M

Mingze Sun

Total Citations
133
h-index
7
Papers
2

Publications

#1 2608.00094v1 Jul 30, 2026

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.

Ruqi Huang Junhao Chen Mingze Sun Saining Zhang Zhihao Li +7
0 Citations
#2 2607.27982v1 Jul 30, 2026

ViP-Rig: Visual-Prompted Controllable Rigging

Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial rig and repeatedly edit its skeletal structure and deformation behavior to meet specific animation requirements. Existing automatic methods primarily generate a plausible rig from geometry, offering limited explicit control over the resulting skeleton and deformation behavior. In this work, we present ViP-Rig, a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones. Specifically, ViP-Rig consists of two stages, Skeleton Generation and Skinning Prediction. In the first stage, the skeletal sketch is processed by the Dense-to-Compact Visual Prompt Encoding to produce compact, fixed-length conditioning tokens. The resulting tokens are injected into a frozen pretrained autoregressive generator through gated adapters to control joint placement and branching structure while preserving the generator's geometric prior. In the second stage, the rigidity map is processed using the same visual encoding design, while the pretrained skinning backbone remains frozen. The resulting tokens are symmetrically injected into the point and joint streams to modulate point-joint compatibility and the resulting skinning weights. Experiments on Articulation-XL2.0 and zero-shot evaluation on ModelsResource show that ViP-Rig more accurately recovers target skeletons and skinning weights than geometry-conditioned baselines under prompt-guided evaluation. Qualitative results further demonstrate explicit and localized control in both prompt-first rigging and result-guided editing.

Zihan Qin Mingze Sun Yifan Mao Jialei Xu Jingfeng Guo +4
0 Citations