Xin Tong
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Xin Tong has a total of 195 co-authors. Here are the top co-authors by number of shared publications:
- Yang Liu
Microsoft Research Asia, Beijing, China
13 shared publications - Jiaolong Yang
Microsoft Research Asia, Beijing, China
8 shared publications - Baining Guo
Microsoft Research Asia
6 shared publications - Heung-Yeung Shum
Tsinghua University, Beijing, China
6 shared publications Jiaolong Yang
Northeastern University
6 shared publications- Haibo Zhang
School of Government, Nanjing University, Nanjing, China
4 shared publications
Latest Publications
- Open Access
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Generative AI Meets Computer Graphics
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessGenerative AI Meets Computer Graphics
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-17
ComboStoc: Combinatorial Stochasticity for Diffusion Generative Models
In this paper, we study an under-explored but important factor of diffusion generative models, i.e., the combinatorial complexity. Data samples are generally high-dimensional, and for various structured generation tasks, additional attributes are combined to associate with data samples. We show that the space spanned by the combination of dimensions and attributes can be insufficiently covered by existing training schemes of diffusion generative models, potentially limiting test time performance. We present a simple fix to this problem by constructing stochastic processes that fully exploit the combinatorial structures, hence the name ComboStoc. Using this simple strategy, we show that network training is significantly accelerated across diverse data modalities, including images and 3D structured shapes. Moreover, ComboStoc enables a new way of test time generation which uses asynchronous time steps for different dimensions and attributes, thus allowing for varying degrees of control over them. Our code is available at: https://github.com/Xrvitd/ComboStoc.
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-17
Open AccessComboStoc: Combinatorial Stochasticity for Diffusion Generative Models
In this paper, we study an under-explored but important factor of diffusion generative models, i.e., the combinatorial complexity. Data samples are generally high-dimensional, and for various structured generation tasks, additional attributes are combined to associate with data samples. We show that the space spanned by the combination of dimensions and attributes can be insufficiently covered by existing training schemes of diffusion generative models, potentially limiting test time performance. We present a simple fix to this problem by constructing stochastic processes that fully exploit the combinatorial structures, hence the name ComboStoc. Using this simple strategy, we show that network training is significantly accelerated across diverse data modalities, including images and 3D structured shapes. Moreover, ComboStoc enables a new way of test time generation which uses asynchronous time steps for different dimensions and attributes, thus allowing for varying degrees of control over them. Our code is available at: https://github.com/Xrvitd/ComboStoc.
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-15
SQuadGen: Generating Simple Quad Layouts via Chart Distance Fields
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.
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-15
Open AccessSQuadGen: Generating Simple Quad Layouts via Chart Distance Fields
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.
- 12 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (3) , 2659-2670
ESGaussianFace: Emotional and Stylized Audio-Driven Facial Animation via 3D Gaussian Splatting
Most current audio-driven facial animation research primarily focuses on generating videos with neutral emotions. While some studies have addressed the generation of facial videos driven by emotional audio, efficiently generating high-quality talking head videos that integrate both emotional expressions and style features remains a significant challenge. In this paper, we propose ESGaussianFace, an innovative framework for emotional and stylized audio-driven facial animation. Our approach leverages 3D Gaussian Splatting to reconstruct 3D scenes and render videos, ensuring efficient generation of 3D consistent results. We propose an emotion-audio-guided spatial attention method that effectively integrates emotion features with audio content features. Through emotion-guided attention, the model is able to reconstruct facial details across different emotional states more accurately. To achieve emotional and stylized deformations of the 3D Gaussian points through emotion and style features, we introduce two 3D Gaussian deformation predictors. Futhermore, we propose a multi-stage training strategy, enabling the step-by-step learning of the character’s lip movements, emotional variations, and style features. Our generated results exhibit high efficiency, high quality, and 3D consistency. Extensive experimental results demonstrate that our method outperforms existing state-of-the-art techniques in terms of lip movement accuracy, expression variation, and style feature expressiveness.
- 12 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (3) , 2659-2670
ESGaussianFace: Emotional and Stylized Audio-Driven Facial Animation via 3D Gaussian Splatting
Most current audio-driven facial animation research primarily focuses on generating videos with neutral emotions. While some studies have addressed the generation of facial videos driven by emotional audio, efficiently generating high-quality talking head videos that integrate both emotional expressions and style features remains a significant challenge. In this paper, we propose ESGaussianFace, an innovative framework for emotional and stylized audio-driven facial animation. Our approach leverages 3D Gaussian Splatting to reconstruct 3D scenes and render videos, ensuring efficient generation of 3D consistent results. We propose an emotion-audio-guided spatial attention method that effectively integrates emotion features with audio content features. Through emotion-guided attention, the model is able to reconstruct facial details across different emotional states more accurately. To achieve emotional and stylized deformations of the 3D Gaussian points through emotion and style features, we introduce two 3D Gaussian deformation predictors. Futhermore, we propose a multi-stage training strategy, enabling the step-by-step learning of the character’s lip movements, emotional variations, and style features. Our generated results exhibit high efficiency, high quality, and 3D consistency. Extensive experimental results demonstrate that our method outperforms existing state-of-the-art techniques in terms of lip movement accuracy, expression variation, and style feature expressiveness.
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessRenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
- Open Access
- 18 June 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (3) , 1-20
StructRe: Rewriting for Structured Shape Modeling
Man-made 3D shapes are naturally organized in parts and hierarchies; such structures provide important constraints for shape reconstruction and generation. Modeling shape structures is difficult, because there can be multiple hierarchies for a given shape, causing ambiguity, and across different categories, the shape structures are correlated with semantics, limiting generalization. We present StructRe , a structure rewriting system, as a novel approach to structured shape modeling. Given a 3D object represented by points and components, StructRe can rewrite it upward into more concise structures, or downward into more detailed structures; by iterating the rewriting process, hierarchies are obtained. Such a localized rewriting process enables probabilistic modeling of ambiguous structures and robust generalization across object categories. We train StructRe on PartNet data and show its generalization to cross-category and multiple object hierarchies, and test its extension to ShapeNet. We also demonstrate the benefits of probabilistic and generalizable structure modeling for shape reconstruction, generation and editing tasks.
- 18 June 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (3) , 1-20
Open AccessStructRe: Rewriting for Structured Shape Modeling
Man-made 3D shapes are naturally organized in parts and hierarchies; such structures provide important constraints for shape reconstruction and generation. Modeling shape structures is difficult, because there can be multiple hierarchies for a given shape, causing ambiguity, and across different categories, the shape structures are correlated with semantics, limiting generalization. We present StructRe , a structure rewriting system, as a novel approach to structured shape modeling. Given a 3D object represented by points and components, StructRe can rewrite it upward into more concise structures, or downward into more detailed structures; by iterating the rewriting process, hierarchies are obtained. Such a localized rewriting process enables probabilistic modeling of ambiguous structures and robust generalization across object categories. We train StructRe on PartNet data and show its generalization to cross-category and multiple object hierarchies, and test its extension to ShapeNet. We also demonstrate the benefits of probabilistic and generalizable structure modeling for shape reconstruction, generation and editing tasks.
- 1 January 2025
- Published by Springer Nature
- p. 243-267
Social Participation in the Refinement of Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 243-267
Social Participation in the Refinement of Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 153-191
Strategy for the Refinement of Right Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 153-191
Strategy for the Refinement of Right Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 39-63
Theoretical Support for Refined Management of Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 39-63
Theoretical Support for Refined Management of Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 269-319
Institutional Support for the Refinement of Poverty Alleviation in China
- 1 January 2025
- Published by Springer Nature
- p. 269-319
Institutional Support for the Refinement of Poverty Alleviation in China