Abstract:Recent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts and styles. Due to their ability to synthesize realistic motions and render complex objects, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate a list of 688 captions that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., VideoCrafter2) and closed models (e.g., Lumiere from Google, Pika). Further, our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, Pika, generates videos that adhere to the caption and physical laws for only 19.7% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we also supplement the dataset with an auto-evaluator, VideoCon-Physics, to assess semantic adherence and physical commonsense at scale.
Abstract:Existing diffusion-based text-to-3D generation methods primarily focus on producing visually realistic shapes and appearances, often neglecting the physical constraints necessary for downstream tasks. Generated models frequently fail to maintain balance when placed in physics-based simulations or 3D printed. This balance is crucial for satisfying user design intentions in interactive gaming, embodied AI, and robotics, where stable models are needed for reliable interaction. Additionally, stable models ensure that 3D-printed objects, such as figurines for home decoration, can stand on their own without requiring additional supports. To fill this gap, we introduce Atlas3D, an automatic and easy-to-implement method that enhances existing Score Distillation Sampling (SDS)-based text-to-3D tools. Atlas3D ensures the generation of self-supporting 3D models that adhere to physical laws of stability under gravity, contact, and friction. Our approach combines a novel differentiable simulation-based loss function with physically inspired regularization, serving as either a refinement or a post-processing module for existing frameworks. We verify Atlas3D's efficacy through extensive generation tasks and validate the resulting 3D models in both simulated and real-world environments.
Abstract:A longstanding challenge in mental well-being support is the reluctance of people to adopt psychologically beneficial activities, often due to a lack of motivation, low perceived trustworthiness, and limited personalization of recommendations. Chatbots have shown promise in promoting positive mental health practices, yet their rigid interaction flows and less human-like conversational experiences present significant limitations. In this work, we explore whether the anthropomorphic design (both LLM's persona design and conversational experience design) can enhance users' perception of the system and their willingness to adopt mental well-being activity recommendations. To this end, we introduce Sunnie, an anthropomorphic LLM-based conversational agent designed to offer personalized guidance for mental well-being support through multi-turn conversation and activity recommendations based on positive psychological theory. An empirical user study comparing the user experience with Sunnie and with a traditional survey-based activity recommendation system suggests that the anthropomorphic characteristics of Sunnie significantly enhance users' perception of the system and the overall usability; nevertheless, users' willingness to adopt activity recommendations did not change significantly.
Abstract:Traditional 3D garment creation is labor-intensive, involving sketching, modeling, UV mapping, and texturing, which are time-consuming and costly. Recent advances in diffusion-based generative models have enabled new possibilities for 3D garment generation from text prompts, images, and videos. However, existing methods either suffer from inconsistencies among multi-view images or require additional processes to separate cloth from the underlying human model. In this paper, we propose GarmentDreamer, a novel method that leverages 3D Gaussian Splatting (GS) as guidance to generate wearable, simulation-ready 3D garment meshes from text prompts. In contrast to using multi-view images directly predicted by generative models as guidance, our 3DGS guidance ensures consistent optimization in both garment deformation and texture synthesis. Our method introduces a novel garment augmentation module, guided by normal and RGBA information, and employs implicit Neural Texture Fields (NeTF) combined with Score Distillation Sampling (SDS) to generate diverse geometric and texture details. We validate the effectiveness of our approach through comprehensive qualitative and quantitative experiments, showcasing the superior performance of GarmentDreamer over state-of-the-art alternatives. Our project page is available at: https://xuan-li.github.io/GarmentDreamerDemo/.
Abstract:As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
Abstract:We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS$^2$)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/
Abstract:The task of few-shot visual dubbing focuses on synchronizing the lip movements with arbitrary speech input for any talking head video. Albeit moderate improvements in current approaches, they commonly require high-quality homologous data sources of videos and audios, thus causing the failure to leverage heterogeneous data sufficiently. In practice, it may be intractable to collect the perfect homologous data in some cases, for example, audio-corrupted or picture-blurry videos. To explore this kind of data and support high-fidelity few-shot visual dubbing, in this paper, we novelly propose a simple yet efficient two-stage framework with a higher flexibility of mining heterogeneous data. Specifically, our two-stage paradigm employs facial landmarks as intermediate prior of latent representations and disentangles the lip movements prediction from the core task of realistic talking head generation. By this means, our method makes it possible to independently utilize the training corpus for two-stage sub-networks using more available heterogeneous data easily acquired. Besides, thanks to the disentanglement, our framework allows a further fine-tuning for a given talking head, thereby leading to better speaker-identity preserving in the final synthesized results. Moreover, the proposed method can also transfer appearance features from others to the target speaker. Extensive experimental results demonstrate the superiority of our proposed method in generating highly realistic videos synchronized with the speech over the state-of-the-art.