Xin Yu
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Xin Yu has a total of 13 co-authors. Here are the top co-authors by number of shared publications:
- Xiaojuan Qi
Department of Electrical and Computer Engineering, The University of Hong Kong, Hong Kong, China
3 shared publications - Ding Liang
VAST, Beijing, China
2 shared publications - Yan-Pei Cao
VAST
2 shared publications - Yuan-Chen Guo
VAST, Beijing, China
2 shared publications - Ze Yuan
Beihang University, Beijing, China
2 shared publications - Feitong Tan
School of Computing Science, Simon Fraser University, Burnaby, BC, Canada
1 shared publication
Latest Publications
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
SeqTex: Generate Mesh Textures in Video Sequence
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessSeqTex: Generate Mesh Textures in Video Sequence
- 10 March 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 31 (5) , 3087-3097
GO-NeRF: Generating Objects in Neural Radiance Fields for Virtual Reality Content Creation
Virtual environments (VEs) are pivotal for virtual, augmented, and mixed reality systems. Despite advances in 3D generation and reconstruction, the direct creation of 3D objects within an established 3D scene (represented as NeRF) for novel VE creation remains a relatively unexplored domain. This process is complex, requiring not only the generation of high-quality 3D objects but also their seamless integration into the existing scene. To this end, we propose a novel pipeline featuring an intuitive interface, dubbed GO-NeRF. Our approach takes text prompts and user-specified regions as inputs and leverages the scene context to generate 3D objects within the scene. We employ a compositional rendering formulation that effectively integrates the generated 3D objects into the scene, utilizing optimized 3D-aware opacity maps to avoid unintended modifications to the original scene. Furthermore, we develop tailored optimization objectives and training strategies to enhance the model's ability to capture scene context and mitigate artifacts, such as floaters, that may occur while optimizing 3D objects within the scene. Extensive experiments conducted on both forward-facing and 360°scenes demonstrate the superior performance of our proposed method in generating objects that harmonize with surrounding scenes and synthesizing high-quality novel view images. The code will be at https://daipengwa.github.io/G0-NeRF/.
- 10 March 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 31 (5) , 3087-3097
GO-NeRF: Generating Objects in Neural Radiance Fields for Virtual Reality Content Creation
Virtual environments (VEs) are pivotal for virtual, augmented, and mixed reality systems. Despite advances in 3D generation and reconstruction, the direct creation of 3D objects within an established 3D scene (represented as NeRF) for novel VE creation remains a relatively unexplored domain. This process is complex, requiring not only the generation of high-quality 3D objects but also their seamless integration into the existing scene. To this end, we propose a novel pipeline featuring an intuitive interface, dubbed GO-NeRF. Our approach takes text prompts and user-specified regions as inputs and leverages the scene context to generate 3D objects within the scene. We employ a compositional rendering formulation that effectively integrates the generated 3D objects into the scene, utilizing optimized 3D-aware opacity maps to avoid unintended modifications to the original scene. Furthermore, we develop tailored optimization objectives and training strategies to enhance the model's ability to capture scene context and mitigate artifacts, such as floaters, that may occur while optimizing 3D objects within the scene. Extensive experiments conducted on both forward-facing and 360°scenes demonstrate the superior performance of our proposed method in generating objects that harmonize with surrounding scenes and synthesizing high-quality novel view images. The code will be at https://daipengwa.github.io/G0-NeRF/.
- Open Access
- 19 November 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (6) , 1-14
TEXGen: a Generative Diffusion Model for Mesh Textures
While high-quality texture maps are essential for realistic 3D asset rendering, few studies have explored learning directly in the texture space, especially on large-scale datasets. In this work, we depart from the conventional approach of relying on pre-trained 2D diffusion models for testtime optimization of 3D textures. Instead, we focus on the fundamental problem of learning in the UV texture space itself. For the first time, we train a large diffusion model capable of directly generating high-resolution texture maps in a feed-forward manner. To facilitate efficient learning in high-resolution UV spaces, we propose a scalable network architecture that interleaves convolutions on UV maps with attention layers on point clouds. Leveraging this architectural design, we train a 700 million parameter diffusion model that can generate UV texture maps guided by text prompts and single-view images. Once trained, our model naturally supports various extended applications, including text-guided texture inpainting, sparse-view texture completion, and text-driven texture synthesis. The code is available at https://github.com/CVMI-Lab/TEXGen.
- 19 November 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (6) , 1-14
Open AccessTEXGen: a Generative Diffusion Model for Mesh Textures
While high-quality texture maps are essential for realistic 3D asset rendering, few studies have explored learning directly in the texture space, especially on large-scale datasets. In this work, we depart from the conventional approach of relying on pre-trained 2D diffusion models for testtime optimization of 3D textures. Instead, we focus on the fundamental problem of learning in the UV texture space itself. For the first time, we train a large diffusion model capable of directly generating high-resolution texture maps in a feed-forward manner. To facilitate efficient learning in high-resolution UV spaces, we propose a scalable network architecture that interleaves convolutions on UV maps with attention layers on point clouds. Leveraging this architectural design, we train a 700 million parameter diffusion model that can generate UV texture maps guided by text prompts and single-view images. Once trained, our model naturally supports various extended applications, including text-guided texture inpainting, sparse-view texture completion, and text-driven texture synthesis. The code is available at https://github.com/CVMI-Lab/TEXGen.