achieves remarkably fast inference (more than 50 times faster) compared to diffusion-based approaches. Experimental results on benchmark datasets show that the proposed method efficiently improves the performance of ego-body mesh reconstruction.
Realistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications.
Most existing video compression algorithms follow a paradigm of transformation and quantization, optimizing the trade-off between distortion and bitrate. However, extremely low-bitrate compression remains an underexplored frontier where perceptual quality optimization under severely constrained coding resources has not been adequately addressed. In this paper, we propose a unified generative framework that leverages pre-trained Diffusion Transformer (DiT) priors to achieve high perceptual quality at extremely low bitrates. We first introduce a flexible Group-of-Latents (GoL) strategy within the latent space of a causal tokenizer, explicitly partitioning the latent stream into intra $I$-latents and inter $P$-latents. The Deep Compression Module (I-DCM) then encodes key $I$-latents to preserve perceptual anchors with minimal overhead. Building upon these anchors, the DiT-based Unified Latent Denoising Module (U-LDM) refines intra-frame textures and synthesizes $P$-latents from noise, reconstructing temporal dynamics at zero additional bitrate cost. Extensive experiments demonstrate that our method uniquely operates in the extreme-low-bitrate regime (e.g., (<0.005) bpp), achieving state-of-the-art perceptual fidelity with rich spatial details and robust temporal consistency. The code will be made publicly available.
UV seam placement is a critical yet labor-intensive step in 3D content creation, requiring artists to balance chart shape, seam concealment, and alignment with semantic and geometric features. Existing automatic methods are primarily based on per-object optimization, relying on handcrafted objectives to avoid distortion or on proxies from pretrained models to inject semantic information. However, these strategies are not always well aligned with seams used in industrial production pipelines, often resulting in layouts that deviate from artist-preferred seam patterns and practical production requirements. To address these limitations, we propose SeamGen, a generative model for UV seam generation that aligns with artist preferences and production requirements. Instead of depending on manually designed objectives and constraints, SeamGen learns the distribution of per-edge seam labels from a large corpus of existing seam layouts using a flow-matching generative model. A key challenge is that typical Transformer architectures used in flow matching models are designed for sequential representations, such as point clouds, and cannot naturally account for mesh topology. To enable mesh-native learning, we design a Mesh Transformer backbone that interleaves local graph attention over mesh edges with global self-attention across vertices, capturing both fine-grained geometric cues and long-range topological coherence. To further improve inference-time controllability and quality, we exploit the training-free inpainting capability of flow models for both localized seam refinement and constraint-guided seam generation. Extensive experiments show that by learning priors from professional seam layout data, SeamGen produces UV layouts that better align with artist-authored preferences and achieve superior perceptual quality compared with distortion-based and semantic-proxy baselines.
Current visual generation models are capable of producing high-quality content, yet they lack a coherent perception of the spatial structure. Existing generative novel view synthesis methods typically introduce explicit geometry priors, which enforce spatial consistency but inherently restrict generalization in large view changes. In contrast, recent interactive generative methods favor implicit scene modeling, offering greater flexibility at the cost of precise camera control and geometry consistency. In this paper, we propose MetaView, a diffusion-based monocular novel view synthesis framework that enables rendering under large view changes from a single image. Our key insight is to combine implicit geometry modeling with minimal yet essential explicit 3D cues: we incorporate implicit geometry priors from a feed-forward geometry perception network to regularize structure without imposing restrictive reconstruction pipelines, while leveraging metric depth to anchor the generation to a metric scale. This design allows MetaView to achieve both geometry consistency and precise controllability. Extensive experiments demonstrate that, under challenging monocular large viewpoint changes, MetaView significantly outperforms existing methods and exhibits superior generalization. Our code is publicly available at https://github.com/KlingAIResearch/MetaView.
Accurate monocular 4D hand reconstruction remains challenging. Per-frame discriminative regressors lack temporal context and often produce jittery predictions. Temporal models improve consistency by aggregating information across frames, but they are typically deterministic regressors, making them vulnerable to ambiguous observations caused by occlusion and motion blur. Generative modeling offers a natural alternative by learning a prior over plausible hand motion sequences, enabling coherent hand-state recovery when visual evidence is incomplete or unreliable. Motivated by this observation, we present HandFlow, a fully generative flow-matching framework for temporally coherent 3D hand pose and shape estimation from monocular video. Given visual and skeletal observations, HandFlow denoises an entire temporal window of MANO parameters through a single ODE integration. To support this, we use a Flux-style dual-stream transformer that attends across the full sequence to capture long-range dependencies without autoregressive decoding, and a confidence-aware continuous masking mechanism that blends observed features with learnable mask tokens to handle noisy or missing observations. Experiments on DexYCB and HOT3D show that HandFlow achieves state-of-the-art performance, with particularly large gains in world-space accuracy and temporal smoothness. It reduces world-space pose error by over 30% compared with the strongest baseline and achieves the lowest acceleration error among all evaluated methods, while remaining competitive in per-frame pose accuracy. Moreover, on a single GPU HandFlow reconstructs a 150-frame sequence at 47 fps, about 12x faster than the fastest prior video-based method, with reconstruction itself accounting for only a small fraction of the end-to-end latency.
Anticipation of human behaviours facilitates autonomous systems in proactive planning. Human behaviour could be stochastic due to varying goals. Human goals typically guide their own movement and could therefore help to predict the human trajectory and human motion in the long-term. To infer the human movement intentions, the environmental context plays a significant role, in addition to the social cues expressed by the individual. Previous works on human goals prediction either require semantic knowledge of the scene, or only tackle interactions with objects. In this paper, we propose a novel multi-goal prediction method using the generative model to address the stochasticity of human movement. It leverages the current RGB scene and the human pose to predict diverse potential future goals of human movement based on the Conditional Variational Autoencoder (CVAE). Our results demonstrate that our approach is capable of generating multiple movement goals in the scene via samplings in latent space of the CVAE and exhibits generalization capability across scenarios in GTA-IM dataset and PROX dataset. Code is publicly available at \href{https://github.com/Q-Y-Yang/DiverseGoalsPrediction.git}{\texttt{https://github.com/Q-Y-Yang/DiverseGoalsPrediction}}.
Flow Matching (FM) has achieved remarkable generative performance, yet it suffers from exposure bias due to discrepancies between training and inference. Existing mitigation strategies typically rely on static constraints or external heuristics. In this work, we propose that exposure bias itself inherently contains dynamic signals that can guide its own rectification. To leverage this, we introduce DEFAR (DirEctional-Frequency Adaptive Rectification). This framework simulates the single-step inference process during training to identify exposure bias. It utilizes directional and frequency-adaptive feedback signals from the bias itself to enhance the model's bias tolerance. It consists of two key components: (1) Anti-Drift Rectification (ADR). ADR treats inference-time drift as a signal to learn the direction to steer deviated states back toward the target. ADR endows the model with intrinsic active self-rectification capabilities; (2) Frequency Compensation (FC). Empirically, we observe that accumulated bias often stems from a lack of low-frequency components in high-noise stages, and exposure bias carries the missing frequency. FC leverages the bias itself as a self-feedback weighting factor to reinforce the missing frequency components. Experiments on CIFAR-10, CelebA-64, and ImageNet-256/512 show that DEFAR outperforms prior baselines and further demonstrates favorable scalability, compatibility, and inference robustness.
Xiao Shi, Edward P. Chandler, Chicago Y. Park +2cs.CV
We propose NullFlow, a principled framework for one-step generative image reconstruction. Our key idea is to confine the generative flow to a measurement-consistent subspace. Because the flow never leaves this subspace, NullFlow needs no separate data-fidelity corrections, unlike existing solvers. NullFlow samples in a single network evaluation by learning the flow's average velocity, avoiding the step-by-step integration of traditional flow matching methods. We prove that the average velocity of this constrained flow yields a training objective whose global minimizer is a one-step posterior sampler. We show on image inpainting that NullFlow matches state-of-the-art diffusion solvers while cutting inference from hundreds of network evaluations to one.
Quanyuan Ruan, Jiabao Lei, Xingyi Du +1cs.CV cs.AI
UV parameterization is a fundamental step in 3D content creation, yet producing production-ready UV layouts remains challenging due to the gap between geometric distortion objectives and the stylistic preferences of professional artists. While classical methods optimize handcrafted energy functions, artist-authored UVs exhibit structural patterns such as straightened seams, axis-aligned islands, and flexible interior deformation, properties that are difficult to explicitly formulate. In this work, we present DreamUV, an end-to-end learning framework that formulates UV unwrapping as a generative Flow Matching problem. Rather than predicting a single optimal parameterization, DreamUV learns a mesh-conditioned transport process that maps noise samples to a distribution of artist-like UV layouts. To reflect real-world authoring practices, we introduce a boundary-aware training strategy that prioritizes seam geometry, and a Model-in-the-Loop Finetuning(MITL) scheme that explicitly accounts for discretization errors during sampling and stabilizes transport dynamics under heterogeneous supervision. We evaluate DreamUV on a large-scale dataset of professionally authored UV layouts. Experiments demonstrate that our method produces significantly straighter boundaries and tighter axis-aligned islands than both classical and learning-based baselines, while maintaining competitive distortion metrics. Qualitative results and a user study with professional artists further confirm that DreamUV generates UV layouts that are not only valid, but aligned with practical production requirements.
We present TriFlow, a new generative approach for producing compact 3D meshes with artist-like triangle topology directly from input geometry conditions such as signed distance fields. Our key insight is to represent mesh topology as a nearest-vertex vector field (NVF) defined over the surface, where each point encodes its association to the nearest triangle vertex in the local barycentric frame. We train a latent flow-matching model to synthesize this field, enabling topology generation conditioned on the input geometry. To extract a coherent mesh, we cluster surface regions using the generated NVF and guide a constrained quadric error metric (QEM) mesh simplification with topology-aware optimization. This yields output meshes that closely match the input geometry while exhibiting structured, artist-like connectivity. Experiments demonstrate that TriFlow achieves stronger generalization and significantly improved topology quality compared to state-of-the-art learning-based approaches, alongside 90% lower Chamfer Distance and an 8x speedup.
We study the problem of human gaze modeling, which aims to generate the gaze patterns a viewer produces while observing a visual stimulus. Gaze is primarily captured through two modalities: continuous eye-tracking trajectories, which describe fine-grained motion dynamics, and discrete scanpaths, which describe high-level fixation structure. Because gaze varies substantially across viewers and trials, we treat this variability as a defining property rather than noise and model gaze as a stochastic generative process. Existing generative gaze models supervise on only one of these two representations in isolation. We hypothesize that trajectories and scanpaths describe gaze at complementary scales and are jointly informative during training, and test this hypothesis through ST-DiffEye, a joint trajectory-scanpath diffusion framework that couples both modalities by concatenating them as an additional raw input channel, requiring no architectural overhead beyond an input and output channel expansion. We further introduce a principled evaluation framework based on the Continuous Ranked Probability Score (CRPS), which generalizes any existing sequence similarity metric into a proper scoring rule that jointly assesses the accuracy and diversity of generated gaze. Experiments on task-driven visual search, covering both target-present and target-absent scenarios, and on free-viewing benchmarks demonstrate state-of-the-art performance. These results, along with detailed ablations, confirm the benefit of joint modeling and the value of distribution-aware evaluation in capturing the intrinsic variability of human gaze. Project webpage: https://st-diffeye.github.io/
Matthew Repasky, Erwan Mazarico, Michael K. Barker +3cs.CV astro-ph.EP
Increasing the resolution of planetary topography models can enable a better understanding of surface processes and geomorphology; however, existing analytical super-resolution methods are expensive and difficult to apply at large scales. Generative models provide the tools to learn complex relationships within data and can be applied at scale due to hardware accelerators and parallelization. We present a diffusion-based Schrödinger Bridge (SB) generative modeling approach for lunar topography super-resolution, connecting the distribution of low-resolution topography to that of high-resolution topography, incorporating physically-constraining optical imagery. Our approach is inspired by existing Shape-from-Shading methods, which improve a priori low-resolution topography by using optical images at the target resolution. We train SBs on a novel dataset of rendered lunar topography, emulating optical imagery from the Lunar Reconnaissance Orbiter Narrow Angle Camera. The result is a flexible approach for topography super-resolution which can provide pixel-level uncertainties in the reconstruction.
The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that \MethodMotion outperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse.
Although video virtual try-on (VVT) has achieved significant progress, existing methods still exhibit two fundamental limitations: first, they are restricted to single-garment transfer, rendering simultaneous multi-object try-on highly impractical; second, their heavy reliance on explicit external priors (e.g., garment masks) inevitably destroys crucial physical dynamics and degrades visual quality. To bridge this gap, this paper proposes the novel Try-On Anything task, which aims to simultaneously transfer diverse wearable objects onto a person in a video in a single inference pass. To support and standardize this paradigm, we introduce TryAny-Bench, a comprehensive benchmark encompassing a paired video dataset alongside a tailored evaluation protocol. Furthermore, we present OmniTryOn, an external-prior-free generative framework designed to tackle this task. Specifically, OmniTryOn employs a First Frame Wearable Cache strategy, which directly provides diverse wearable objects for the generation process through the initial video frame. To maintain consistency, we propose the Spatiotemporally Consistent RoPE (STC-RoPE), which inherently establishes robust spatiotemporal anchors to strictly preserve complex human motions and background dynamics. Optimized by the proposed Gradual Try-On (GTO) training strategy, our model progressively masters robust multi-object synthesis. Extensive experiments on TryAny-Bench demonstrate that OmniTryOn significantly outperforms existing specialized video virtual try-on models and general video editing baselines, establishing a powerful new standard for the Try-On Anything task. Our dataset, code, and models are available at https://github.com/xcltql666/OminTryOn.
Existing feed-forward networks excel at predicting a single set of physical properties from visual appearance, but this point-estimate paradigm fundamentally fails to capture the real world's inherent physical ambiguity. We address this by reframing physics prediction as a task of learning a controllable, continuous distribution of material properties. We introduce UNIPIXIE, a framework trained to predict a continuous and parameterized path of physically plausible material properties from a single visual input. By learning a direct mapping along an object's softest-to-stiffest spectrum on our PIXIEMULTIVERSE dataset, UNIPIXIE allows for controllable generation of diverse, physically valid material fields via a single intuitive parameter. Crucially, UNIPIXIE introduces a novel unified architecture to produce simulation-ready parameters for diverse physics solvers, including continuum-based Material Point Method (MPM), reduced-order deformation based on Linear Blend Skinning (LBS), and anchor-based Spring-Mass systems, addressing a key portability issue in prior work. Experiments show our approach not only generates a rich variety of plausible dynamics but also reduces Young's Modulus prediction error by over 50% against the strongest deterministic baseline, bridging the gap between static point estimates and the continuous nature of physical reality. Project page: https://unipixie.github.io/
Capturing digital screens with smartphones frequently induces severe banding due to hardware synchronization mismatches. Existing video restoration methods struggle with these structured, periodic luminance fluctuations, often resulting in residual artifacts or over-smoothed textures. We firstly construct DeViD, a real-world dataset in various scenes to deal with the lack of available datasets.Then we propose VDFP (Video Deflickering with Flicker-banding Priors), a novel perception-guided generation framework. First, we introduce a Degradation Field Modeling Based on Rolling Shutter Mechanism (DFM) capable of synthesizing complex multi-banding scenarios. Second, we present a spatial-temporal continuous prior perception (CPP). Unlike traditional binary segmentation, this module is optimized via a Flicker-Aware Mean Squared Error (FA-MSE) to capture the luminance transitions. By zero-initializing an augmented input layer, our model preserves pre-trained generative priors as well as spatial-temporal prior perception. Extensive experiments demonstrate that VDFP significantly outperforms other methods, eliminating complex banding with high-fidelity spatial details and temporal consistency. Our dataset and code will be released at~ https://github.com/ZhiyiZZhou/VDFP.
Single-image HDR reconstruction aims to recover high dynamic range radiance from a single low dynamic range (LDR) input, but remains highly ill-posed due to detail saturation in over-exposed regions and noise amplification in under-exposed areas. While recent diffusion-based approaches offer powerful generative priors, they often overlook the exposure-dependent nature of the degradation and incur substantial computational costs from iterative sampling. To address these challenges, we propose ExpoCM, a novel one-step generative HDR reconstruction framework that reformulates HDR reconstruction as a Probability Flow ODE (PF-ODE) and constructs exposure-aware consistency trajectories via exposure-dependent perturbations. Specifically, a soft exposure mask is first constructed to separate the LDR image into over-, under-, and well-exposed regions. Based on this partition, region-conditioned consistency trajectories are designed to hallucinate saturated details, suppress noise in dark regions, and preserve reliable structures within a single, distillation-free inference step. To further enhance perceptual quality, we introduce an Exposure-guided Luminance-Chromaticity Loss in the CIE~$\text{L}^*\text{a}^*\text{b}^*$ space, which assigns exposure-aware weights to luminance and chromaticity components, effectively mitigating brightness bias and color drift. Extensive experiments on the HDR-REAL, HDR-EYE, and AIM2025 benchmarks demonstrate that ExpoCM achieves state-of-the-art fidelity and perceptual accuracy, while enabling over 400$\times$ and 20$\times$ faster inference compared to DDPM (1000 steps) and DDIM (50 steps), respectively.
3D shapes from scanning, reconstruction, or AI-generated content often lack simple quad mesh layouts -- critical for efficient editing and modeling. Existing quad-remeshing techniques typically produce complex layouts with irregular loops, leading to tedious manual cleanup and extensive algorithm tuning. We introduce SQuadGen, a diffusion-based generative framework that leverages Chart Distance Fields (CDF) to synthesize simple quad layouts on 3D shapes. Our approach addresses two key challenges: (1) the discrete nature of mesh connectivity, which hinders learning, and (2) the scarcity of large-scale datasets with simple quad meshes. To overcome the first, we propose CDF, a continuous surface-based representation enabling effective learning and synthesis of quad layouts. To address the second, we define loop-aware simplicity metrics and construct a large-scale dataset of high-quality quad layouts recovered from public 3D repositories through a robust quad-recovery pipeline. Extensive evaluations across diverse 3D inputs show that SQuadGen consistently outperforms existing methods, producing robust, artist-friendly simple quad layouts.