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Liang Pan

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22 papers
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22

NeurIPS Conference 2025 Conference Paper

3EED: Ground Everything Everywhere in 3D

  • Rong Li
  • Yuhao Dong
  • Tianshuai Hu
  • Alan Liang
  • Youquan Liu
  • Dongyue Lu
  • Liang Pan
  • Lingdong Kong

Visual grounding in 3D is the key for embodied agents to localize language-referred objects in open-world environments. However, existing benchmarks are limited to indoor focus, single-platform constraints, and small scale. We introduce 3EED, a multi-platform, multi-modal 3D grounding benchmark featuring RGB and LiDAR data from vehicle, drone, and quadruped platforms. We provide over 128, 000 objects and 22, 000 validated referring expressions across diverse outdoor scenes -- 10x larger than existing datasets. We develop a scalable annotation pipeline combining vision-language model prompting with human verification to ensure high-quality spatial grounding. To support cross-platform learning, we propose platform-aware normalization and cross-modal alignment techniques, and establish benchmark protocols for in-domain and cross-platform evaluations. Our findings reveal significant performance gaps, highlighting the challenges and opportunities of generalizable 3D grounding. The 3EED dataset and benchmark toolkit are released to advance future research in language-driven 3D embodied perception.

ICLR Conference 2025 Conference Paper

AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

  • Yukang Cao
  • Liang Pan
  • Kai Han 0001
  • Kwan-Yee K. Wong
  • Ziwei Liu 0002

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce **AvatarGO**, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, **1)** for the ''where'' challenge, we propose **LLM-guided contact retargeting**, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. **2)** For the ''how'' challenge, we introduce **correspondence-aware motion optimization** that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

ICLR Conference 2025 Conference Paper

DynamicCity: Large-Scale 4D Occupancy Generation from Dynamic Scenes

  • Hengwei Bian
  • Lingdong Kong
  • Haozhe Xie
  • Liang Pan
  • Yu Qiao 0001
  • Ziwei Liu 0002

Urban scene generation has been developing rapidly recently. However, existing methods primarily focus on generating static and single-frame scenes, overlooking the inherently dynamic nature of real-world driving environments. In this work, we introduce DynamicCity, a novel 4D occupancy generation framework capable of generating large-scale, high-quality dynamic 4D scenes with semantics. DynamicCity mainly consists of two key models. **1)** A VAE model for learning HexPlane as the compact 4D representation. Instead of using naive averaging operations, DynamicCity employs a novel **Projection Module** to effectively compress 4D features into six 2D feature maps for HexPlane construction, which significantly enhances HexPlane fitting quality (up to **12.56** mIoU gain). Furthermore, we utilize an **Expansion & Squeeze Strategy** to reconstruct 3D feature volumes in parallel, which improves both network training efficiency and reconstruction accuracy than naively querying each 3D point (up to **7.05** mIoU gain, **2.06x** training speedup, and **70.84\%** memory reduction). **2)** A DiT-based diffusion model for HexPlane generation. To make HexPlane feasible for DiT generation, a **Padded Rollout Operation** is proposed to reorganize all six feature planes of the HexPlane as a squared 2D feature map. In particular, various conditions could be introduced in the diffusion or sampling process, supporting **versatile 4D generation applications**, such as trajectory- and command-driven generation, inpainting, and layout-conditioned generation. Extensive experiments on the CarlaSC and Waymo datasets demonstrate that DynamicCity significantly outperforms existing state-of-the-art 4D occupancy generation methods across multiple metrics. The code and models have been released to facilitate future research.

NeurIPS Conference 2025 Conference Paper

GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human Data

  • Wentao Wang
  • Hang Ye
  • Fangzhou Hong
  • Xue Yang
  • Jianfu Zhang
  • Yizhou Wang
  • Ziwei Liu
  • Liang Pan

Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e. g. , SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.

NeurIPS Conference 2025 Conference Paper

Hi3DEval: Advancing 3D Generation Evaluation with Hierarchical Validity

  • Yuhan Zhang
  • Long Zhuo
  • Ziyang Chu
  • Tong Wu
  • Zhibing Li
  • Liang Pan
  • Dahua Lin
  • Ziwei Liu

Despite rapid advances in 3D content generation, quality assessment for the generated 3D assets remains challenging. Existing methods mainly rely on image-based metrics and operate solely at the object level, limiting their ability to capture spatial Despite rapid advances in 3D content generation, quality assessment for the generated 3D assets remains challenging. Existing methods mainly rely on image-based metrics and operate solely at the object level, limiting their ability to capture spatial coherence, material authenticity, and high-fidelity local details. 1) To address these challenges, we introduce Hi3DEval, a hierarchical evaluation framework tailored for 3D generative content. It combines both object-level and part-level evaluation, enabling holistic assessments across multiple dimensions as well as fine-grained quality analysis. Additionally, we extend texture evaluation beyond aesthetic appearance by explicitly assessing material realism, focusing on attributes such as albedo, saturation, and metallicness. 2) To support this framework, we construct Hi3DBench, a large-scale dataset comprising diverse 3D assets and high-quality annotations, accompanied by a reliable multi-agent annotation pipeline. We further propose a 3D-aware automated scoring system based on hybrid 3D representations. Specifically, we leverage video-based representations for object-level and material-subject evaluations to enhance modeling of spatio-temporal consistency and employ pretrained 3D features for part-level perception. Extensive experiments demonstrate that our approach outperforms existing image-based metrics in modeling 3D characteristics and achieves superior alignment with human preference, providing a scalable alternative to manual evaluations.

NeurIPS Conference 2025 Conference Paper

PhysX-3D: Physical-Grounded 3D Asset Generation

  • Ziang Cao
  • Zhaoxi Chen
  • Liang Pan
  • Ziwei Liu

3D modeling is moving from virtual to physical. Existing 3D generation primarily emphasizes geometries and textures while neglecting physical-grounded modeling. Consequently, despite the rapid development of 3D generative models, the synthesized 3D assets often overlook rich and important physical properties, hampering their real-world application in physical domains like simulation and embodied AI. As an initial attempt to address this challenge, we propose \textbf{PhysX}, an end-to-end paradigm for physical-grounded 3D asset generation. \textbf{1)} To bridge the critical gap in physics-annotated 3D datasets, we present \textbf{\ourname}\ - the first physics-grounded 3D dataset systematically annotated across five foundational dimensions: \textbf{\textcolor{color2}{absolute scale}}, \textbf{\textcolor{color3}{material}}, \textbf{\textcolor{color1}{affordance}}, \textbf{\textcolor{color4}{kinematics}}, and \textbf{\textcolor{color5}{function description}}. In particular, we devise a scalable human-in-the-loop annotation pipeline based on vision-language models, which enables efficient creation of physics-first assets from raw 3D assets. \textbf{2)} Furthermore, we propose \textbf{PhysXGen}, a feed-forward framework for physics-grounded 3D asset generation, injecting physical knowledge into the pre-trained 3D structural space. Specifically, PhysXGen employs a dual-branch architecture to explicitly model the latent correlations between 3D structures and physical properties, thereby producing 3D assets with plausible physical predictions while preserving the native geometry quality. Extensive experiments validate the superior performance and promising generalization capability of our framework. All the code, data, and models will be released to facilitate future research in generative physical AI.

NeurIPS Conference 2025 Conference Paper

ReID5o: Achieving Omni Multi-modal Person Re-identification in a Single Model

  • Jialong Zuo
  • Yongtai Deng
  • Mengdan Tan
  • Rui Jin
  • Dongyue Wu
  • Nong Sang
  • Liang Pan
  • Changxin Gao

In real-word scenarios, person re-identification (ReID) expects to identify a person-of-interest via the descriptive query, regardless of whether the query is a single modality or a combination of multiple modalities. However, existing methods and datasets remain constrained to limited modalities, failing to meet this requirement. Therefore, we investigate a new challenging problem called Omni Multi-modal Person Re-identification (OM-ReID), which aims to achieve effective retrieval with varying multi-modal queries. To address dataset scarcity, we construct ORBench, the first high-quality multi-modal dataset comprising 1, 000 unique identities across five modalities: RGB, infrared, color pencil, sketch, and textual description. This dataset also has significant superiority in terms of diversity, such as the painting perspectives and textual information. It could serve as an ideal platform for follow-up investigations in OM-ReID. Moreover, we propose ReID5o, a novel multi-modal learning framework for person ReID. It enables synergistic fusion and cross-modal alignment of arbitrary modality combinations in a single model, with a unified encoding and multi-expert routing mechanism proposed. Extensive experiments verify the advancement and practicality of our ORBench. A range of models have been compared on it, and our proposed ReID5o gives the best performance.

NeurIPS Conference 2025 Conference Paper

VideoLucy: Deep Memory Backtracking for Long Video Understanding

  • Jialong Zuo
  • Yongtai Deng
  • Lingdong Kong
  • Jingkang Yang
  • Rui Jin
  • Yiwei Zhang
  • Nong Sang
  • Liang Pan

Recent studies have shown that agent-based systems leveraging large language models (LLMs) for key information retrieval and integration have emerged as a promising approach for long video understanding. However, these systems face two major challenges. First, they typically perform modeling and reasoning on individual frames, struggling to capture the temporal context of consecutive frames. Second, to reduce the cost of dense frame-level captioning, they adopt sparse frame sampling, which risks discarding crucial information. To overcome these limitations, we propose VideoLucy, a deep memory backtracking framework for long video understanding. Inspired by the human recollection process from coarse to fine, VideoLucy employs a hierarchical memory structure with progressive granularity. This structure explicitly defines the detail level and temporal scope of memory at different hierarchical depths. Through an agent-based iterative backtracking mechanism, VideoLucy systematically mines video-wide, question-relevant deep memories until sufficient information is gathered to provide a confident answer. This design enables effective temporal understanding of consecutive frames while preserving critical details. In addition, we introduce EgoMem, a new benchmark for long video understanding. EgoMem is designed to comprehensively evaluate a model's ability to understand complex events that unfold over time and capture fine-grained details in extremely long videos. Extensive experiments demonstrate the superiority of VideoLucy. Built on open-source models, VideoLucy significantly outperforms state-of-the-art methods on multiple long video understanding benchmarks, achieving performance even surpassing the latest proprietary models such as GPT-4o. Our code and dataset will be made publicly available.

NeurIPS Conference 2025 Conference Paper

🎧MOSPA: Human Motion Generation Driven by Spatial Audio

  • Shuyang Xu
  • Zhiyang Dou
  • Mingyi Shi
  • Liang Pan
  • Leo Ho
  • Jingbo Wang
  • Yuan Liu
  • Cheng Lin

Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive "Spatial Audio-Driven Human Motion" (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human "MOtion generation driven by SPatial Audio, " termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https: //github. com/xsy27/Mospa-Acoustic-driven-Motion-Generation. git

JBHI Journal 2024 Journal Article

Exploiting Hierarchical Interactions for Protein Surface Learning

  • Yiqun Lin
  • Liang Pan
  • Yi Li
  • Ziwei Liu
  • Xiaomeng Li

Predicting interactions between proteins is one of the most important yet challenging problems in structural bioinformatics. Intrinsically, potential function sites in protein surfaces are determined by both geometric and chemical features. However, existing works only consider handcrafted or individually learned chemical features from the atom type and extract geometric features independently. Here, we identify two key properties of effective protein surface learning: 1) relationship among atoms: atoms are linked with each other by covalent bonds to form biomolecules instead of appearing alone, leading to the significance of modeling the relationship among atoms in chemical feature learning. 2) hierarchical feature interaction: the neighboring residue effect validates the significance of hierarchical feature interaction among atoms and between surface points and atoms (or residues). In this paper, we present a principled framework based on deep learning techniques, namely Hierarchical Chemical and Geometric Feature Interaction Network (HCGNet), for protein surface analysis by bridging chemical and geometric features with hierarchical interactions. Extensive experiments demonstrate that our method outperforms the prior state-of-the-art method by 2. 3% in site prediction task and 3. 2% in interaction matching task, respectively.

ICLR Conference 2024 Conference Paper

Large-Vocabulary 3D Diffusion Model with Transformer

  • Ziang Cao
  • Fangzhou Hong
  • Tong Wu
  • Liang Pan
  • Ziwei Liu 0002

Creating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects \textit{with a single generative model}. Notably, there are three major challenges for this large-vocabulary 3D generation: \textbf{a}) the need for expressive yet efficient 3D representation; \textbf{b}) large diversity in geometry and texture across categories; \textbf{c}) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware \textbf{Diff}usion model with \textbf{T}rans\textbf{F}ormer, \textbf{DiffTF}, for handling challenges via three aspects. \textbf{1}) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. \textbf{2}) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. \textbf{3}) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality. More results are available at https://difftf.github.io/

ICLR Conference 2023 Conference Paper

DiffMimic: Efficient Motion Mimicking with Differentiable Physics

  • Jiawei Ren 0001
  • Cunjun Yu
  • Siwei Chen 0003
  • Xiao Ma 0006
  • Liang Pan
  • Ziwei Liu 0002

Motion mimicking is a foundational task in physics-based character animation. However, most existing motion mimicking methods are built upon reinforcement learning (RL) and suffer from heavy reward engineering, high variance, and slow convergence with hard explorations. Specifically, they usually take tens of hours or even days of training to mimic a simple motion sequence, resulting in poor scalability. In this work, we leverage differentiable physics simulators (DPS) and propose an efficient motion mimicking method dubbed $\textbf{DiffMimic}$. Our key insight is that DPS casts a complex policy learning task to a much simpler state matching problem. In particular, DPS learns a stable policy by analytical gradients with ground-truth physical priors hence leading to significantly faster and stabler convergence than RL-based methods. Moreover, to escape from local optima, we utilize an \textit{Demonstration Replay} mechanism to enable stable gradient backpropagation in a long horizon. Extensive experiments on standard benchmarks show that DiffMimic has a better sample efficiency and time efficiency than existing methods (e.g., DeepMimic). Notably, DiffMimic allows a physically simulated character to learn back-flip after 10 minutes of training and be able to cycle it after 3 hours of training, while DeepMimic requires about a day of training to cycle back-flip. More importantly, we hope DiffMimic can benefit more differentiable animation systems with techniques like differentiable clothes simulation in future research. Our code is available at https://github.com/diffmimic/diffmimic. Qualitative results can be viewed at https://diffmimic-demo-main-g7h0i8.streamlitapp.com.

ICLR Conference 2023 Conference Paper

EVA3D: Compositional 3D Human Generation from 2D Image Collections

  • Fangzhou Hong
  • Zhaoxi Chen 0009
  • Yushi Lan
  • Liang Pan
  • Ziwei Liu 0002

Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging to generate articulated objects, like human bodies, due to their complexity and diversity in poses and appearances. In this work, we propose, EVA3D, an unconditional 3D human generative model learned from 2D image collections only. EVA3D can sample 3D humans with detailed geometry and render high-quality images (up to 512x256) without bells and whistles (e.g. super resolution). At the core of EVA3D is a compositional human NeRF representation, which divides the human body into local parts. Each part is represented by an individual volume. This compositional representation enables 1) inherent human priors, 2) adaptive allocation of network parameters, 3) efficient training and rendering. Moreover, to accommodate for the characteristics of sparse 2D human image collections (e.g. imbalanced pose distribution), we propose a pose-guided sampling strategy for better GAN learning. Extensive experiments validate that EVA3D achieves state-of-the-art 3D human generation performance regarding both geometry and texture quality. Notably, EVA3D demonstrates great potential and scalability to "inverse-graphics" diverse human bodies with a clean framework.

NeurIPS Conference 2023 Conference Paper

InsActor: Instruction-driven Physics-based Characters

  • Jiawei Ren
  • Mingyuan Zhang
  • Cunjun Yu
  • Xiao Ma
  • Liang Pan
  • Ziwei Liu

Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present $\textbf{InsActor}$, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters. Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning. To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions. Our project page is available at [jiawei-ren. github. io/projects/insactor/index. html](https: //jiawei-ren. github. io/projects/insactor/index. html)

NeurIPS Conference 2023 Conference Paper

Segment Any Point Cloud Sequences by Distilling Vision Foundation Models

  • Youquan Liu
  • Lingdong Kong
  • Jun CEN
  • Runnan Chen
  • Wenwei Zhang
  • Liang Pan
  • Kai Chen
  • Ziwei Liu

Recent advancements in vision foundation models (VFMs) have opened up new possibilities for versatile and efficient visual perception. In this work, we introduce Seal, a novel framework that harnesses VFMs for segmenting diverse automotive point cloud sequences. Seal exhibits three appealing properties: i) Scalability: VFMs are directly distilled into point clouds, obviating the need for annotations in either 2D or 3D during pretraining. ii) Consistency: Spatial and temporal relationships are enforced at both the camera-to-LiDAR and point-to-segment regularization stages, facilitating cross-modal representation learning. iii) Generalizability: Seal enables knowledge transfer in an off-the-shelf manner to downstream tasks involving diverse point clouds, including those from real/synthetic, low/high-resolution, large/small-scale, and clean/corrupted datasets. Extensive experiments conducted on eleven different point cloud datasets showcase the effectiveness and superiority of Seal. Notably, Seal achieves a remarkable 45. 0% mIoU on nuScenes after linear probing, surpassing random initialization by 36. 9% mIoU and outperforming prior arts by 6. 1% mIoU. Moreover, Seal demonstrates significant performance gains over existing methods across 20 different few-shot fine-tuning tasks on all eleven tested point cloud datasets. The code is available at this link.

ICLR Conference 2022 Conference Paper

A Conditional Point Diffusion-Refinement Paradigm for 3D Point Cloud Completion

  • Zhaoyang Lyu
  • Zhifeng Kong
  • Xudong Xu
  • Liang Pan
  • Dahua Lin

3D point clouds are an important data format that captures 3D information for real world objects. Since 3D point clouds scanned in the real world are often incomplete, it is important to recover the complete point cloud for many downstreaming applications. Most existing point cloud completion methods use the Chamfer Distance (CD) loss for training. The CD loss estimates correspondences between two point clouds by searching nearest neighbors, which does not capture the overall point distribution on the generated shape, and therefore likely leads to non-uniform point cloud generation. To tackle this problem, we propose a novel Point Diffusion-Refinement (PDR) paradigm for point cloud completion. PDR consists of a Conditional Generation Network (CGNet) and a ReFinement Network (RFNet). The CGNet uses a conditional generative model called the denoising diffusion probabilistic model (DDPM) to generate a coarse completion conditioned on the partial observation. DDPM establishes a one-to-one pointwise mapping between the generated point cloud and the uniform ground truth, and then optimizes the mean squared error loss to realize uniform generation. The RFNet refines the coarse output of the CGNet and further improves quality of the completed point cloud. In terms of the architecture, we develop a novel dual-path architecture for both networks. The architecture can (1) effectively and efficiently extract multi-level features from partially observed point clouds to guide completion, and (2) accurately manipulate spatial locations of 3D points to obtain smooth surfaces and sharp details. Extensive experimental results on various benchmark datasets show that our PDR paradigm outperforms previous state-of-the-art methods for point cloud completion. In addition, with the help of the RFNet, we can accelerate the iterative generation process of the DDPM by up to 50 times without much performance drop.

ICML Conference 2022 Conference Paper

Benchmarking and Analyzing Point Cloud Classification under Corruptions

  • Jiawei Ren 0001
  • Liang Pan
  • Ziwei Liu 0002

3D perception, especially point cloud classification, has achieved substantial progress. However, in real-world deployment, point cloud corruptions are inevitable due to the scene complexity, sensor inaccuracy, and processing imprecision. In this work, we aim to rigorously benchmark and analyze point cloud classification under corruptions. To conduct a systematic investigation, we first provide a taxonomy of common 3D corruptions and identify the atomic corruptions. Then, we perform a comprehensive evaluation on a wide range of representative point cloud models to understand their robustness and generalizability. Our benchmark results show that although point cloud classification performance improves over time, the state-of-the-art methods are on the verge of being less robust. Based on the obtained observations, we propose several effective techniques to enhance point cloud classifier robustness. We hope our comprehensive benchmark, in-depth analysis, and proposed techniques could spark future research in robust 3D perception.

ICLR Conference 2022 Conference Paper

TAda! Temporally-Adaptive Convolutions for Video Understanding

  • Ziyuan Huang 0003
  • Shiwei Zhang 0001
  • Liang Pan
  • Zhiwu Qing
  • Mingqian Tang
  • Ziwei Liu 0002
  • Marcelo H. Ang

Spatial convolutions are widely used in numerous deep video models. It fundamentally assumes spatio-temporal invariance, i.e., using shared weights for every location in different frames. This work presents Temporally-Adaptive Convolutions (TAdaConv) for video understanding, which shows that adaptive weight calibration along the temporal dimension is an efficient way to facilitate modelling complex temporal dynamics in videos. Specifically, TAdaConv empowers the spatial convolutions with temporal modelling abilities by calibrating the convolution weights for each frame according to its local and global temporal context. Compared to previous temporal modelling operations, TAdaConv is more efficient as it operates over the convolution kernels instead of the features, whose dimension is an order of magnitude smaller than the spatial resolutions. Further, the kernel calibration brings an increased model capacity. We construct TAda2D and TAdaConvNeXt networks by replacing the 2D convolutions in ResNet and ConvNeXt with TAdaConv, which leads to at least on par or better performance compared to state-of-the-art approaches on multiple video action recognition and localization benchmarks. We also demonstrate that as a readily plug-in operation with negligible computation overhead, TAdaConv can effectively improve many existing video models with a convincing margin.

NeurIPS Conference 2021 Conference Paper

Balanced Chamfer Distance as a Comprehensive Metric for Point Cloud Completion

  • Tong Wu
  • Liang Pan
  • Junzhe Zhang
  • Tai WANG
  • Ziwei Liu
  • Dahua Lin

Chamfer Distance (CD) and Earth Mover’s Distance (EMD) are two broadly adopted metrics for measuring the similarity between two point sets. However, CD is usually insensitive to mismatched local density, and EMD is usually dominated by global distribution while overlooks the fidelity of detailed structures. Besides, their unbounded value range induces a heavy influence from the outliers. These defects prevent them from providing a consistent evaluation. To tackle these problems, we propose a new similarity measure named Density-aware Chamfer Distance (DCD). It is derived from CD and benefits from several desirable properties: 1) it can detect disparity of density distributions and is thus a more intensive measure of similarity compared to CD; 2) it is stricter with detailed structures and significantly more computationally efficient than EMD; 3) the bounded value range encourages a more stable and reasonable evaluation over the whole test set. We adopt DCD to evaluate the point cloud completion task, where experimental results show that DCD pays attention to both the overall structure and local geometric details and provides a more reliable evaluation even when CD and EMD contradict each other. We can also use DCD as the training loss, which outperforms the same model trained with CD loss on all three metrics. In addition, we propose a novel point discriminator module that estimates the priority for another guided down-sampling step, and it achieves noticeable improvements under DCD together with competitive results for both CD and EMD. We hope our work could pave the way for a more comprehensive and practical point cloud similarity evaluation. Our code will be available at https: //github. com/wutong16/Density aware Chamfer_Distance.

NeurIPS Conference 2021 Conference Paper

Garment4D: Garment Reconstruction from Point Cloud Sequences

  • Fangzhou Hong
  • Liang Pan
  • Zhongang Cai
  • Ziwei Liu

Learning to reconstruct 3D garments is important for dressing 3D human bodies of different shapes in different poses. Previous works typically rely on 2D images as input, which however suffer from the scale and pose ambiguities. To circumvent the problems caused by 2D images, we propose a principled framework, Garment4D, that uses 3D point cloud sequences of dressed humans for garment reconstruction. Garment4D has three dedicated steps: sequential garments registration, canonical garment estimation, and posed garment reconstruction. The main challenges are two-fold: 1) effective 3D feature learning for fine details, and 2) capture of garment dynamics caused by the interaction between garments and the human body, especially for loose garments like skirts. To unravel these problems, we introduce a novel Proposal-Guided Hierarchical Feature Network and Iterative Graph Convolution Network, which integrate both high-level semantic features and low-level geometric features for fine details reconstruction. Furthermore, we propose a Temporal Transformer for smooth garment motions capture. Unlike non-parametric methods, the reconstructed garment meshes by our method are separable from the human body and have strong interpretability, which is desirable for downstream tasks. As the first attempt at this task, high-quality reconstruction results are qualitatively and quantitatively illustrated through extensive experiments. Codes are available at https: //github. com/hongfz16/Garment4D.

ICRA Conference 2020 Conference Paper

PointAtrousGraph: Deep Hierarchical Encoder-Decoder with Point Atrous Convolution for Unorganized 3D Points

  • Liang Pan
  • Chee-Meng Chew
  • Gim Hee Lee

Motivated by the success of encoding multi-scale contextual information for image analysis, we propose our PointAtrousGraph (PAG) - a deep permutation-invariant hierarchical encoder-decoder for efficiently exploiting multi-scale edge features in point clouds. Our PAG is constructed by several novel modules, such as Point Atrous Convolution (PAC), Edgepreserved Pooling (EP) and Edge-preserved Unpooling (EU). Similar with atrous convolution, our PAC can effectively enlarge receptive fields of filters and thus densely learn multi-scale point features. Following the idea of non-overlapping maxpooling operations, we propose our EP to preserve critical edge features during subsampling. Correspondingly, our EU modules gradually recover spatial information for edge features. In addition, we introduce chained skip subsampling/upsampling modules that directly propagate edge features to the final stage. Particularly, our proposed auxiliary loss functions can further improve our performance. Experimental results show that our PAG outperform previous state-of-the-art methods on various 3D semantic perception applications.

ICRA Conference 2020 Conference Paper

Robust 6D Object Pose Estimation by Learning RGB-D Features

  • Meng Tian
  • Liang Pan
  • Marcelo H. Ang
  • Gim Hee Lee

Accurate 6D object pose estimation is fundamental to robotic manipulation and grasping. Previous methods follow a local optimization approach which minimizes the distance between closest point pairs to handle the rotation ambiguity of symmetric objects. In this work, we propose a novel discrete- continuous formulation for rotation regression to resolve this local-optimum problem. We uniformly sample rotation anchors in SO(3), and predict a constrained deviation from each anchor to the target, as well as uncertainty scores for selecting the best prediction. Additionally, the object location is detected by aggregating point-wise vectors pointing to the 3D center. Experiments on two benchmarks: LINEMOD and YCB-Video, show that the proposed method outperforms state-of-the-art approaches. Our code is available at https://github.com/mentian/object-posenet.

v2026.09.13