Dan Xu
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Dan Xu has a total of 167 co-authors. Here are the top co-authors by number of shared publications:
- Wanli Ouyang
Shanghai Artificial Intelligence Laboratory
8 shared publications - Xavier Alameda-Pineda
Inria, Univ. Grenoble Alpes, Grenoble, France
7 shared publications - Hanrong Ye
Hong Kong University of Science and Technology
5 shared publications - Elisa Ricci
University of Trento, Trento, Italy and Fondazione Bruno Kessler, Trento, Italy
4 shared publications - Farid Boussaid
University of Western Australia
4 shared publications - Lian Xu
The University of Western Australia
4 shared publications
Latest Publications
- 14 September 2026
- Published by Springer Nature
- p. 38-56
One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control
- 14 September 2026
- Published by Springer Nature
- p. 38-56
One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control
- 12 September 2026
- Published by Springer Nature
- p. 227-243
UniGP: Taming Diffusion Transformer for Prior-Preserved Unified Generation and Perception
- 12 September 2026
- Published by Springer Nature
- p. 227-243
UniGP: Taming Diffusion Transformer for Prior-Preserved Unified Generation and Perception
- 11 September 2026
- Published by Springer Nature
- p. 391-409
One-Shot Feed-Forward 360$^{\circ }$ Animatable Avatar via Inpainted UV-Space Gaussian Modeling- 11 September 2026
- Published by Springer Nature
- p. 391-409
One-Shot Feed-Forward 360$^{\circ }$ Animatable Avatar via Inpainted UV-Space Gaussian Modeling- 9 September 2026
- Published by Springer Nature
- p. 674-691
Learning Structured Visual Compositional Representations for Weakly Supervised Referring Expression Comprehension
- 9 September 2026
- Published by Springer Nature
- p. 674-691
Learning Structured Visual Compositional Representations for Weakly Supervised Referring Expression Comprehension
- Top Cited Papers
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (7) , 7195-7208
DFormer++: Improving RGBD Representation Learning for Semantic Segmentation
We explore the potential of pretrain-and-finetune manner on the RGB-D semantic segmentation to solve the common mismatch problem in this field. Specifically, we present DFormer++, a novel RGB-D pretrain-and-finetune framework to learn transferable representations for RGB-D semantic segmentation. This paper has two vital innovations. 1) Framework perspective: Different from the existing methods that finetune RGB pretrained backbone to the RGB-D scenes, we pretrain the backbone using image-depth pairs from ImageNet-1 K, and hence the model is endowed with the capacity to encode RGB-D representations; 2) Architecture perspective: Our model comprises a sequence of RGB-D attention blocks, which are tailored for encoding both RGB and depth information through a novel attention mechanism. Our DFormer++ avoids the mismatched encoding of the 3D geometry relationships in depth maps by RGB pretrained backbones, which widely lies in previous works but has not been resolved. Meanwhile, the tailored architecture greatly reduces redundant parameters for encoding RGB-D data and achieves efficient and accurate perception. Experimental results show that our DFormer++ achieves new cutting-edge performance on three popular RGB-D semantic segmentation benchmarks.
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (7) , 7195-7208
Top Cited PapersDFormer++: Improving RGBD Representation Learning for Semantic Segmentation
We explore the potential of pretrain-and-finetune manner on the RGB-D semantic segmentation to solve the common mismatch problem in this field. Specifically, we present DFormer++, a novel RGB-D pretrain-and-finetune framework to learn transferable representations for RGB-D semantic segmentation. This paper has two vital innovations. 1) Framework perspective: Different from the existing methods that finetune RGB pretrained backbone to the RGB-D scenes, we pretrain the backbone using image-depth pairs from ImageNet-1 K, and hence the model is endowed with the capacity to encode RGB-D representations; 2) Architecture perspective: Our model comprises a sequence of RGB-D attention blocks, which are tailored for encoding both RGB and depth information through a novel attention mechanism. Our DFormer++ avoids the mismatched encoding of the 3D geometry relationships in depth maps by RGB pretrained backbones, which widely lies in previous works but has not been resolved. Meanwhile, the tailored architecture greatly reduces redundant parameters for encoding RGB-D data and achieves efficient and accurate perception. Experimental results show that our DFormer++ achieves new cutting-edge performance on three popular RGB-D semantic segmentation benchmarks.
- Open Access
- 19 May 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Circuits and Systems for Video Technology
- Vol. PP (10518215) , 1
MotionGPT-2: A General-Purpose Motion-Language Model for Motion Generation and Understanding
Generating lifelike human motions from descriptive texts has experienced remarkable research focus in recent years, propelled by the emerging requirements of digital humans. Despite impressive advances, existing approaches are often constrained by limited control modalities, task specificity, and focus solely on body motion representations. In this paper, we present MotionGPT-2, a unified Large Motion-Language Model (LMLM) that addresses these limitations. MotionGPT-2 accommodates multiple motion-relevant tasks and supports multimodal control conditions through pre-trained Large Language Models (LLMs). It quantizes multimodal inputs—such as text and single-frame poses—into discrete, LLM-interpretable tokens, seamlessly integrating them into the LLM’s vocabulary. These tokens are then organized into unified prompts, guiding the LLM to generate motion outputs through a pretraining-then-finetuning paradigm. We also show that the proposed MotionGPT-2 is highly adaptable to the challenging 3D holistic motion generation task, enabled by the innovative motion discretization framework, Part-Aware VQVAE, which facilitates fine-grained representations of body and hand movements. Extensive experiments and visualizations validate the effectiveness of our method, demonstrating the adaptability of MotionGPT-2 across motion generation, motion captioning, and generalized motion completion tasks.
- 19 May 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Circuits and Systems for Video Technology
- Vol. PP (10518215) , 1
Open AccessMotionGPT-2: A General-Purpose Motion-Language Model for Motion Generation and Understanding
Generating lifelike human motions from descriptive texts has experienced remarkable research focus in recent years, propelled by the emerging requirements of digital humans. Despite impressive advances, existing approaches are often constrained by limited control modalities, task specificity, and focus solely on body motion representations. In this paper, we present MotionGPT-2, a unified Large Motion-Language Model (LMLM) that addresses these limitations. MotionGPT-2 accommodates multiple motion-relevant tasks and supports multimodal control conditions through pre-trained Large Language Models (LLMs). It quantizes multimodal inputs—such as text and single-frame poses—into discrete, LLM-interpretable tokens, seamlessly integrating them into the LLM’s vocabulary. These tokens are then organized into unified prompts, guiding the LLM to generate motion outputs through a pretraining-then-finetuning paradigm. We also show that the proposed MotionGPT-2 is highly adaptable to the challenging 3D holistic motion generation task, enabled by the innovative motion discretization framework, Part-Aware VQVAE, which facilitates fine-grained representations of body and hand movements. Extensive experiments and visualizations validate the effectiveness of our method, demonstrating the adaptability of MotionGPT-2 across motion generation, motion captioning, and generalized motion completion tasks.
- Open Access
Generalizable and Animatable 3D Full-Head Gaussian Avatar from a Single Image
Building 3D animatable head avatars from a single image is an important yet challenging problem. Existing methods generally collapse under large camera pose variations, compromising the realism of 3D avatars. In this work, we propose a new framework to tackle the novel setting of one-shot 3D full-head animatable avatar reconstruction in a single feed-forward pass, enabling real-time animation and simultaneous 360$^\circ$ rendering views. To facilitate efficient animation control, we model 3D head avatars with Gaussian primitives embedded on the surface of a parametric face model within the UV space. To obtain knowledge of full-head geometry and textures, we leverage rich 3D full-head priors within a pretrained 3D generative adversarial network (GAN) for global full-head feature extraction and multi-view supervision. To increase the fidelity of the 3D reconstruction of the input image, we take advantage of the symmetric nature of the UV space and human faces to fuse local fine-grained input image features with the global full-head textures. Extensive experiments demonstrate the effectiveness of our method, achieving high-quality 3D full-head modeling as well as real-time animation, thereby improving the realism of 3D talking avatars.
Open AccessGeneralizable and Animatable 3D Full-Head Gaussian Avatar from a Single Image
Building 3D animatable head avatars from a single image is an important yet challenging problem. Existing methods generally collapse under large camera pose variations, compromising the realism of 3D avatars. In this work, we propose a new framework to tackle the novel setting of one-shot 3D full-head animatable avatar reconstruction in a single feed-forward pass, enabling real-time animation and simultaneous 360$^\circ$ rendering views. To facilitate efficient animation control, we model 3D head avatars with Gaussian primitives embedded on the surface of a parametric face model within the UV space. To obtain knowledge of full-head geometry and textures, we leverage rich 3D full-head priors within a pretrained 3D generative adversarial network (GAN) for global full-head feature extraction and multi-view supervision. To increase the fidelity of the 3D reconstruction of the input image, we take advantage of the symmetric nature of the UV space and human faces to fuse local fine-grained input image features with the global full-head textures. Extensive experiments demonstrate the effectiveness of our method, achieving high-quality 3D full-head modeling as well as real-time animation, thereby improving the realism of 3D talking avatars.
- Open Access
One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control
We present One4D, a unified framework for 4D generation and reconstruction that produces dynamic 4D content as synchronized RGB frames and pointmaps. By consistently handling varying sparsities of conditioning frames through a Unified Masked Conditioning (UMC) mechanism, One4D can seamlessly transition between 4D generation from a single image, 4D reconstruction from a full video, and mixed generation and reconstruction from sparse frames. Our framework adapts a powerful video generation model for joint RGB and pointmap generation, with carefully designed network architectures. The commonly used diffusion finetuning strategies for depthmap or pointmap reconstruction often fail on joint RGB and pointmap generation, quickly degrading the base video model. To address this challenge, we introduce Decoupled LoRA Control (DLC), which employs two modality-specific LoRA adapters to form decoupled computation branches for RGB frames and pointmaps, connected by lightweight, zero-initialized control links that gradually learn mutual pixel-level consistency. Trained on a mixture of synthetic and real 4D datasets under modest computational budgets, One4D produces high-quality RGB frames and accurate pointmaps across both generation and reconstruction tasks. This work represents a step toward general, high-quality geometry-based 4D world modeling using video diffusion models. Project page: https://mizhenxing.github.io/One4D
Open AccessOne4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control
We present One4D, a unified framework for 4D generation and reconstruction that produces dynamic 4D content as synchronized RGB frames and pointmaps. By consistently handling varying sparsities of conditioning frames through a Unified Masked Conditioning (UMC) mechanism, One4D can seamlessly transition between 4D generation from a single image, 4D reconstruction from a full video, and mixed generation and reconstruction from sparse frames. Our framework adapts a powerful video generation model for joint RGB and pointmap generation, with carefully designed network architectures. The commonly used diffusion finetuning strategies for depthmap or pointmap reconstruction often fail on joint RGB and pointmap generation, quickly degrading the base video model. To address this challenge, we introduce Decoupled LoRA Control (DLC), which employs two modality-specific LoRA adapters to form decoupled computation branches for RGB frames and pointmaps, connected by lightweight, zero-initialized control links that gradually learn mutual pixel-level consistency. Trained on a mixture of synthetic and real 4D datasets under modest computational budgets, One4D produces high-quality RGB frames and accurate pointmaps across both generation and reconstruction tasks. This work represents a step toward general, high-quality geometry-based 4D world modeling using video diffusion models. Project page: https://mizhenxing.github.io/One4D
- Open Access
FullPart: Generating each 3D Part at Full Resolution
Part-based 3D generation holds great potential for various applications. Previous part generators that represent parts using implicit vector-set tokens often suffer from insufficient geometric details. Another line of work adopts an explicit voxel representation but shares a global voxel grid among all parts; this often causes small parts to occupy too few voxels, leading to degraded quality. In this paper, we propose FullPart, a novel framework that combines both implicit and explicit paradigms. It first derives the bounding box layout through an implicit box vector-set diffusion process, a task that implicit diffusion handles effectively since box tokens contain little geometric detail. Then, it generates detailed parts, each within its own fixed full-resolution voxel grid. Instead of sharing a global low-resolution space, each part in our method - even small ones - is generated at full resolution, enabling the synthesis of intricate details. We further introduce a center-point encoding strategy to address the misalignment issue when exchanging information between parts of different actual sizes, thereby maintaining global coherence. Moreover, to tackle the scarcity of reliable part data, we present PartVerse-XL, the largest human-annotated 3D part dataset to date with 40K objects and 320K parts. Extensive experiments demonstrate that FullPart achieves state-of-the-art results in 3D part generation. We will release all code, data, and model to benefit future research in 3D part generation.
Open AccessFullPart: Generating each 3D Part at Full Resolution
Part-based 3D generation holds great potential for various applications. Previous part generators that represent parts using implicit vector-set tokens often suffer from insufficient geometric details. Another line of work adopts an explicit voxel representation but shares a global voxel grid among all parts; this often causes small parts to occupy too few voxels, leading to degraded quality. In this paper, we propose FullPart, a novel framework that combines both implicit and explicit paradigms. It first derives the bounding box layout through an implicit box vector-set diffusion process, a task that implicit diffusion handles effectively since box tokens contain little geometric detail. Then, it generates detailed parts, each within its own fixed full-resolution voxel grid. Instead of sharing a global low-resolution space, each part in our method - even small ones - is generated at full resolution, enabling the synthesis of intricate details. We further introduce a center-point encoding strategy to address the misalignment issue when exchanging information between parts of different actual sizes, thereby maintaining global coherence. Moreover, to tackle the scarcity of reliable part data, we present PartVerse-XL, the largest human-annotated 3D part dataset to date with 40K objects and 320K parts. Extensive experiments demonstrate that FullPart achieves state-of-the-art results in 3D part generation. We will release all code, data, and model to benefit future research in 3D part generation.
- Open Access
- 27 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 719-728
Multi-Task Label Discovery via Hierarchical Task Tokens for Partially Annotated Dense Predictions
- 27 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 719-728
Open AccessMulti-Task Label Discovery via Hierarchical Task Tokens for Partially Annotated Dense Predictions