Li, Weiyu, Toisoul, Antoine, Monnier, Tom, Shapovalov, Roman, Ranjan, Rakesh, Tan, Ping, Vedaldi, Andrea
We present MeshFlow, a new method for compressing and generating artist-like 3D meshes. Current mesh generators often adopt Auto-Regressive (AR) next-token prediction, a natural choice given the discrete nature of mesh connectivity, which, however, scales poorly due to the inference cost being quadratic in mesh size. AR methods also require discretizing the vertex coordinates, which introduces quantization errors and can cause vertex collapse. To address these challenges, we introduce a Variational Autoencoder (VAE) that, supervised with a contrastive loss, represents both continuous vertex positions and discrete connectivity in a continuous latent space.This latent space is significantly more compact than prior token-based mesh representations. We then build a 3D generator based on a Rectified-Flow transformer, which generates all mesh vertices and edges in parallel. This model samples meshes 26xfaster than the fastest AR generator while also achieving state-of-the-art accuracy across standard mesh-generation metrics.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Pose stylization, which aims to synthesize stylized content aligning with target poses, serves as a fundamental task across 2D, 3D, and video domains. In the 3D realm, prevailing approaches typically rely on a cascade pipeline: first manipulating the image pose via 2D foundation models and subsequently lifting it into 3D representations. However, this paradigm limits the precision and diversity of the 3d pose stylization. To this end, we propose a novel paradigm for 3D pose stylization that unifies pose stylization and 3D generation within a cohesive framework. This integration minimizes the risk of cumulative errors and enhances the model's efficiency and effectiveness. In addition, diverging from previous works that typically utilize 2D skeleton images as guidance, we directly utilize the 3D skeleton because it can provide a more accurate representation of 3D spatial and topological relationships, which significantly enhances the model's capacity to achieve richer and more precise pose stylization. Moreover, we develop a scalable data engine to construct a large-scale dataset of "Image-Skeleton-Mesh" triplets, enabling the model to jointly learn identity preservation and geometric alignment. Extensive experiments demonstrate that PoseMaster significantly outperforms state-of-the-art methods in both qualitative and quantitative metrics. Owing to the strict spatial alignment between the generated 3D meshes and the conditioning skeletons, PoseMaster enables the direct creation of animatable assets when coupled with automated skinning models, highlighting its compelling potential for automated character rigging.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We propose a decoupled 3D scene generation framework called SceneMaker in this work. Due to the lack of sufficient open-set de-occlusion and pose estimation priors, existing methods struggle to simultaneously produce high-quality geometry and accurate poses under severe occlusion and open-set settings. To address these issues, we first decouple the de-occlusion model from 3D object generation, and enhance it by leveraging image datasets and collected de-occlusion datasets for much more diverse open-set occlusion patterns. Then, we propose a unified pose estimation model that integrates global and local mechanisms for both self-attention and cross-attention to improve accuracy. Besides, we construct an open-set 3D scene dataset to further extend the generalization of the pose estimation model. Comprehensive experiments demonstrate the superiority of our decoupled framework on both indoor and open-set scenes. Our codes and datasets is released at https://idea-research.github.io/SceneMaker/.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Vision-Language Models (VLMs) have become indispensable for multimodal reasoning, yet their representations often encode and amplify demographic biases, resulting in biased associations and misaligned predictions in downstream tasks. Such behavior undermines fairness and distorts the intended alignment between vision and language. Recent post-hoc approaches attempt to mitigate bias by replacing the most attribute-correlated embedding coordinates with neutral values. However, our systematic analysis reveals three critical limitations of this coordinate-wise approach: feature entanglement, poor cross-dataset generalization, and incomplete bias removal. We find that bias is not localized to a few coordinates but is instead distributed across a few linear subspaces. To address these limitations, we propose Subspace Projection Debiasing (SPD), a geometrically principled framework that identifies and removes the entire subspace of linearly decodable bias while reinserting a neutral mean component to preserve semantic fidelity. Extensive experiments across zero-shot classification, text-to-image retrieval, and image generation validate the effectiveness of SPD: our method achieves more robust debiasing with an average improvement of 18.5% across four fairness metrics, while maintaining minimal loss in task performance compared to the best debiasing baseline.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We present UniTEX, a novel two-stage 3D texture generation framework to create high-quality, consistent textures for 3D assets. Existing approaches predominantly rely on UV-based models in the second stage to refine textures after reprojecting the generated multi-view images onto the 3D shapes, which introduces challenges related to topological ambiguity. To address this, we bypass the limitations of UV mapping by introducing a Large Texturing Model (LTM) that directly regresses textures in a unified 3D functional space. Moreover, to enable more effective and complete supervision of LTM, we propose to extend surface-defined textures into a continuous volumetric field to serve as an advanced training objective, which we refer to as Texture Functions (TF). Finally, we develop an advanced LoRA-based strategy for efficiently adapting large-scale 2D Diffusion Transformers (DiTs) for high-quality multi-view texture synthesis as our first stage. Extensive experiments demonstrate that UniTEX achieves superior visual quality and texture integrity compared to existing approaches, offering a generalizable and scalable solution for automated 3D texture generation. Code is available in: https://github.com/HKUST-SAIL/UniTEX
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表