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SubscribeGlyph-ByT5: A Customized Text Encoder for Accurate Visual Text Rendering
Visual text rendering poses a fundamental challenge for contemporary text-to-image generation models, with the core problem lying in text encoder deficiencies. To achieve accurate text rendering, we identify two crucial requirements for text encoders: character awareness and alignment with glyphs. Our solution involves crafting a series of customized text encoder, Glyph-ByT5, by fine-tuning the character-aware ByT5 encoder using a meticulously curated paired glyph-text dataset. We present an effective method for integrating Glyph-ByT5 with SDXL, resulting in the creation of the Glyph-SDXL model for design image generation. This significantly enhances text rendering accuracy, improving it from less than 20% to nearly 90% on our design image benchmark. Noteworthy is Glyph-SDXL's newfound ability for text paragraph rendering, achieving high spelling accuracy for tens to hundreds of characters with automated multi-line layouts. Finally, through fine-tuning Glyph-SDXL with a small set of high-quality, photorealistic images featuring visual text, we showcase a substantial improvement in scene text rendering capabilities in open-domain real images. These compelling outcomes aim to encourage further exploration in designing customized text encoders for diverse and challenging tasks.
DreamText: High Fidelity Scene Text Synthesis
Scene text synthesis involves rendering specified texts onto arbitrary images. Current methods typically formulate this task in an end-to-end manner but lack effective character-level guidance during training. Besides, their text encoders, pre-trained on a single font type, struggle to adapt to the diverse font styles encountered in practical applications. Consequently, these methods suffer from character distortion, repetition, and absence, particularly in polystylistic scenarios. To this end, this paper proposes DreamText for high-fidelity scene text synthesis. Our key idea is to reconstruct the diffusion training process, introducing more refined guidance tailored to this task, to expose and rectify the model's attention at the character level and strengthen its learning of text regions. This transformation poses a hybrid optimization challenge, involving both discrete and continuous variables. To effectively tackle this challenge, we employ a heuristic alternate optimization strategy. Meanwhile, we jointly train the text encoder and generator to comprehensively learn and utilize the diverse font present in the training dataset. This joint training is seamlessly integrated into the alternate optimization process, fostering a synergistic relationship between learning character embedding and re-estimating character attention. Specifically, in each step, we first encode potential character-generated position information from cross-attention maps into latent character masks. These masks are then utilized to update the representation of specific characters in the current step, which, in turn, enables the generator to correct the character's attention in the subsequent steps. Both qualitative and quantitative results demonstrate the superiority of our method to the state of the art.
Improving Diffusion Models for Scene Text Editing with Dual Encoders
Scene text editing is a challenging task that involves modifying or inserting specified texts in an image while maintaining its natural and realistic appearance. Most previous approaches to this task rely on style-transfer models that crop out text regions and feed them into image transfer models, such as GANs. However, these methods are limited in their ability to change text style and are unable to insert texts into images. Recent advances in diffusion models have shown promise in overcoming these limitations with text-conditional image editing. However, our empirical analysis reveals that state-of-the-art diffusion models struggle with rendering correct text and controlling text style. To address these problems, we propose DIFFSTE to improve pre-trained diffusion models with a dual encoder design, which includes a character encoder for better text legibility and an instruction encoder for better style control. An instruction tuning framework is introduced to train our model to learn the mapping from the text instruction to the corresponding image with either the specified style or the style of the surrounding texts in the background. Such a training method further brings our method the zero-shot generalization ability to the following three scenarios: generating text with unseen font variation, e.g., italic and bold, mixing different fonts to construct a new font, and using more relaxed forms of natural language as the instructions to guide the generation task. We evaluate our approach on five datasets and demonstrate its superior performance in terms of text correctness, image naturalness, and style controllability. Our code is publicly available. https://github.com/UCSB-NLP-Chang/DiffSTE
TextCtrl: Diffusion-based Scene Text Editing with Prior Guidance Control
Centred on content modification and style preservation, Scene Text Editing (STE) remains a challenging task despite considerable progress in text-to-image synthesis and text-driven image manipulation recently. GAN-based STE methods generally encounter a common issue of model generalization, while Diffusion-based STE methods suffer from undesired style deviations. To address these problems, we propose TextCtrl, a diffusion-based method that edits text with prior guidance control. Our method consists of two key components: (i) By constructing fine-grained text style disentanglement and robust text glyph structure representation, TextCtrl explicitly incorporates Style-Structure guidance into model design and network training, significantly improving text style consistency and rendering accuracy. (ii) To further leverage the style prior, a Glyph-adaptive Mutual Self-attention mechanism is proposed which deconstructs the implicit fine-grained features of the source image to enhance style consistency and vision quality during inference. Furthermore, to fill the vacancy of the real-world STE evaluation benchmark, we create the first real-world image-pair dataset termed ScenePair for fair comparisons. Experiments demonstrate the effectiveness of TextCtrl compared with previous methods concerning both style fidelity and text accuracy.
PosterMaker: Towards High-Quality Product Poster Generation with Accurate Text Rendering
Product posters, which integrate subject, scene, and text, are crucial promotional tools for attracting customers. Creating such posters using modern image generation methods is valuable, while the main challenge lies in accurately rendering text, especially for complex writing systems like Chinese, which contains over 10,000 individual characters. In this work, we identify the key to precise text rendering as constructing a character-discriminative visual feature as a control signal. Based on this insight, we propose a robust character-wise representation as control and we develop TextRenderNet, which achieves a high text rendering accuracy of over 90%. Another challenge in poster generation is maintaining the fidelity of user-specific products. We address this by introducing SceneGenNet, an inpainting-based model, and propose subject fidelity feedback learning to further enhance fidelity. Based on TextRenderNet and SceneGenNet, we present PosterMaker, an end-to-end generation framework. To optimize PosterMaker efficiently, we implement a two-stage training strategy that decouples text rendering and background generation learning. Experimental results show that PosterMaker outperforms existing baselines by a remarkable margin, which demonstrates its effectiveness.
Ming-Flash-Omni: A Sparse, Unified Architecture for Multimodal Perception and Generation
We propose Ming-Flash-Omni, an upgraded version of Ming-Omni, built upon a sparser Mixture-of-Experts (MoE) variant of Ling-Flash-2.0 with 100 billion total parameters, of which only 6.1 billion are active per token. This architecture enables highly efficient scaling (dramatically improving computational efficiency while significantly expanding model capacity) and empowers stronger unified multimodal intelligence across vision, speech, and language, representing a key step toward Artificial General Intelligence (AGI). Compared to its predecessor, the upgraded version exhibits substantial improvements across multimodal understanding and generation. We significantly advance speech recognition capabilities, achieving state-of-the-art performance in contextual ASR and highly competitive results in dialect-aware ASR. In image generation, Ming-Flash-Omni introduces high-fidelity text rendering and demonstrates marked gains in scene consistency and identity preservation during image editing. Furthermore, Ming-Flash-Omni introduces generative segmentation, a capability that not only achieves strong standalone segmentation performance but also enhances spatial control in image generation and improves editing consistency. Notably, Ming-Flash-Omni achieves state-of-the-art results in text-to-image generation and generative segmentation, and sets new records on all 12 contextual ASR benchmarks, all within a single unified architecture.
ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose ViewCrafter, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment
Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.
FaceCLIPNeRF: Text-driven 3D Face Manipulation using Deformable Neural Radiance Fields
As recent advances in Neural Radiance Fields (NeRF) have enabled high-fidelity 3D face reconstruction and novel view synthesis, its manipulation also became an essential task in 3D vision. However, existing manipulation methods require extensive human labor, such as a user-provided semantic mask and manual attribute search unsuitable for non-expert users. Instead, our approach is designed to require a single text to manipulate a face reconstructed with NeRF. To do so, we first train a scene manipulator, a latent code-conditional deformable NeRF, over a dynamic scene to control a face deformation using the latent code. However, representing a scene deformation with a single latent code is unfavorable for compositing local deformations observed in different instances. As so, our proposed Position-conditional Anchor Compositor (PAC) learns to represent a manipulated scene with spatially varying latent codes. Their renderings with the scene manipulator are then optimized to yield high cosine similarity to a target text in CLIP embedding space for text-driven manipulation. To the best of our knowledge, our approach is the first to address the text-driven manipulation of a face reconstructed with NeRF. Extensive results, comparisons, and ablation studies demonstrate the effectiveness of our approach.
SATURN: Autoregressive Image Generation Guided by Scene Graphs
State-of-the-art text-to-image models excel at photorealistic rendering but often struggle to capture the layout and object relationships implied by complex prompts. Scene graphs provide a natural structural prior, yet previous graph-guided approaches have typically relied on heavy GAN or diffusion pipelines, which lag behind modern autoregressive architectures in both speed and fidelity. We introduce SATURN (Structured Arrangement of Triplets for Unified Rendering Networks), a lightweight extension to VAR-CLIP that translates a scene graph into a salience-ordered token sequence, enabling a frozen CLIP-VQ-VAE backbone to interpret graph structure while fine-tuning only the VAR transformer. On the Visual Genome dataset, SATURN reduces FID from 56.45% to 21.62% and increases the Inception Score from 16.03 to 24.78, outperforming prior methods such as SG2IM and SGDiff without requiring extra modules or multi-stage training. Qualitative results further confirm improvements in object count fidelity and spatial relation accuracy, showing that SATURN effectively combines structural awareness with state-of-the-art autoregressive fidelity.
Diffusion-based G-buffer generation and rendering
Despite recent advances in text-to-image generation, controlling geometric layout and material properties in synthesized scenes remains challenging. We present a novel pipeline that first produces a G-buffer (albedo, normals, depth, roughness, and metallic) from a text prompt and then renders a final image through a modular neural network. This intermediate representation enables fine-grained editing: users can copy and paste within specific G-buffer channels to insert or reposition objects, or apply masks to the irradiance channel to adjust lighting locally. As a result, real objects can be seamlessly integrated into virtual scenes, and virtual objects can be placed into real environments with high fidelity. By separating scene decomposition from image rendering, our method offers a practical balance between detailed post-generation control and efficient text-driven synthesis. We demonstrate its effectiveness on a variety of examples, showing that G-buffer editing significantly extends the flexibility of text-guided image generation.
Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation
Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.
Causal Reasoning Elicits Controllable 3D Scene Generation
Existing 3D scene generation methods often struggle to model the complex logical dependencies and physical constraints between objects, limiting their ability to adapt to dynamic and realistic environments. We propose CausalStruct, a novel framework that embeds causal reasoning into 3D scene generation. Utilizing large language models (LLMs), We construct causal graphs where nodes represent objects and attributes, while edges encode causal dependencies and physical constraints. CausalStruct iteratively refines the scene layout by enforcing causal order to determine the placement order of objects and applies causal intervention to adjust the spatial configuration according to physics-driven constraints, ensuring consistency with textual descriptions and real-world dynamics. The refined scene causal graph informs subsequent optimization steps, employing a Proportional-Integral-Derivative(PID) controller to iteratively tune object scales and positions. Our method uses text or images to guide object placement and layout in 3D scenes, with 3D Gaussian Splatting and Score Distillation Sampling improving shape accuracy and rendering stability. Extensive experiments show that CausalStruct generates 3D scenes with enhanced logical coherence, realistic spatial interactions, and robust adaptability.
Omni-Recon: Harnessing Image-based Rendering for General-Purpose Neural Radiance Fields
Recent breakthroughs in Neural Radiance Fields (NeRFs) have sparked significant demand for their integration into real-world 3D applications. However, the varied functionalities required by different 3D applications often necessitate diverse NeRF models with various pipelines, leading to tedious NeRF training for each target task and cumbersome trial-and-error experiments. Drawing inspiration from the generalization capability and adaptability of emerging foundation models, our work aims to develop one general-purpose NeRF for handling diverse 3D tasks. We achieve this by proposing a framework called Omni-Recon, which is capable of (1) generalizable 3D reconstruction and zero-shot multitask scene understanding, and (2) adaptability to diverse downstream 3D applications such as real-time rendering and scene editing. Our key insight is that an image-based rendering pipeline, with accurate geometry and appearance estimation, can lift 2D image features into their 3D counterparts, thus extending widely explored 2D tasks to the 3D world in a generalizable manner. Specifically, our Omni-Recon features a general-purpose NeRF model using image-based rendering with two decoupled branches: one complex transformer-based branch that progressively fuses geometry and appearance features for accurate geometry estimation, and one lightweight branch for predicting blending weights of source views. This design achieves state-of-the-art (SOTA) generalizable 3D surface reconstruction quality with blending weights reusable across diverse tasks for zero-shot multitask scene understanding. In addition, it can enable real-time rendering after baking the complex geometry branch into meshes, swift adaptation to achieve SOTA generalizable 3D understanding performance, and seamless integration with 2D diffusion models for text-guided 3D editing.
FlashWorld: High-quality 3D Scene Generation within Seconds
We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, 10~100times faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation modes. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method.
Lyra: Generative 3D Scene Reconstruction via Video Diffusion Model Self-Distillation
The ability to generate virtual environments is crucial for applications ranging from gaming to physical AI domains such as robotics, autonomous driving, and industrial AI. Current learning-based 3D reconstruction methods rely on the availability of captured real-world multi-view data, which is not always readily available. Recent advancements in video diffusion models have shown remarkable imagination capabilities, yet their 2D nature limits the applications to simulation where a robot needs to navigate and interact with the environment. In this paper, we propose a self-distillation framework that aims to distill the implicit 3D knowledge in the video diffusion models into an explicit 3D Gaussian Splatting (3DGS) representation, eliminating the need for multi-view training data. Specifically, we augment the typical RGB decoder with a 3DGS decoder, which is supervised by the output of the RGB decoder. In this approach, the 3DGS decoder can be purely trained with synthetic data generated by video diffusion models. At inference time, our model can synthesize 3D scenes from either a text prompt or a single image for real-time rendering. Our framework further extends to dynamic 3D scene generation from a monocular input video. Experimental results show that our framework achieves state-of-the-art performance in static and dynamic 3D scene generation.
DreamSpace: Dreaming Your Room Space with Text-Driven Panoramic Texture Propagation
Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace
Control3D: Towards Controllable Text-to-3D Generation
Recent remarkable advances in large-scale text-to-image diffusion models have inspired a significant breakthrough in text-to-3D generation, pursuing 3D content creation solely from a given text prompt. However, existing text-to-3D techniques lack a crucial ability in the creative process: interactively control and shape the synthetic 3D contents according to users' desired specifications (e.g., sketch). To alleviate this issue, we present the first attempt for text-to-3D generation conditioning on the additional hand-drawn sketch, namely Control3D, which enhances controllability for users. In particular, a 2D conditioned diffusion model (ControlNet) is remoulded to guide the learning of 3D scene parameterized as NeRF, encouraging each view of 3D scene aligned with the given text prompt and hand-drawn sketch. Moreover, we exploit a pre-trained differentiable photo-to-sketch model to directly estimate the sketch of the rendered image over synthetic 3D scene. Such estimated sketch along with each sampled view is further enforced to be geometrically consistent with the given sketch, pursuing better controllable text-to-3D generation. Through extensive experiments, we demonstrate that our proposal can generate accurate and faithful 3D scenes that align closely with the input text prompts and sketches.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
MagicDrive3D: Controllable 3D Generation for Any-View Rendering in Street Scenes
While controllable generative models for images and videos have achieved remarkable success, high-quality models for 3D scenes, particularly in unbounded scenarios like autonomous driving, remain underdeveloped due to high data acquisition costs. In this paper, we introduce MagicDrive3D, a novel pipeline for controllable 3D street scene generation that supports multi-condition control, including BEV maps, 3D objects, and text descriptions. Unlike previous methods that reconstruct before training the generative models, MagicDrive3D first trains a video generation model and then reconstructs from the generated data. This innovative approach enables easily controllable generation and static scene acquisition, resulting in high-quality scene reconstruction. To address the minor errors in generated content, we propose deformable Gaussian splatting with monocular depth initialization and appearance modeling to manage exposure discrepancies across viewpoints. Validated on the nuScenes dataset, MagicDrive3D generates diverse, high-quality 3D driving scenes that support any-view rendering and enhance downstream tasks like BEV segmentation. Our results demonstrate the framework's superior performance, showcasing its transformative potential for autonomous driving simulation and beyond.
IntrinsiX: High-Quality PBR Generation using Image Priors
We introduce IntrinsiX, a novel method that generates high-quality intrinsic images from text description. In contrast to existing text-to-image models whose outputs contain baked-in scene lighting, our approach predicts physically-based rendering (PBR) maps. This enables the generated outputs to be used for content creation scenarios in core graphics applications that facilitate re-lighting, editing, and texture generation tasks. In order to train our generator, we exploit strong image priors, and pre-train separate models for each PBR material component (albedo, roughness, metallic, normals). We then align these models with a new cross-intrinsic attention formulation that concatenates key and value features in a consistent fashion. This allows us to exchange information between each output modality and to obtain semantically coherent PBR predictions. To ground each intrinsic component, we propose a rendering loss which provides image-space signals to constrain the model, thus facilitating sharp details also in the output BRDF properties. Our results demonstrate detailed intrinsic generation with strong generalization capabilities that outperforms existing intrinsic image decomposition methods used with generated images by a significant margin. Finally, we show a series of applications, including re-lighting, editing, and text-conditioned room-scale PBR texture generation.
TextCrafter: Accurately Rendering Multiple Texts in Complex Visual Scenes
This paper explores the task of Complex Visual Text Generation (CVTG), which centers on generating intricate textual content distributed across diverse regions within visual images. In CVTG, image generation models often rendering distorted and blurred visual text or missing some visual text. To tackle these challenges, we propose TextCrafter, a novel multi-visual text rendering method. TextCrafter employs a progressive strategy to decompose complex visual text into distinct components while ensuring robust alignment between textual content and its visual carrier. Additionally, it incorporates a token focus enhancement mechanism to amplify the prominence of visual text during the generation process. TextCrafter effectively addresses key challenges in CVTG tasks, such as text confusion, omissions, and blurriness. Moreover, we present a new benchmark dataset, CVTG-2K, tailored to rigorously evaluate the performance of generative models on CVTG tasks. Extensive experiments demonstrate that our method surpasses state-of-the-art approaches.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
Visual Text Generation in the Wild
Recently, with the rapid advancements of generative models, the field of visual text generation has witnessed significant progress. However, it is still challenging to render high-quality text images in real-world scenarios, as three critical criteria should be satisfied: (1) Fidelity: the generated text images should be photo-realistic and the contents are expected to be the same as specified in the given conditions; (2) Reasonability: the regions and contents of the generated text should cohere with the scene; (3) Utility: the generated text images can facilitate related tasks (e.g., text detection and recognition). Upon investigation, we find that existing methods, either rendering-based or diffusion-based, can hardly meet all these aspects simultaneously, limiting their application range. Therefore, we propose in this paper a visual text generator (termed SceneVTG), which can produce high-quality text images in the wild. Following a two-stage paradigm, SceneVTG leverages a Multimodal Large Language Model to recommend reasonable text regions and contents across multiple scales and levels, which are used by a conditional diffusion model as conditions to generate text images. Extensive experiments demonstrate that the proposed SceneVTG significantly outperforms traditional rendering-based methods and recent diffusion-based methods in terms of fidelity and reasonability. Besides, the generated images provide superior utility for tasks involving text detection and text recognition. Code and datasets are available at AdvancedLiterateMachinery.
TextSSR: Diffusion-based Data Synthesis for Scene Text Recognition
Scene text recognition (STR) suffers from challenges of either less realistic synthetic training data or the difficulty of collecting sufficient high-quality real-world data, limiting the effectiveness of trained models. Meanwhile, despite producing holistically appealing text images, diffusion-based visual text generation methods struggle to synthesize accurate and realistic instance-level text at scale. To tackle this, we introduce TextSSR: a novel pipeline for Synthesizing Scene Text Recognition training data. TextSSR targets three key synthesizing characteristics: accuracy, realism, and scalability. It achieves accuracy through a proposed region-centric text generation with position-glyph enhancement, ensuring proper character placement. It maintains realism by guiding style and appearance generation using contextual hints from surrounding text or background. This character-aware diffusion architecture enjoys precise character-level control and semantic coherence preservation, without relying on natural language prompts. Therefore, TextSSR supports large-scale generation through combinatorial text permutations. Based on these, we present TextSSR-F, a dataset of 3.55 million quality-screened text instances. Extensive experiments show that STR models trained on TextSSR-F outperform those trained on existing synthetic datasets by clear margins on common benchmarks, and further improvements are observed when mixed with real-world training data. Code is available at https://github.com/YesianRohn/TextSSR.
RepText: Rendering Visual Text via Replicating
Although contemporary text-to-image generation models have achieved remarkable breakthroughs in producing visually appealing images, their capacity to generate precise and flexible typographic elements, especially non-Latin alphabets, remains constrained. To address these limitations, we start from an naive assumption that text understanding is only a sufficient condition for text rendering, but not a necessary condition. Based on this, we present RepText, which aims to empower pre-trained monolingual text-to-image generation models with the ability to accurately render, or more precisely, replicate, multilingual visual text in user-specified fonts, without the need to really understand them. Specifically, we adopt the setting from ControlNet and additionally integrate language agnostic glyph and position of rendered text to enable generating harmonized visual text, allowing users to customize text content, font and position on their needs. To improve accuracy, a text perceptual loss is employed along with the diffusion loss. Furthermore, to stabilize rendering process, at the inference phase, we directly initialize with noisy glyph latent instead of random initialization, and adopt region masks to restrict the feature injection to only the text region to avoid distortion of the background. We conducted extensive experiments to verify the effectiveness of our RepText relative to existing works, our approach outperforms existing open-source methods and achieves comparable results to native multi-language closed-source models. To be more fair, we also exhaustively discuss its limitations in the end.
GlyphMastero: A Glyph Encoder for High-Fidelity Scene Text Editing
Scene text editing, a subfield of image editing, requires modifying texts in images while preserving style consistency and visual coherence with the surrounding environment. While diffusion-based methods have shown promise in text generation, they still struggle to produce high-quality results. These methods often generate distorted or unrecognizable characters, particularly when dealing with complex characters like Chinese. In such systems, characters are composed of intricate stroke patterns and spatial relationships that must be precisely maintained. We present GlyphMastero, a specialized glyph encoder designed to guide the latent diffusion model for generating texts with stroke-level precision. Our key insight is that existing methods, despite using pretrained OCR models for feature extraction, fail to capture the hierarchical nature of text structures - from individual strokes to stroke-level interactions to overall character-level structure. To address this, our glyph encoder explicitly models and captures the cross-level interactions between local-level individual characters and global-level text lines through our novel glyph attention module. Meanwhile, our model implements a feature pyramid network to fuse the multi-scale OCR backbone features at the global-level. Through these cross-level and multi-scale fusions, we obtain more detailed glyph-aware guidance, enabling precise control over the scene text generation process. Our method achieves an 18.02\% improvement in sentence accuracy over the state-of-the-art multi-lingual scene text editing baseline, while simultaneously reducing the text-region Fr\'echet inception distance by 53.28\%.
STRICT: Stress Test of Rendering Images Containing Text
While diffusion models have revolutionized text-to-image generation with their ability to synthesize realistic and diverse scenes, they continue to struggle to generate consistent and legible text within images. This shortcoming is commonly attributed to the locality bias inherent in diffusion-based generation, which limits their ability to model long-range spatial dependencies. In this paper, we introduce STRICT, a benchmark designed to systematically stress-test the ability of diffusion models to render coherent and instruction-aligned text in images. Our benchmark evaluates models across multiple dimensions: (1) the maximum length of readable text that can be generated; (2) the correctness and legibility of the generated text, and (3) the ratio of not following instructions for generating text. We evaluate several state-of-the-art models, including proprietary and open-source variants, and reveal persistent limitations in long-range consistency and instruction-following capabilities. Our findings provide insights into architectural bottlenecks and motivate future research directions in multimodal generative modeling. We release our entire evaluation pipeline at https://github.com/tianyu-z/STRICT-Bench.
FLUX-Text: A Simple and Advanced Diffusion Transformer Baseline for Scene Text Editing
The task of scene text editing is to modify or add texts on images while maintaining the fidelity of newly generated text and visual coherence with the background. Recent works based on latent diffusion models (LDM) show improved text editing results, yet still face challenges and often generate inaccurate or unrecognizable characters, especially for non-Latin ones (\eg, Chinese), which have complex glyph structures. To address these issues, we present FLUX-Text, a simple and advanced multilingual scene text editing framework based on FLUX-Fill. Specifically, we carefully investigate glyph conditioning, considering both visual and textual modalities. To retain the original generative capabilities of FLUX-Fill while enhancing its understanding and generation of glyphs, we propose lightweight glyph and text embedding modules. Owning to the lightweight design, FLUX-Text is trained only with 100K training examples compared to current popular methods trained with 2.9M ones. With no bells and whistles, our method achieves state-of-the-art performance on text editing tasks. Qualitative and quantitative experiments on the public datasets demonstrate that our method surpasses previous works in text fidelity.
ReCamMaster: Camera-Controlled Generative Rendering from A Single Video
Camera control has been actively studied in text or image conditioned video generation tasks. However, altering camera trajectories of a given video remains under-explored, despite its importance in the field of video creation. It is non-trivial due to the extra constraints of maintaining multiple-frame appearance and dynamic synchronization. To address this, we present ReCamMaster, a camera-controlled generative video re-rendering framework that reproduces the dynamic scene of an input video at novel camera trajectories. The core innovation lies in harnessing the generative capabilities of pre-trained text-to-video models through a simple yet powerful video conditioning mechanism -- its capability often overlooked in current research. To overcome the scarcity of qualified training data, we construct a comprehensive multi-camera synchronized video dataset using Unreal Engine 5, which is carefully curated to follow real-world filming characteristics, covering diverse scenes and camera movements. It helps the model generalize to in-the-wild videos. Lastly, we further improve the robustness to diverse inputs through a meticulously designed training strategy. Extensive experiments tell that our method substantially outperforms existing state-of-the-art approaches and strong baselines. Our method also finds promising applications in video stabilization, super-resolution, and outpainting. Project page: https://jianhongbai.github.io/ReCamMaster/
AcT2I: Evaluating and Improving Action Depiction in Text-to-Image Models
Text-to-Image (T2I) models have recently achieved remarkable success in generating images from textual descriptions. However, challenges still persist in accurately rendering complex scenes where actions and interactions form the primary semantic focus. Our key observation in this work is that T2I models frequently struggle to capture nuanced and often implicit attributes inherent in action depiction, leading to generating images that lack key contextual details. To enable systematic evaluation, we introduce AcT2I, a benchmark designed to evaluate the performance of T2I models in generating images from action-centric prompts. We experimentally validate that leading T2I models do not fare well on AcT2I. We further hypothesize that this shortcoming arises from the incomplete representation of the inherent attributes and contextual dependencies in the training corpora of existing T2I models. We build upon this by developing a training-free, knowledge distillation technique utilizing Large Language Models to address this limitation. Specifically, we enhance prompts by incorporating dense information across three dimensions, observing that injecting prompts with temporal details significantly improves image generation accuracy, with our best model achieving an increase of 72%. Our findings highlight the limitations of current T2I methods in generating images that require complex reasoning and demonstrate that integrating linguistic knowledge in a systematic way can notably advance the generation of nuanced and contextually accurate images.
GaussianMotion: End-to-End Learning of Animatable Gaussian Avatars with Pose Guidance from Text
In this paper, we introduce GaussianMotion, a novel human rendering model that generates fully animatable scenes aligned with textual descriptions using Gaussian Splatting. Although existing methods achieve reasonable text-to-3D generation of human bodies using various 3D representations, they often face limitations in fidelity and efficiency, or primarily focus on static models with limited pose control. In contrast, our method generates fully animatable 3D avatars by combining deformable 3D Gaussian Splatting with text-to-3D score distillation, achieving high fidelity and efficient rendering for arbitrary poses. By densely generating diverse random poses during optimization, our deformable 3D human model learns to capture a wide range of natural motions distilled from a pose-conditioned diffusion model in an end-to-end manner. Furthermore, we propose Adaptive Score Distillation that effectively balances realistic detail and smoothness to achieve optimal 3D results. Experimental results demonstrate that our approach outperforms existing baselines by producing high-quality textures in both static and animated results, and by generating diverse 3D human models from various textual inputs.
Type-R: Automatically Retouching Typos for Text-to-Image Generation
While recent text-to-image models can generate photorealistic images from text prompts that reflect detailed instructions, they still face significant challenges in accurately rendering words in the image. In this paper, we propose to retouch erroneous text renderings in the post-processing pipeline. Our approach, called Type-R, identifies typographical errors in the generated image, erases the erroneous text, regenerates text boxes for missing words, and finally corrects typos in the rendered words. Through extensive experiments, we show that Type-R, in combination with the latest text-to-image models such as Stable Diffusion or Flux, achieves the highest text rendering accuracy while maintaining image quality and also outperforms text-focused generation baselines in terms of balancing text accuracy and image quality.
AnyText2: Visual Text Generation and Editing With Customizable Attributes
As the text-to-image (T2I) domain progresses, generating text that seamlessly integrates with visual content has garnered significant attention. However, even with accurate text generation, the inability to control font and color can greatly limit certain applications, and this issue remains insufficiently addressed. This paper introduces AnyText2, a novel method that enables precise control over multilingual text attributes in natural scene image generation and editing. Our approach consists of two main components. First, we propose a WriteNet+AttnX architecture that injects text rendering capabilities into a pre-trained T2I model. Compared to its predecessor, AnyText, our new approach not only enhances image realism but also achieves a 19.8% increase in inference speed. Second, we explore techniques for extracting fonts and colors from scene images and develop a Text Embedding Module that encodes these text attributes separately as conditions. As an extension of AnyText, this method allows for customization of attributes for each line of text, leading to improvements of 3.3% and 9.3% in text accuracy for Chinese and English, respectively. Through comprehensive experiments, we demonstrate the state-of-the-art performance of our method. The code and model will be made open-source in https://github.com/tyxsspa/AnyText2.
SceneTextGen: Layout-Agnostic Scene Text Image Synthesis with Diffusion Models
While diffusion models have significantly advanced the quality of image generation, their capability to accurately and coherently render text within these images remains a substantial challenge. Conventional diffusion-based methods for scene text generation are typically limited by their reliance on an intermediate layout output. This dependency often results in a constrained diversity of text styles and fonts, an inherent limitation stemming from the deterministic nature of the layout generation phase. To address these challenges, this paper introduces SceneTextGen, a novel diffusion-based model specifically designed to circumvent the need for a predefined layout stage. By doing so, SceneTextGen facilitates a more natural and varied representation of text. The novelty of SceneTextGen lies in its integration of three key components: a character-level encoder for capturing detailed typographic properties, coupled with a character-level instance segmentation model and a word-level spotting model to address the issues of unwanted text generation and minor character inaccuracies. We validate the performance of our method by demonstrating improved character recognition rates on generated images across different public visual text datasets in comparison to both standard diffusion based methods and text specific methods.
VLM-Guided Adaptive Negative Prompting for Creative Generation
Creative generation is the synthesis of new, surprising, and valuable samples that reflect user intent yet cannot be envisioned in advance. This task aims to extend human imagination, enabling the discovery of visual concepts that exist in the unexplored spaces between familiar domains. While text-to-image diffusion models excel at rendering photorealistic scenes that faithfully match user prompts, they still struggle to generate genuinely novel content. Existing approaches to enhance generative creativity either rely on interpolation of image features, which restricts exploration to predefined categories, or require time-intensive procedures such as embedding optimization or model fine-tuning. We propose VLM-Guided Adaptive Negative-Prompting, a training-free, inference-time method that promotes creative image generation while preserving the validity of the generated object. Our approach utilizes a vision-language model (VLM) that analyzes intermediate outputs of the generation process and adaptively steers it away from conventional visual concepts, encouraging the emergence of novel and surprising outputs. We evaluate creativity through both novelty and validity, using statistical metrics in the CLIP embedding space. Through extensive experiments, we show consistent gains in creative novelty with negligible computational overhead. Moreover, unlike existing methods that primarily generate single objects, our approach extends to complex scenarios, such as generating coherent sets of creative objects and preserving creativity within elaborate compositional prompts. Our method integrates seamlessly into existing diffusion pipelines, offering a practical route to producing creative outputs that venture beyond the constraints of textual descriptions.
Text Detection and Recognition in the Wild: A Review
Detection and recognition of text in natural images are two main problems in the field of computer vision that have a wide variety of applications in analysis of sports videos, autonomous driving, industrial automation, to name a few. They face common challenging problems that are factors in how text is represented and affected by several environmental conditions. The current state-of-the-art scene text detection and/or recognition methods have exploited the witnessed advancement in deep learning architectures and reported a superior accuracy on benchmark datasets when tackling multi-resolution and multi-oriented text. However, there are still several remaining challenges affecting text in the wild images that cause existing methods to underperform due to there models are not able to generalize to unseen data and the insufficient labeled data. Thus, unlike previous surveys in this field, the objectives of this survey are as follows: first, offering the reader not only a review on the recent advancement in scene text detection and recognition, but also presenting the results of conducting extensive experiments using a unified evaluation framework that assesses pre-trained models of the selected methods on challenging cases, and applies the same evaluation criteria on these techniques. Second, identifying several existing challenges for detecting or recognizing text in the wild images, namely, in-plane-rotation, multi-oriented and multi-resolution text, perspective distortion, illumination reflection, partial occlusion, complex fonts, and special characters. Finally, the paper also presents insight into the potential research directions in this field to address some of the mentioned challenges that are still encountering scene text detection and recognition techniques.
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields
Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.
Make-A-Scene: Scene-Based Text-to-Image Generation with Human Priors
Recent text-to-image generation methods provide a simple yet exciting conversion capability between text and image domains. While these methods have incrementally improved the generated image fidelity and text relevancy, several pivotal gaps remain unanswered, limiting applicability and quality. We propose a novel text-to-image method that addresses these gaps by (i) enabling a simple control mechanism complementary to text in the form of a scene, (ii) introducing elements that substantially improve the tokenization process by employing domain-specific knowledge over key image regions (faces and salient objects), and (iii) adapting classifier-free guidance for the transformer use case. Our model achieves state-of-the-art FID and human evaluation results, unlocking the ability to generate high fidelity images in a resolution of 512x512 pixels, significantly improving visual quality. Through scene controllability, we introduce several new capabilities: (i) Scene editing, (ii) text editing with anchor scenes, (iii) overcoming out-of-distribution text prompts, and (iv) story illustration generation, as demonstrated in the story we wrote.
Expressive Text-to-Image Generation with Rich Text
Plain text has become a prevalent interface for text-to-image synthesis. However, its limited customization options hinder users from accurately describing desired outputs. For example, plain text makes it hard to specify continuous quantities, such as the precise RGB color value or importance of each word. Furthermore, creating detailed text prompts for complex scenes is tedious for humans to write and challenging for text encoders to interpret. To address these challenges, we propose using a rich-text editor supporting formats such as font style, size, color, and footnote. We extract each word's attributes from rich text to enable local style control, explicit token reweighting, precise color rendering, and detailed region synthesis. We achieve these capabilities through a region-based diffusion process. We first obtain each word's region based on attention maps of a diffusion process using plain text. For each region, we enforce its text attributes by creating region-specific detailed prompts and applying region-specific guidance, and maintain its fidelity against plain-text generation through region-based injections. We present various examples of image generation from rich text and demonstrate that our method outperforms strong baselines with quantitative evaluations.
Brush Your Text: Synthesize Any Scene Text on Images via Diffusion Model
Recently, diffusion-based image generation methods are credited for their remarkable text-to-image generation capabilities, while still facing challenges in accurately generating multilingual scene text images. To tackle this problem, we propose Diff-Text, which is a training-free scene text generation framework for any language. Our model outputs a photo-realistic image given a text of any language along with a textual description of a scene. The model leverages rendered sketch images as priors, thus arousing the potential multilingual-generation ability of the pre-trained Stable Diffusion. Based on the observation from the influence of the cross-attention map on object placement in generated images, we propose a localized attention constraint into the cross-attention layer to address the unreasonable positioning problem of scene text. Additionally, we introduce contrastive image-level prompts to further refine the position of the textual region and achieve more accurate scene text generation. Experiments demonstrate that our method outperforms the existing method in both the accuracy of text recognition and the naturalness of foreground-background blending.
UniGlyph: Unified Segmentation-Conditioned Diffusion for Precise Visual Text Synthesis
Text-to-image generation has greatly advanced content creation, yet accurately rendering visual text remains a key challenge due to blurred glyphs, semantic drift, and limited style control. Existing methods often rely on pre-rendered glyph images as conditions, but these struggle to retain original font styles and color cues, necessitating complex multi-branch designs that increase model overhead and reduce flexibility. To address these issues, we propose a segmentation-guided framework that uses pixel-level visual text masks -- rich in glyph shape, color, and spatial detail -- as unified conditional inputs. Our method introduces two core components: (1) a fine-tuned bilingual segmentation model for precise text mask extraction, and (2) a streamlined diffusion model augmented with adaptive glyph conditioning and a region-specific loss to preserve textual fidelity in both content and style. Our approach achieves state-of-the-art performance on the AnyText benchmark, significantly surpassing prior methods in both Chinese and English settings. To enable more rigorous evaluation, we also introduce two new benchmarks: GlyphMM-benchmark for testing layout and glyph consistency in complex typesetting, and MiniText-benchmark for assessing generation quality in small-scale text regions. Experimental results show that our model outperforms existing methods by a large margin in both scenarios, particularly excelling at small text rendering and complex layout preservation, validating its strong generalization and deployment readiness.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
Text Rendering Strategies for Pixel Language Models
Pixel-based language models process text rendered as images, which allows them to handle any script, making them a promising approach to open vocabulary language modelling. However, recent approaches use text renderers that produce a large set of almost-equivalent input patches, which may prove sub-optimal for downstream tasks, due to redundancy in the input representations. In this paper, we investigate four approaches to rendering text in the PIXEL model (Rust et al., 2023), and find that simple character bigram rendering brings improved performance on sentence-level tasks without compromising performance on token-level or multilingual tasks. This new rendering strategy also makes it possible to train a more compact model with only 22M parameters that performs on par with the original 86M parameter model. Our analyses show that character bigram rendering leads to a consistently better model but with an anisotropic patch embedding space, driven by a patch frequency bias, highlighting the connections between image patch- and tokenization-based language models.
Visual Text Processing: A Comprehensive Review and Unified Evaluation
Visual text is a crucial component in both document and scene images, conveying rich semantic information and attracting significant attention in the computer vision community. Beyond traditional tasks such as text detection and recognition, visual text processing has witnessed rapid advancements driven by the emergence of foundation models, including text image reconstruction and text image manipulation. Despite significant progress, challenges remain due to the unique properties that differentiate text from general objects. Effectively capturing and leveraging these distinct textual characteristics is essential for developing robust visual text processing models. In this survey, we present a comprehensive, multi-perspective analysis of recent advancements in visual text processing, focusing on two key questions: (1) What textual features are most suitable for different visual text processing tasks? (2) How can these distinctive text features be effectively incorporated into processing frameworks? Furthermore, we introduce VTPBench, a new benchmark that encompasses a broad range of visual text processing datasets. Leveraging the advanced visual quality assessment capabilities of multimodal large language models (MLLMs), we propose VTPScore, a novel evaluation metric designed to ensure fair and reliable evaluation. Our empirical study with more than 20 specific models reveals substantial room for improvement in the current techniques. Our aim is to establish this work as a fundamental resource that fosters future exploration and innovation in the dynamic field of visual text processing. The relevant repository is available at https://github.com/shuyansy/Visual-Text-Processing-survey.
IterVM: Iterative Vision Modeling Module for Scene Text Recognition
Scene text recognition (STR) is a challenging problem due to the imperfect imagery conditions in natural images. State-of-the-art methods utilize both visual cues and linguistic knowledge to tackle this challenging problem. Specifically, they propose iterative language modeling module (IterLM) to repeatedly refine the output sequence from the visual modeling module (VM). Though achieving promising results, the vision modeling module has become the performance bottleneck of these methods. In this paper, we newly propose iterative vision modeling module (IterVM) to further improve the STR accuracy. Specifically, the first VM directly extracts multi-level features from the input image, and the following VMs re-extract multi-level features from the input image and fuse them with the high-level (i.e., the most semantic one) feature extracted by the previous VM. By combining the proposed IterVM with iterative language modeling module, we further propose a powerful scene text recognizer called IterNet. Extensive experiments demonstrate that the proposed IterVM can significantly improve the scene text recognition accuracy, especially on low-quality scene text images. Moreover, the proposed scene text recognizer IterNet achieves new state-of-the-art results on several public benchmarks. Codes will be available at https://github.com/VDIGPKU/IterNet.
Class-Aware Mask-Guided Feature Refinement for Scene Text Recognition
Scene text recognition is a rapidly developing field that faces numerous challenges due to the complexity and diversity of scene text, including complex backgrounds, diverse fonts, flexible arrangements, and accidental occlusions. In this paper, we propose a novel approach called Class-Aware Mask-guided feature refinement (CAM) to address these challenges. Our approach introduces canonical class-aware glyph masks generated from a standard font to effectively suppress background and text style noise, thereby enhancing feature discrimination. Additionally, we design a feature alignment and fusion module to incorporate the canonical mask guidance for further feature refinement for text recognition. By enhancing the alignment between the canonical mask feature and the text feature, the module ensures more effective fusion, ultimately leading to improved recognition performance. We first evaluate CAM on six standard text recognition benchmarks to demonstrate its effectiveness. Furthermore, CAM exhibits superiority over the state-of-the-art method by an average performance gain of 4.1% across six more challenging datasets, despite utilizing a smaller model size. Our study highlights the importance of incorporating canonical mask guidance and aligned feature refinement techniques for robust scene text recognition. The code is available at https://github.com/MelosY/CAM.
SVIPTR: Fast and Efficient Scene Text Recognition with Vision Permutable Extractor
Scene Text Recognition (STR) is an important and challenging upstream task for building structured information databases, that involves recognizing text within images of natural scenes. Although current state-of-the-art (SOTA) models for STR exhibit high performance, they typically suffer from low inference efficiency due to their reliance on hybrid architectures comprised of visual encoders and sequence decoders. In this work, we propose a VIsion Permutable extractor for fast and efficient Scene Text Recognition (SVIPTR), which achieves an impressive balance between high performance and rapid inference speeds in the domain of STR. Specifically, SVIPTR leverages a visual-semantic extractor with a pyramid structure, characterized by the Permutation and combination of local and global self-attention layers. This design results in a lightweight and efficient model and its inference is insensitive to input length. Extensive experimental results on various standard datasets for both Chinese and English scene text recognition validate the superiority of SVIPTR. Notably, the SVIPTR-T (Tiny) variant delivers highly competitive accuracy on par with other lightweight models and achieves SOTA inference speeds. Meanwhile, the SVIPTR-L (Large) attains SOTA accuracy in single-encoder-type models, while maintaining a low parameter count and favorable inference speed. Our proposed method provides a compelling solution for the STR challenge, which greatly benefits real-world applications requiring fast and efficient STR. The code is publicly available at https://github.com/cxfyxl/VIPTR.
ArtiScene: Language-Driven Artistic 3D Scene Generation Through Image Intermediary
Designing 3D scenes is traditionally a challenging task that demands both artistic expertise and proficiency with complex software. Recent advances in text-to-3D generation have greatly simplified this process by letting users create scenes based on simple text descriptions. However, as these methods generally require extra training or in-context learning, their performance is often hindered by the limited availability of high-quality 3D data. In contrast, modern text-to-image models learned from web-scale images can generate scenes with diverse, reliable spatial layouts and consistent, visually appealing styles. Our key insight is that instead of learning directly from 3D scenes, we can leverage generated 2D images as an intermediary to guide 3D synthesis. In light of this, we introduce ArtiScene, a training-free automated pipeline for scene design that integrates the flexibility of free-form text-to-image generation with the diversity and reliability of 2D intermediary layouts. First, we generate 2D images from a scene description, then extract the shape and appearance of objects to create 3D models. These models are assembled into the final scene using geometry, position, and pose information derived from the same intermediary image. Being generalizable to a wide range of scenes and styles, ArtiScene outperforms state-of-the-art benchmarks by a large margin in layout and aesthetic quality by quantitative metrics. It also averages a 74.89% winning rate in extensive user studies and 95.07% in GPT-4o evaluation. Project page: https://artiscene-cvpr.github.io/
TextMastero: Mastering High-Quality Scene Text Editing in Diverse Languages and Styles
Scene text editing aims to modify texts on images while maintaining the style of newly generated text similar to the original. Given an image, a target area, and target text, the task produces an output image with the target text in the selected area, replacing the original. This task has been studied extensively, with initial success using Generative Adversarial Networks (GANs) to balance text fidelity and style similarity. However, GAN-based methods struggled with complex backgrounds or text styles. Recent works leverage diffusion models, showing improved results, yet still face challenges, especially with non-Latin languages like CJK characters (Chinese, Japanese, Korean) that have complex glyphs, often producing inaccurate or unrecognizable characters. To address these issues, we present TextMastero - a carefully designed multilingual scene text editing architecture based on latent diffusion models (LDMs). TextMastero introduces two key modules: a glyph conditioning module for fine-grained content control in generating accurate texts, and a latent guidance module for providing comprehensive style information to ensure similarity before and after editing. Both qualitative and quantitative experiments demonstrate that our method surpasses all known existing works in text fidelity and style similarity.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
Incidental Scene Text Understanding: Recent Progresses on ICDAR 2015 Robust Reading Competition Challenge 4
Different from focused texts present in natural images, which are captured with user's intention and intervention, incidental texts usually exhibit much more diversity, variability and complexity, thus posing significant difficulties and challenges for scene text detection and recognition algorithms. The ICDAR 2015 Robust Reading Competition Challenge 4 was launched to assess the performance of existing scene text detection and recognition methods on incidental texts as well as to stimulate novel ideas and solutions. This report is dedicated to briefly introduce our strategies for this challenging problem and compare them with prior arts in this field.
Vision Transformer for Fast and Efficient Scene Text Recognition
Scene text recognition (STR) enables computers to read text in natural scenes such as object labels, road signs and instructions. STR helps machines perform informed decisions such as what object to pick, which direction to go, and what is the next step of action. In the body of work on STR, the focus has always been on recognition accuracy. There is little emphasis placed on speed and computational efficiency which are equally important especially for energy-constrained mobile machines. In this paper we propose ViTSTR, an STR with a simple single stage model architecture built on a compute and parameter efficient vision transformer (ViT). On a comparable strong baseline method such as TRBA with accuracy of 84.3%, our small ViTSTR achieves a competitive accuracy of 82.6% (84.2% with data augmentation) at 2.4x speed up, using only 43.4% of the number of parameters and 42.2% FLOPS. The tiny version of ViTSTR achieves 80.3% accuracy (82.1% with data augmentation), at 2.5x the speed, requiring only 10.9% of the number of parameters and 11.9% FLOPS. With data augmentation, our base ViTSTR outperforms TRBA at 85.2% accuracy (83.7% without augmentation) at 2.3x the speed but requires 73.2% more parameters and 61.5% more FLOPS. In terms of trade-offs, nearly all ViTSTR configurations are at or near the frontiers to maximize accuracy, speed and computational efficiency all at the same time.
A Context-Driven Training-Free Network for Lightweight Scene Text Segmentation and Recognition
Modern scene text recognition systems often depend on large end-to-end architectures that require extensive training and are prohibitively expensive for real-time scenarios. In such cases, the deployment of heavy models becomes impractical due to constraints on memory, computational resources, and latency. To address these challenges, we propose a novel, training-free plug-and-play framework that leverages the strengths of pre-trained text recognizers while minimizing redundant computations. Our approach uses context-based understanding and introduces an attention-based segmentation stage, which refines candidate text regions at the pixel level, improving downstream recognition. Instead of performing traditional text detection that follows a block-level comparison between feature map and source image and harnesses contextual information using pretrained captioners, allowing the framework to generate word predictions directly from scene context.Candidate texts are semantically and lexically evaluated to get a final score. Predictions that meet or exceed a pre-defined confidence threshold bypass the heavier process of end-to-end text STR profiling, ensuring faster inference and cutting down on unnecessary computations. Experiments on public benchmarks demonstrate that our paradigm achieves performance on par with state-of-the-art systems, yet requires substantially fewer resources.
Layout2Scene: 3D Semantic Layout Guided Scene Generation via Geometry and Appearance Diffusion Priors
3D scene generation conditioned on text prompts has significantly progressed due to the development of 2D diffusion generation models. However, the textual description of 3D scenes is inherently inaccurate and lacks fine-grained control during training, leading to implausible scene generation. As an intuitive and feasible solution, the 3D layout allows for precise specification of object locations within the scene. To this end, we present a text-to-scene generation method (namely, Layout2Scene) using additional semantic layout as the prompt to inject precise control of 3D object positions. Specifically, we first introduce a scene hybrid representation to decouple objects and backgrounds, which is initialized via a pre-trained text-to-3D model. Then, we propose a two-stage scheme to optimize the geometry and appearance of the initialized scene separately. To fully leverage 2D diffusion priors in geometry and appearance generation, we introduce a semantic-guided geometry diffusion model and a semantic-geometry guided diffusion model which are finetuned on a scene dataset. Extensive experiments demonstrate that our method can generate more plausible and realistic scenes as compared to state-of-the-art approaches. Furthermore, the generated scene allows for flexible yet precise editing, thereby facilitating multiple downstream applications.
EAST: An Efficient and Accurate Scene Text Detector
Previous approaches for scene text detection have already achieved promising performances across various benchmarks. However, they usually fall short when dealing with challenging scenarios, even when equipped with deep neural network models, because the overall performance is determined by the interplay of multiple stages and components in the pipelines. In this work, we propose a simple yet powerful pipeline that yields fast and accurate text detection in natural scenes. The pipeline directly predicts words or text lines of arbitrary orientations and quadrilateral shapes in full images, eliminating unnecessary intermediate steps (e.g., candidate aggregation and word partitioning), with a single neural network. The simplicity of our pipeline allows concentrating efforts on designing loss functions and neural network architecture. Experiments on standard datasets including ICDAR 2015, COCO-Text and MSRA-TD500 demonstrate that the proposed algorithm significantly outperforms state-of-the-art methods in terms of both accuracy and efficiency. On the ICDAR 2015 dataset, the proposed algorithm achieves an F-score of 0.7820 at 13.2fps at 720p resolution.
Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to lift these outputs into a consistent 3D scene representation, we combine monocular depth estimation with a text-conditioned inpainting model. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry to create a seamless mesh. Unlike existing works that focus on generating single objects or zoom-out trajectories from text, our method generates complete 3D scenes with multiple objects and explicit 3D geometry. We evaluate our approach using qualitative and quantitative metrics, demonstrating it as the first method to generate room-scale 3D geometry with compelling textures from only text as input.
On Recognizing Texts of Arbitrary Shapes with 2D Self-Attention
Scene text recognition (STR) is the task of recognizing character sequences in natural scenes. While there have been great advances in STR methods, current methods still fail to recognize texts in arbitrary shapes, such as heavily curved or rotated texts, which are abundant in daily life (e.g. restaurant signs, product labels, company logos, etc). This paper introduces a novel architecture to recognizing texts of arbitrary shapes, named Self-Attention Text Recognition Network (SATRN), which is inspired by the Transformer. SATRN utilizes the self-attention mechanism to describe two-dimensional (2D) spatial dependencies of characters in a scene text image. Exploiting the full-graph propagation of self-attention, SATRN can recognize texts with arbitrary arrangements and large inter-character spacing. As a result, SATRN outperforms existing STR models by a large margin of 5.7 pp on average in "irregular text" benchmarks. We provide empirical analyses that illustrate the inner mechanisms and the extent to which the model is applicable (e.g. rotated and multi-line text). We will open-source the code.
Multi-Granularity Prediction for Scene Text Recognition
Scene text recognition (STR) has been an active research topic in computer vision for years. To tackle this challenging problem, numerous innovative methods have been successively proposed and incorporating linguistic knowledge into STR models has recently become a prominent trend. In this work, we first draw inspiration from the recent progress in Vision Transformer (ViT) to construct a conceptually simple yet powerful vision STR model, which is built upon ViT and outperforms previous state-of-the-art models for scene text recognition, including both pure vision models and language-augmented methods. To integrate linguistic knowledge, we further propose a Multi-Granularity Prediction strategy to inject information from the language modality into the model in an implicit way, i.e. , subword representations (BPE and WordPiece) widely-used in NLP are introduced into the output space, in addition to the conventional character level representation, while no independent language model (LM) is adopted. The resultant algorithm (termed MGP-STR) is able to push the performance envelop of STR to an even higher level. Specifically, it achieves an average recognition accuracy of 93.35% on standard benchmarks. Code is available at https://github.com/AlibabaResearch/AdvancedLiterateMachinery/tree/main/OCR/MGP-STR.
Data Augmentation for Scene Text Recognition
Scene text recognition (STR) is a challenging task in computer vision due to the large number of possible text appearances in natural scenes. Most STR models rely on synthetic datasets for training since there are no sufficiently big and publicly available labelled real datasets. Since STR models are evaluated using real data, the mismatch between training and testing data distributions results into poor performance of models especially on challenging text that are affected by noise, artifacts, geometry, structure, etc. In this paper, we introduce STRAug which is made of 36 image augmentation functions designed for STR. Each function mimics certain text image properties that can be found in natural scenes, caused by camera sensors, or induced by signal processing operations but poorly represented in the training dataset. When applied to strong baseline models using RandAugment, STRAug significantly increases the overall absolute accuracy of STR models across regular and irregular test datasets by as much as 2.10% on Rosetta, 1.48% on R2AM, 1.30% on CRNN, 1.35% on RARE, 1.06% on TRBA and 0.89% on GCRNN. The diversity and simplicity of API provided by STRAug functions enable easy replication and validation of existing data augmentation methods for STR. STRAug is available at https://github.com/roatienza/straug.
3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation
Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.
The Surprisingly Straightforward Scene Text Removal Method With Gated Attention and Region of Interest Generation: A Comprehensive Prominent Model Analysis
Scene text removal (STR), a task of erasing text from natural scene images, has recently attracted attention as an important component of editing text or concealing private information such as ID, telephone, and license plate numbers. While there are a variety of different methods for STR actively being researched, it is difficult to evaluate superiority because previously proposed methods do not use the same standardized training/evaluation dataset. We use the same standardized training/testing dataset to evaluate the performance of several previous methods after standardized re-implementation. We also introduce a simple yet extremely effective Gated Attention (GA) and Region-of-Interest Generation (RoIG) methodology in this paper. GA uses attention to focus on the text stroke as well as the textures and colors of the surrounding regions to remove text from the input image much more precisely. RoIG is applied to focus on only the region with text instead of the entire image to train the model more efficiently. Experimental results on the benchmark dataset show that our method significantly outperforms existing state-of-the-art methods in almost all metrics with remarkably higher-quality results. Furthermore, because our model does not generate a text stroke mask explicitly, there is no need for additional refinement steps or sub-models, making our model extremely fast with fewer parameters. The dataset and code are available at this https://github.com/naver/garnet.
TRELLISWorld: Training-Free World Generation from Object Generators
Text-driven 3D scene generation holds promise for a wide range of applications, from virtual prototyping to AR/VR and simulation. However, existing methods are often constrained to single-object generation, require domain-specific training, or lack support for full 360-degree viewability. In this work, we present a training-free approach to 3D scene synthesis by repurposing general-purpose text-to-3D object diffusion models as modular tile generators. We reformulate scene generation as a multi-tile denoising problem, where overlapping 3D regions are independently generated and seamlessly blended via weighted averaging. This enables scalable synthesis of large, coherent scenes while preserving local semantic control. Our method eliminates the need for scene-level datasets or retraining, relies on minimal heuristics, and inherits the generalization capabilities of object-level priors. We demonstrate that our approach supports diverse scene layouts, efficient generation, and flexible editing, establishing a simple yet powerful foundation for general-purpose, language-driven 3D scene construction.
Text-to-3D Shape Generation
Recent years have seen an explosion of work and interest in text-to-3D shape generation. Much of the progress is driven by advances in 3D representations, large-scale pretraining and representation learning for text and image data enabling generative AI models, and differentiable rendering. Computational systems that can perform text-to-3D shape generation have captivated the popular imagination as they enable non-expert users to easily create 3D content directly from text. However, there are still many limitations and challenges remaining in this problem space. In this state-of-the-art report, we provide a survey of the underlying technology and methods enabling text-to-3D shape generation to summarize the background literature. We then derive a systematic categorization of recent work on text-to-3D shape generation based on the type of supervision data required. Finally, we discuss limitations of the existing categories of methods, and delineate promising directions for future work.
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
TextSR: Diffusion Super-Resolution with Multilingual OCR Guidance
While recent advancements in Image Super-Resolution (SR) using diffusion models have shown promise in improving overall image quality, their application to scene text images has revealed limitations. These models often struggle with accurate text region localization and fail to effectively model image and multilingual character-to-shape priors. This leads to inconsistencies, the generation of hallucinated textures, and a decrease in the perceived quality of the super-resolved text. To address these issues, we introduce TextSR, a multimodal diffusion model specifically designed for Multilingual Scene Text Image Super-Resolution. TextSR leverages a text detector to pinpoint text regions within an image and then employs Optical Character Recognition (OCR) to extract multilingual text from these areas. The extracted text characters are then transformed into visual shapes using a UTF-8 based text encoder and cross-attention. Recognizing that OCR may sometimes produce inaccurate results in real-world scenarios, we have developed two innovative methods to enhance the robustness of our model. By integrating text character priors with the low-resolution text images, our model effectively guides the super-resolution process, enhancing fine details within the text and improving overall legibility. The superior performance of our model on both the TextZoom and TextVQA datasets sets a new benchmark for STISR, underscoring the efficacy of our approach.
OTR: Synthesizing Overlay Text Dataset for Text Removal
Text removal is a crucial task in computer vision with applications such as privacy preservation, image editing, and media reuse. While existing research has primarily focused on scene text removal in natural images, limitations in current datasets hinder out-of-domain generalization or accurate evaluation. In particular, widely used benchmarks such as SCUT-EnsText suffer from ground truth artifacts due to manual editing, overly simplistic text backgrounds, and evaluation metrics that do not capture the quality of generated results. To address these issues, we introduce an approach to synthesizing a text removal benchmark applicable to domains other than scene texts. Our dataset features text rendered on complex backgrounds using object-aware placement and vision-language model-generated content, ensuring clean ground truth and challenging text removal scenarios. The dataset is available at https://huggingface.co/datasets/cyberagent/OTR .
AMO Sampler: Enhancing Text Rendering with Overshooting
Achieving precise alignment between textual instructions and generated images in text-to-image generation is a significant challenge, particularly in rendering written text within images. Sate-of-the-art models like Stable Diffusion 3 (SD3), Flux, and AuraFlow still struggle with accurate text depiction, resulting in misspelled or inconsistent text. We introduce a training-free method with minimal computational overhead that significantly enhances text rendering quality. Specifically, we introduce an overshooting sampler for pretrained rectified flow (RF) models, by alternating between over-simulating the learned ordinary differential equation (ODE) and reintroducing noise. Compared to the Euler sampler, the overshooting sampler effectively introduces an extra Langevin dynamics term that can help correct the compounding error from successive Euler steps and therefore improve the text rendering. However, when the overshooting strength is high, we observe over-smoothing artifacts on the generated images. To address this issue, we propose an Attention Modulated Overshooting sampler (AMO), which adaptively controls the strength of overshooting for each image patch according to their attention score with the text content. AMO demonstrates a 32.3% and 35.9% improvement in text rendering accuracy on SD3 and Flux without compromising overall image quality or increasing inference cost.
Decoder Pre-Training with only Text for Scene Text Recognition
Scene text recognition (STR) pre-training methods have achieved remarkable progress, primarily relying on synthetic datasets. However, the domain gap between synthetic and real images poses a challenge in acquiring feature representations that align well with images on real scenes, thereby limiting the performance of these methods. We note that vision-language models like CLIP, pre-trained on extensive real image-text pairs, effectively align images and text in a unified embedding space, suggesting the potential to derive the representations of real images from text alone. Building upon this premise, we introduce a novel method named Decoder Pre-training with only text for STR (DPTR). DPTR treats text embeddings produced by the CLIP text encoder as pseudo visual embeddings and uses them to pre-train the decoder. An Offline Randomized Perturbation (ORP) strategy is introduced. It enriches the diversity of text embeddings by incorporating natural image embeddings extracted from the CLIP image encoder, effectively directing the decoder to acquire the potential representations of real images. In addition, we introduce a Feature Merge Unit (FMU) that guides the extracted visual embeddings focusing on the character foreground within the text image, thereby enabling the pre-trained decoder to work more efficiently and accurately. Extensive experiments across various STR decoders and language recognition tasks underscore the broad applicability and remarkable performance of DPTR, providing a novel insight for STR pre-training. Code is available at https://github.com/Topdu/OpenOCR
Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior
Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.
Learning to Imagine: Visually-Augmented Natural Language Generation
People often imagine relevant scenes to aid in the writing process. In this work, we aim to utilize visual information for composition in the same manner as humans. We propose a method, LIVE, that makes pre-trained language models (PLMs) Learn to Imagine for Visuallyaugmented natural language gEneration. First, we imagine the scene based on the text: we use a diffusion model to synthesize high-quality images conditioned on the input texts. Second, we use CLIP to determine whether the text can evoke the imagination in a posterior way. Finally, our imagination is dynamic, and we conduct synthesis for each sentence rather than generate only one image for an entire paragraph. Technically, we propose a novel plug-and-play fusion layer to obtain visually-augmented representations for each text. Our vision-text fusion layer is compatible with Transformerbased architecture. We have conducted extensive experiments on four generation tasks using BART and T5, and the automatic results and human evaluation demonstrate the effectiveness of our proposed method. We will release the code, model, and data at the link: https://github.com/RUCAIBox/LIVE.
What Is Wrong With Scene Text Recognition Model Comparisons? Dataset and Model Analysis
Many new proposals for scene text recognition (STR) models have been introduced in recent years. While each claim to have pushed the boundary of the technology, a holistic and fair comparison has been largely missing in the field due to the inconsistent choices of training and evaluation datasets. This paper addresses this difficulty with three major contributions. First, we examine the inconsistencies of training and evaluation datasets, and the performance gap results from inconsistencies. Second, we introduce a unified four-stage STR framework that most existing STR models fit into. Using this framework allows for the extensive evaluation of previously proposed STR modules and the discovery of previously unexplored module combinations. Third, we analyze the module-wise contributions to performance in terms of accuracy, speed, and memory demand, under one consistent set of training and evaluation datasets. Such analyses clean up the hindrance on the current comparisons to understand the performance gain of the existing modules.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
CLIPTER: Looking at the Bigger Picture in Scene Text Recognition
Reading text in real-world scenarios often requires understanding the context surrounding it, especially when dealing with poor-quality text. However, current scene text recognizers are unaware of the bigger picture as they operate on cropped text images. In this study, we harness the representative capabilities of modern vision-language models, such as CLIP, to provide scene-level information to the crop-based recognizer. We achieve this by fusing a rich representation of the entire image, obtained from the vision-language model, with the recognizer word-level features via a gated cross-attention mechanism. This component gradually shifts to the context-enhanced representation, allowing for stable fine-tuning of a pretrained recognizer. We demonstrate the effectiveness of our model-agnostic framework, CLIPTER (CLIP TExt Recognition), on leading text recognition architectures and achieve state-of-the-art results across multiple benchmarks. Furthermore, our analysis highlights improved robustness to out-of-vocabulary words and enhanced generalization in low-data regimes.
HDGlyph: A Hierarchical Disentangled Glyph-Based Framework for Long-Tail Text Rendering in Diffusion Models
Visual text rendering, which aims to accurately integrate specified textual content within generated images, is critical for various applications such as commercial design. Despite recent advances, current methods struggle with long-tail text cases, particularly when handling unseen or small-sized text. In this work, we propose a novel Hierarchical Disentangled Glyph-Based framework (HDGlyph) that hierarchically decouples text generation from non-text visual synthesis, enabling joint optimization of both common and long-tail text rendering. At the training stage, HDGlyph disentangles pixel-level representations via the Multi-Linguistic GlyphNet and the Glyph-Aware Perceptual Loss, ensuring robust rendering even for unseen characters. At inference time, HDGlyph applies Noise-Disentangled Classifier-Free Guidance and Latent-Disentangled Two-Stage Rendering (LD-TSR) scheme, which refines both background and small-sized text. Extensive evaluations show our model consistently outperforms others, with 5.08% and 11.7% accuracy gains in English and Chinese text rendering while maintaining high image quality. It also excels in long-tail scenarios with strong accuracy and visual performance.
EasyText: Controllable Diffusion Transformer for Multilingual Text Rendering
Generating accurate multilingual text with diffusion models has long been desired but remains challenging. Recent methods have made progress in rendering text in a single language, but rendering arbitrary languages is still an unexplored area. This paper introduces EasyText, a text rendering framework based on DiT (Diffusion Transformer), which connects denoising latents with multilingual character tokens encoded as character tokens. We propose character positioning encoding and position encoding interpolation techniques to achieve controllable and precise text rendering. Additionally, we construct a large-scale synthetic text image dataset with 1 million multilingual image-text annotations as well as a high-quality dataset of 20K annotated images, which are used for pretraining and fine-tuning respectively. Extensive experiments and evaluations demonstrate the effectiveness and advancement of our approach in multilingual text rendering, visual quality, and layout-aware text integration.
TextDiffuser-2: Unleashing the Power of Language Models for Text Rendering
The diffusion model has been proven a powerful generative model in recent years, yet remains a challenge in generating visual text. Several methods alleviated this issue by incorporating explicit text position and content as guidance on where and what text to render. However, these methods still suffer from several drawbacks, such as limited flexibility and automation, constrained capability of layout prediction, and restricted style diversity. In this paper, we present TextDiffuser-2, aiming to unleash the power of language models for text rendering. Firstly, we fine-tune a large language model for layout planning. The large language model is capable of automatically generating keywords for text rendering and also supports layout modification through chatting. Secondly, we utilize the language model within the diffusion model to encode the position and texts at the line level. Unlike previous methods that employed tight character-level guidance, this approach generates more diverse text images. We conduct extensive experiments and incorporate user studies involving human participants as well as GPT-4V, validating TextDiffuser-2's capacity to achieve a more rational text layout and generation with enhanced diversity. The code and model will be available at https://aka.ms/textdiffuser-2.
TextAtlas5M: A Large-scale Dataset for Dense Text Image Generation
Text-conditioned image generation has gained significant attention in recent years and are processing increasingly longer and comprehensive text prompt. In everyday life, dense and intricate text appears in contexts like advertisements, infographics, and signage, where the integration of both text and visuals is essential for conveying complex information. However, despite these advances, the generation of images containing long-form text remains a persistent challenge, largely due to the limitations of existing datasets, which often focus on shorter and simpler text. To address this gap, we introduce TextAtlas5M, a novel dataset specifically designed to evaluate long-text rendering in text-conditioned image generation. Our dataset consists of 5 million long-text generated and collected images across diverse data types, enabling comprehensive evaluation of large-scale generative models on long-text image generation. We further curate 3000 human-improved test set TextAtlasEval across 3 data domains, establishing one of the most extensive benchmarks for text-conditioned generation. Evaluations suggest that the TextAtlasEval benchmarks present significant challenges even for the most advanced proprietary models (e.g. GPT4o with DallE-3), while their open-source counterparts show an even larger performance gap. These evidences position TextAtlas5M as a valuable dataset for training and evaluating future-generation text-conditioned image generation models.
TextDiffuser: Diffusion Models as Text Painters
Diffusion models have gained increasing attention for their impressive generation abilities but currently struggle with rendering accurate and coherent text. To address this issue, we introduce TextDiffuser, focusing on generating images with visually appealing text that is coherent with backgrounds. TextDiffuser consists of two stages: first, a Transformer model generates the layout of keywords extracted from text prompts, and then diffusion models generate images conditioned on the text prompt and the generated layout. Additionally, we contribute the first large-scale text images dataset with OCR annotations, MARIO-10M, containing 10 million image-text pairs with text recognition, detection, and character-level segmentation annotations. We further collect the MARIO-Eval benchmark to serve as a comprehensive tool for evaluating text rendering quality. Through experiments and user studies, we show that TextDiffuser is flexible and controllable to create high-quality text images using text prompts alone or together with text template images, and conduct text inpainting to reconstruct incomplete images with text. The code, model, and dataset will be available at https://aka.ms/textdiffuser.
IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.
Character-Aware Models Improve Visual Text Rendering
Current image generation models struggle to reliably produce well-formed visual text. In this paper, we investigate a key contributing factor: popular text-to-image models lack character-level input features, making it much harder to predict a word's visual makeup as a series of glyphs. To quantify this effect, we conduct a series of experiments comparing character-aware vs. character-blind text encoders. In the text-only domain, we find that character-aware models provide large gains on a novel spelling task (WikiSpell). Applying our learnings to the visual domain, we train a suite of image generation models, and show that character-aware variants outperform their character-blind counterparts across a range of novel text rendering tasks (our DrawText benchmark). Our models set a much higher state-of-the-art on visual spelling, with 30+ point accuracy gains over competitors on rare words, despite training on far fewer examples.
LAFITE: Towards Language-Free Training for Text-to-Image Generation
One of the major challenges in training text-to-image generation models is the need of a large number of high-quality image-text pairs. While image samples are often easily accessible, the associated text descriptions typically require careful human captioning, which is particularly time- and cost-consuming. In this paper, we propose the first work to train text-to-image generation models without any text data. Our method leverages the well-aligned multi-modal semantic space of the powerful pre-trained CLIP model: the requirement of text-conditioning is seamlessly alleviated via generating text features from image features. Extensive experiments are conducted to illustrate the effectiveness of the proposed method. We obtain state-of-the-art results in the standard text-to-image generation tasks. Importantly, the proposed language-free model outperforms most existing models trained with full image-text pairs. Furthermore, our method can be applied in fine-tuning pre-trained models, which saves both training time and cost in training text-to-image generation models. Our pre-trained model obtains competitive results in zero-shot text-to-image generation on the MS-COCO dataset, yet with around only 1% of the model size and training data size relative to the recently proposed large DALL-E model.
Progressive3D: Progressively Local Editing for Text-to-3D Content Creation with Complex Semantic Prompts
Recent text-to-3D generation methods achieve impressive 3D content creation capacity thanks to the advances in image diffusion models and optimizing strategies. However, current methods struggle to generate correct 3D content for a complex prompt in semantics, i.e., a prompt describing multiple interacted objects binding with different attributes. In this work, we propose a general framework named Progressive3D, which decomposes the entire generation into a series of locally progressive editing steps to create precise 3D content for complex prompts, and we constrain the content change to only occur in regions determined by user-defined region prompts in each editing step. Furthermore, we propose an overlapped semantic component suppression technique to encourage the optimization process to focus more on the semantic differences between prompts. Extensive experiments demonstrate that the proposed Progressive3D framework generates precise 3D content for prompts with complex semantics and is general for various text-to-3D methods driven by different 3D representations.
MVLight: Relightable Text-to-3D Generation via Light-conditioned Multi-View Diffusion
Recent advancements in text-to-3D generation, building on the success of high-performance text-to-image generative models, have made it possible to create imaginative and richly textured 3D objects from textual descriptions. However, a key challenge remains in effectively decoupling light-independent and lighting-dependent components to enhance the quality of generated 3D models and their relighting performance. In this paper, we present MVLight, a novel light-conditioned multi-view diffusion model that explicitly integrates lighting conditions directly into the generation process. This enables the model to synthesize high-quality images that faithfully reflect the specified lighting environment across multiple camera views. By leveraging this capability to Score Distillation Sampling (SDS), we can effectively synthesize 3D models with improved geometric precision and relighting capabilities. We validate the effectiveness of MVLight through extensive experiments and a user study.
Instruction-Guided Scene Text Recognition
Multi-modal models show appealing performance in visual recognition tasks recently, as free-form text-guided training evokes the ability to understand fine-grained visual content. However, current models are either inefficient or cannot be trivially upgraded to scene text recognition (STR) due to the composition difference between natural and text images. We propose a novel instruction-guided scene text recognition (IGTR) paradigm that formulates STR as an instruction learning problem and understands text images by predicting character attributes, e.g., character frequency, position, etc. IGTR first devises left langle condition,question,answerright rangle instruction triplets, providing rich and diverse descriptions of character attributes. To effectively learn these attributes through question-answering, IGTR develops lightweight instruction encoder, cross-modal feature fusion module and multi-task answer head, which guides nuanced text image understanding. Furthermore, IGTR realizes different recognition pipelines simply by using different instructions, enabling a character-understanding-based text reasoning paradigm that considerably differs from current methods. Experiments on English and Chinese benchmarks show that IGTR outperforms existing models by significant margins, while maintaining a small model size and efficient inference speed. Moreover, by adjusting the sampling of instructions, IGTR offers an elegant way to tackle the recognition of both rarely appearing and morphologically similar characters, which were previous challenges. Code at https://github.com/Topdu/OpenOCR{this http URL}.
Qwen-Image Technical Report
We present Qwen-Image, an image generation foundation model in the Qwen series that achieves significant advances in complex text rendering and precise image editing. To address the challenges of complex text rendering, we design a comprehensive data pipeline that includes large-scale data collection, filtering, annotation, synthesis, and balancing. Moreover, we adopt a progressive training strategy that starts with non-text-to-text rendering, evolves from simple to complex textual inputs, and gradually scales up to paragraph-level descriptions. This curriculum learning approach substantially enhances the model's native text rendering capabilities. As a result, Qwen-Image not only performs exceptionally well in alphabetic languages such as English, but also achieves remarkable progress on more challenging logographic languages like Chinese. To enhance image editing consistency, we introduce an improved multi-task training paradigm that incorporates not only traditional text-to-image (T2I) and text-image-to-image (TI2I) tasks but also image-to-image (I2I) reconstruction, effectively aligning the latent representations between Qwen2.5-VL and MMDiT. Furthermore, we separately feed the original image into Qwen2.5-VL and the VAE encoder to obtain semantic and reconstructive representations, respectively. This dual-encoding mechanism enables the editing module to strike a balance between preserving semantic consistency and maintaining visual fidelity. Qwen-Image achieves state-of-the-art performance, demonstrating its strong capabilities in both image generation and editing across multiple benchmarks.
LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts
Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.
All you need is a second look: Towards Tighter Arbitrary shape text detection
Deep learning-based scene text detection methods have progressed substantially over the past years. However, there remain several problems to be solved. Generally, long curve text instances tend to be fragmented because of the limited receptive field size of CNN. Besides, simple representations using rectangle or quadrangle bounding boxes fall short when dealing with more challenging arbitrary-shaped texts. In addition, the scale of text instances varies greatly which leads to the difficulty of accurate prediction through a single segmentation network. To address these problems, we innovatively propose a two-stage segmentation based arbitrary text detector named NASK (Need A Second looK). Specifically, NASK consists of a Text Instance Segmentation network namely TIS (\(1^{st}\) stage), a Text RoI Pooling module and a Fiducial pOint eXpression module termed as FOX (\(2^{nd}\) stage). Firstly, TIS conducts instance segmentation to obtain rectangle text proposals with a proposed Group Spatial and Channel Attention module (GSCA) to augment the feature expression. Then, Text RoI Pooling transforms these rectangles to the fixed size. Finally, FOX is introduced to reconstruct text instances with a more tighter representation using the predicted geometrical attributes including text center line, text line orientation, character scale and character orientation. Experimental results on two public benchmarks including Total-Text and SCUT-CTW1500 have demonstrated that the proposed NASK achieves state-of-the-art results.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
SpaText: Spatio-Textual Representation for Controllable Image Generation
Recent text-to-image diffusion models are able to generate convincing results of unprecedented quality. However, it is nearly impossible to control the shapes of different regions/objects or their layout in a fine-grained fashion. Previous attempts to provide such controls were hindered by their reliance on a fixed set of labels. To this end, we present SpaText - a new method for text-to-image generation using open-vocabulary scene control. In addition to a global text prompt that describes the entire scene, the user provides a segmentation map where each region of interest is annotated by a free-form natural language description. Due to lack of large-scale datasets that have a detailed textual description for each region in the image, we choose to leverage the current large-scale text-to-image datasets and base our approach on a novel CLIP-based spatio-textual representation, and show its effectiveness on two state-of-the-art diffusion models: pixel-based and latent-based. In addition, we show how to extend the classifier-free guidance method in diffusion models to the multi-conditional case and present an alternative accelerated inference algorithm. Finally, we offer several automatic evaluation metrics and use them, in addition to FID scores and a user study, to evaluate our method and show that it achieves state-of-the-art results on image generation with free-form textual scene control.
CLIP4STR: A Simple Baseline for Scene Text Recognition with Pre-trained Vision-Language Model
Pre-trained vision-language models~(VLMs) are the de-facto foundation models for various downstream tasks. However, scene text recognition methods still prefer backbones pre-trained on a single modality, namely, the visual modality, despite the potential of VLMs to serve as powerful scene text readers. For example, CLIP can robustly identify regular (horizontal) and irregular (rotated, curved, blurred, or occluded) text in images. With such merits, we transform CLIP into a scene text reader and introduce CLIP4STR, a simple yet effective STR method built upon image and text encoders of CLIP. It has two encoder-decoder branches: a visual branch and a cross-modal branch. The visual branch provides an initial prediction based on the visual feature, and the cross-modal branch refines this prediction by addressing the discrepancy between the visual feature and text semantics. To fully leverage the capabilities of both branches, we design a dual predict-and-refine decoding scheme for inference. We scale CLIP4STR in terms of the model size, pre-training data, and training data, achieving state-of-the-art performance on 11 STR benchmarks. Additionally, a comprehensive empirical study is provided to enhance the understanding of the adaptation of CLIP to STR. We believe our method establishes a simple yet strong baseline for future STR research with VLMs.
SLayR: Scene Layout Generation with Rectified Flow
We introduce SLayR, Scene Layout Generation with Rectified flow. State-of-the-art text-to-image models achieve impressive results. However, they generate images end-to-end, exposing no fine-grained control over the process. SLayR presents a novel transformer-based rectified flow model for layout generation over a token space that can be decoded into bounding boxes and corresponding labels, which can then be transformed into images using existing models. We show that established metrics for generated images are inconclusive for evaluating their underlying scene layout, and introduce a new benchmark suite, including a carefully designed repeatable human-evaluation procedure that assesses the plausibility and variety of generated layouts. In contrast to previous works, which perform well in either high variety or plausibility, we show that our approach performs well on both of these axes at the same time. It is also at least 5x times smaller in the number of parameters and 37% faster than the baselines. Our complete text-to-image pipeline demonstrates the added benefits of an interpretable and editable intermediate representation.
Meta 3D TextureGen: Fast and Consistent Texture Generation for 3D Objects
The recent availability and adaptability of text-to-image models has sparked a new era in many related domains that benefit from the learned text priors as well as high-quality and fast generation capabilities, one of which is texture generation for 3D objects. Although recent texture generation methods achieve impressive results by using text-to-image networks, the combination of global consistency, quality, and speed, which is crucial for advancing texture generation to real-world applications, remains elusive. To that end, we introduce Meta 3D TextureGen: a new feedforward method comprised of two sequential networks aimed at generating high-quality and globally consistent textures for arbitrary geometries of any complexity degree in less than 20 seconds. Our method achieves state-of-the-art results in quality and speed by conditioning a text-to-image model on 3D semantics in 2D space and fusing them into a complete and high-resolution UV texture map, as demonstrated by extensive qualitative and quantitative evaluations. In addition, we introduce a texture enhancement network that is capable of up-scaling any texture by an arbitrary ratio, producing 4k pixel resolution textures.
SKED: Sketch-guided Text-based 3D Editing
Text-to-image diffusion models are gradually introduced into computer graphics, recently enabling the development of Text-to-3D pipelines in an open domain. However, for interactive editing purposes, local manipulations of content through a simplistic textual interface can be arduous. Incorporating user guided sketches with Text-to-image pipelines offers users more intuitive control. Still, as state-of-the-art Text-to-3D pipelines rely on optimizing Neural Radiance Fields (NeRF) through gradients from arbitrary rendering views, conditioning on sketches is not straightforward. In this paper, we present SKED, a technique for editing 3D shapes represented by NeRFs. Our technique utilizes as few as two guiding sketches from different views to alter an existing neural field. The edited region respects the prompt semantics through a pre-trained diffusion model. To ensure the generated output adheres to the provided sketches, we propose novel loss functions to generate the desired edits while preserving the density and radiance of the base instance. We demonstrate the effectiveness of our proposed method through several qualitative and quantitative experiments. https://sked-paper.github.io/
TextCaps: a Dataset for Image Captioning with Reading Comprehension
Image descriptions can help visually impaired people to quickly understand the image content. While we made significant progress in automatically describing images and optical character recognition, current approaches are unable to include written text in their descriptions, although text is omnipresent in human environments and frequently critical to understand our surroundings. To study how to comprehend text in the context of an image we collect a novel dataset, TextCaps, with 145k captions for 28k images. Our dataset challenges a model to recognize text, relate it to its visual context, and decide what part of the text to copy or paraphrase, requiring spatial, semantic, and visual reasoning between multiple text tokens and visual entities, such as objects. We study baselines and adapt existing approaches to this new task, which we refer to as image captioning with reading comprehension. Our analysis with automatic and human studies shows that our new TextCaps dataset provides many new technical challenges over previous datasets.
RoCoTex: A Robust Method for Consistent Texture Synthesis with Diffusion Models
Text-to-texture generation has recently attracted increasing attention, but existing methods often suffer from the problems of view inconsistencies, apparent seams, and misalignment between textures and the underlying mesh. In this paper, we propose a robust text-to-texture method for generating consistent and seamless textures that are well aligned with the mesh. Our method leverages state-of-the-art 2D diffusion models, including SDXL and multiple ControlNets, to capture structural features and intricate details in the generated textures. The method also employs a symmetrical view synthesis strategy combined with regional prompts for enhancing view consistency. Additionally, it introduces novel texture blending and soft-inpainting techniques, which significantly reduce the seam regions. Extensive experiments demonstrate that our method outperforms existing state-of-the-art methods.
SGEdit: Bridging LLM with Text2Image Generative Model for Scene Graph-based Image Editing
Scene graphs offer a structured, hierarchical representation of images, with nodes and edges symbolizing objects and the relationships among them. It can serve as a natural interface for image editing, dramatically improving precision and flexibility. Leveraging this benefit, we introduce a new framework that integrates large language model (LLM) with Text2Image generative model for scene graph-based image editing. This integration enables precise modifications at the object level and creative recomposition of scenes without compromising overall image integrity. Our approach involves two primary stages: 1) Utilizing a LLM-driven scene parser, we construct an image's scene graph, capturing key objects and their interrelationships, as well as parsing fine-grained attributes such as object masks and descriptions. These annotations facilitate concept learning with a fine-tuned diffusion model, representing each object with an optimized token and detailed description prompt. 2) During the image editing phase, a LLM editing controller guides the edits towards specific areas. These edits are then implemented by an attention-modulated diffusion editor, utilizing the fine-tuned model to perform object additions, deletions, replacements, and adjustments. Through extensive experiments, we demonstrate that our framework significantly outperforms existing image editing methods in terms of editing precision and scene aesthetics.
BizGen: Advancing Article-level Visual Text Rendering for Infographics Generation
Recently, state-of-the-art text-to-image generation models, such as Flux and Ideogram 2.0, have made significant progress in sentence-level visual text rendering. In this paper, we focus on the more challenging scenarios of article-level visual text rendering and address a novel task of generating high-quality business content, including infographics and slides, based on user provided article-level descriptive prompts and ultra-dense layouts. The fundamental challenges are twofold: significantly longer context lengths and the scarcity of high-quality business content data. In contrast to most previous works that focus on a limited number of sub-regions and sentence-level prompts, ensuring precise adherence to ultra-dense layouts with tens or even hundreds of sub-regions in business content is far more challenging. We make two key technical contributions: (i) the construction of scalable, high-quality business content dataset, i.e., Infographics-650K, equipped with ultra-dense layouts and prompts by implementing a layer-wise retrieval-augmented infographic generation scheme; and (ii) a layout-guided cross attention scheme, which injects tens of region-wise prompts into a set of cropped region latent space according to the ultra-dense layouts, and refine each sub-regions flexibly during inference using a layout conditional CFG. We demonstrate the strong results of our system compared to previous SOTA systems such as Flux and SD3 on our BizEval prompt set. Additionally, we conduct thorough ablation experiments to verify the effectiveness of each component. We hope our constructed Infographics-650K and BizEval can encourage the broader community to advance the progress of business content generation.
Aesthetics is Cheap, Show me the Text: An Empirical Evaluation of State-of-the-Art Generative Models for OCR
Text image is a unique and crucial information medium that integrates visual aesthetics and linguistic semantics in modern e-society. Due to their subtlety and complexity, the generation of text images represents a challenging and evolving frontier in the image generation field. The recent surge of specialized image generators (e.g., Flux-series) and unified generative models (e.g., GPT-4o), which demonstrate exceptional fidelity, raises a natural question: can they master the intricacies of text image generation and editing? Motivated by this, we assess current state-of-the-art generative models' capabilities in terms of text image generation and editing. We incorporate various typical optical character recognition (OCR) tasks into our evaluation and broaden the concept of text-based generation tasks into OCR generative tasks. We select 33 representative tasks and categorize them into five categories: document, handwritten text, scene text, artistic text, and complex \& layout-rich text. For comprehensive evaluation, we examine six models across both closed-source and open-source domains, using tailored, high-quality image inputs and prompts. Through this evaluation, we draw crucial observations and identify the weaknesses of current generative models for OCR tasks. We argue that photorealistic text image generation and editing should be internalized as foundational skills into general-domain generative models, rather than being delegated to specialized solutions, and we hope this empirical analysis can provide valuable insights for the community to achieve this goal. This evaluation is online and will be continuously updated at our GitHub repository.
SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis
Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics primarily assess the realism of generated scenes by comparing them to a set of ground-truth scenes, often overlooking alignment with the input text - a critical factor in determining how effectively a method meets user requirements. We present SceneEval, an evaluation framework designed to address this limitation. SceneEval includes metrics for both explicit user requirements, such as the presence of specific objects and their attributes described in the input text, and implicit expectations, like the absence of object collisions, providing a comprehensive assessment of scene quality. To facilitate evaluation, we introduce SceneEval-100, a dataset of scene descriptions with annotated ground-truth scene properties. We evaluate recent scene generation methods using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results show that current methods struggle at generating scenes that meet user requirements, underscoring the need for further research in this direction.
Beyond Words: Advancing Long-Text Image Generation via Multimodal Autoregressive Models
Recent advancements in autoregressive and diffusion models have led to strong performance in image generation with short scene text words. However, generating coherent, long-form text in images, such as paragraphs in slides or documents, remains a major challenge for current generative models. We present the first work specifically focused on long text image generation, addressing a critical gap in existing text-to-image systems that typically handle only brief phrases or single sentences. Through comprehensive analysis of state-of-the-art autoregressive generation models, we identify the image tokenizer as a critical bottleneck in text generating quality. To address this, we introduce a novel text-focused, binary tokenizer optimized for capturing detailed scene text features. Leveraging our tokenizer, we develop \ModelName, a multimodal autoregressive model that excels in generating high-quality long-text images with unprecedented fidelity. Our model offers robust controllability, enabling customization of text properties such as font style, size, color, and alignment. Extensive experiments demonstrate that \ModelName~significantly outperforms SD3.5 Large~sd3 and GPT4o~gpt4o with DALL-E 3~dalle3 in generating long text accurately, consistently, and flexibly. Beyond its technical achievements, \ModelName~opens up exciting opportunities for innovative applications like interleaved document and PowerPoint generation, establishing a new frontier in long-text image generating.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
Character Region Awareness for Text Detection
Scene text detection methods based on neural networks have emerged recently and have shown promising results. Previous methods trained with rigid word-level bounding boxes exhibit limitations in representing the text region in an arbitrary shape. In this paper, we propose a new scene text detection method to effectively detect text area by exploring each character and affinity between characters. To overcome the lack of individual character level annotations, our proposed framework exploits both the given character-level annotations for synthetic images and the estimated character-level ground-truths for real images acquired by the learned interim model. In order to estimate affinity between characters, the network is trained with the newly proposed representation for affinity. Extensive experiments on six benchmarks, including the TotalText and CTW-1500 datasets which contain highly curved texts in natural images, demonstrate that our character-level text detection significantly outperforms the state-of-the-art detectors. According to the results, our proposed method guarantees high flexibility in detecting complicated scene text images, such as arbitrarily-oriented, curved, or deformed texts.
Beyond Color and Lines: Zero-Shot Style-Specific Image Variations with Coordinated Semantics
Traditionally, style has been primarily considered in terms of artistic elements such as colors, brushstrokes, and lighting. However, identical semantic subjects, like people, boats, and houses, can vary significantly across different artistic traditions, indicating that style also encompasses the underlying semantics. Therefore, in this study, we propose a zero-shot scheme for image variation with coordinated semantics. Specifically, our scheme transforms the image-to-image problem into an image-to-text-to-image problem. The image-to-text operation employs vision-language models e.g., BLIP) to generate text describing the content of the input image, including the objects and their positions. Subsequently, the input style keyword is elaborated into a detailed description of this style and then merged with the content text using the reasoning capabilities of ChatGPT. Finally, the text-to-image operation utilizes a Diffusion model to generate images based on the text prompt. To enable the Diffusion model to accommodate more styles, we propose a fine-tuning strategy that injects text and style constraints into cross-attention. This ensures that the output image exhibits similar semantics in the desired style. To validate the performance of the proposed scheme, we constructed a benchmark comprising images of various styles and scenes and introduced two novel metrics. Despite its simplicity, our scheme yields highly plausible results in a zero-shot manner, particularly for generating stylized images with high-fidelity semantics.
WAS: Dataset and Methods for Artistic Text Segmentation
Accurate text segmentation results are crucial for text-related generative tasks, such as text image generation, text editing, text removal, and text style transfer. Recently, some scene text segmentation methods have made significant progress in segmenting regular text. However, these methods perform poorly in scenarios containing artistic text. Therefore, this paper focuses on the more challenging task of artistic text segmentation and constructs a real artistic text segmentation dataset. One challenge of the task is that the local stroke shapes of artistic text are changeable with diversity and complexity. We propose a decoder with the layer-wise momentum query to prevent the model from ignoring stroke regions of special shapes. Another challenge is the complexity of the global topological structure. We further design a skeleton-assisted head to guide the model to focus on the global structure. Additionally, to enhance the generalization performance of the text segmentation model, we propose a strategy for training data synthesis, based on the large multi-modal model and the diffusion model. Experimental results show that our proposed method and synthetic dataset can significantly enhance the performance of artistic text segmentation and achieve state-of-the-art results on other public datasets.
Focus, Distinguish, and Prompt: Unleashing CLIP for Efficient and Flexible Scene Text Retrieval
Scene text retrieval aims to find all images containing the query text from an image gallery. Current efforts tend to adopt an Optical Character Recognition (OCR) pipeline, which requires complicated text detection and/or recognition processes, resulting in inefficient and inflexible retrieval. Different from them, in this work we propose to explore the intrinsic potential of Contrastive Language-Image Pre-training (CLIP) for OCR-free scene text retrieval. Through empirical analysis, we observe that the main challenges of CLIP as a text retriever are: 1) limited text perceptual scale, and 2) entangled visual-semantic concepts. To this end, a novel model termed FDP (Focus, Distinguish, and Prompt) is developed. FDP first focuses on scene text via shifting the attention to the text area and probing the hidden text knowledge, and then divides the query text into content word and function word for processing, in which a semantic-aware prompting scheme and a distracted queries assistance module are utilized. Extensive experiments show that FDP significantly enhances the inference speed while achieving better or competitive retrieval accuracy compared to existing methods. Notably, on the IIIT-STR benchmark, FDP surpasses the state-of-the-art model by 4.37% with a 4 times faster speed. Furthermore, additional experiments under phrase-level and attribute-aware scene text retrieval settings validate FDP's particular advantages in handling diverse forms of query text. The source code will be publicly available at https://github.com/Gyann-z/FDP.
TextMesh: Generation of Realistic 3D Meshes From Text Prompts
The ability to generate highly realistic 2D images from mere text prompts has recently made huge progress in terms of speed and quality, thanks to the advent of image diffusion models. Naturally, the question arises if this can be also achieved in the generation of 3D content from such text prompts. To this end, a new line of methods recently emerged trying to harness diffusion models, trained on 2D images, for supervision of 3D model generation using view dependent prompts. While achieving impressive results, these methods, however, have two major drawbacks. First, rather than commonly used 3D meshes, they instead generate neural radiance fields (NeRFs), making them impractical for most real applications. Second, these approaches tend to produce over-saturated models, giving the output a cartoonish looking effect. Therefore, in this work we propose a novel method for generation of highly realistic-looking 3D meshes. To this end, we extend NeRF to employ an SDF backbone, leading to improved 3D mesh extraction. In addition, we propose a novel way to finetune the mesh texture, removing the effect of high saturation and improving the details of the output 3D mesh.
NCAP: Scene Text Image Super-Resolution with Non-CAtegorical Prior
Scene text image super-resolution (STISR) enhances the resolution and quality of low-resolution images. Unlike previous studies that treated scene text images as natural images, recent methods using a text prior (TP), extracted from a pre-trained text recognizer, have shown strong performance. However, two major issues emerge: (1) Explicit categorical priors, like TP, can negatively impact STISR if incorrect. We reveal that these explicit priors are unstable and propose replacing them with Non-CAtegorical Prior (NCAP) using penultimate layer representations. (2) Pre-trained recognizers used to generate TP struggle with low-resolution images. To address this, most studies jointly train the recognizer with the STISR network to bridge the domain gap between low- and high-resolution images, but this can cause an overconfidence phenomenon in the prior modality. We highlight this issue and propose a method to mitigate it by mixing hard and soft labels. Experiments on the TextZoom dataset demonstrate an improvement by 3.5%, while our method significantly enhances generalization performance by 14.8\% across four text recognition datasets. Our method generalizes to all TP-guided STISR networks.
Glyph: Scaling Context Windows via Visual-Text Compression
Large language models (LLMs) increasingly rely on long-context modeling for tasks such as document understanding, code analysis, and multi-step reasoning. However, scaling context windows to the million-token level brings prohibitive computational and memory costs, limiting the practicality of long-context LLMs. In this work, we take a different perspective-visual context scaling-to tackle this challenge. Instead of extending token-based sequences, we propose Glyph, a framework that renders long texts into images and processes them with vision-language models (VLMs). This approach substantially compresses textual input while preserving semantic information, and we further design an LLM-driven genetic search to identify optimal visual rendering configurations for balancing accuracy and compression. Through extensive experiments, we demonstrate that our method achieves 3-4x token compression while maintaining accuracy comparable to leading LLMs such as Qwen3-8B on various long-context benchmarks. This compression also leads to around 4x faster prefilling and decoding, and approximately 2x faster SFT training. Furthermore, under extreme compression, a 128K-context VLM could scale to handle 1M-token-level text tasks. In addition, the rendered text data benefits real-world multimodal tasks, such as document understanding. Our code and model are released at https://github.com/thu-coai/Glyph.
ABINet++: Autonomous, Bidirectional and Iterative Language Modeling for Scene Text Spotting
Scene text spotting is of great importance to the computer vision community due to its wide variety of applications. Recent methods attempt to introduce linguistic knowledge for challenging recognition rather than pure visual classification. However, how to effectively model the linguistic rules in end-to-end deep networks remains a research challenge. In this paper, we argue that the limited capacity of language models comes from 1) implicit language modeling; 2) unidirectional feature representation; and 3) language model with noise input. Correspondingly, we propose an autonomous, bidirectional and iterative ABINet++ for scene text spotting. Firstly, the autonomous suggests enforcing explicitly language modeling by decoupling the recognizer into vision model and language model and blocking gradient flow between both models. Secondly, a novel bidirectional cloze network (BCN) as the language model is proposed based on bidirectional feature representation. Thirdly, we propose an execution manner of iterative correction for the language model which can effectively alleviate the impact of noise input. Finally, to polish ABINet++ in long text recognition, we propose to aggregate horizontal features by embedding Transformer units inside a U-Net, and design a position and content attention module which integrates character order and content to attend to character features precisely. ABINet++ achieves state-of-the-art performance on both scene text recognition and scene text spotting benchmarks, which consistently demonstrates the superiority of our method in various environments especially on low-quality images. Besides, extensive experiments including in English and Chinese also prove that, a text spotter that incorporates our language modeling method can significantly improve its performance both in accuracy and speed compared with commonly used attention-based recognizers.
Text Detection & Recognition in the Wild for Robot Localization
Signage is everywhere and a robot should be able to take advantage of signs to help it localize (including Visual Place Recognition (VPR)) and map. Robust text detection & recognition in the wild is challenging due to such factors as pose, irregular text, illumination, and occlusion. We propose an end-to-end scene text spotting model that simultaneously outputs the text string and bounding boxes. This model is more suitable for VPR. Our central contribution is introducing utilizing an end-to-end scene text spotting framework to adequately capture the irregular and occluded text regions in different challenging places. To evaluate our proposed architecture's performance for VPR, we conducted several experiments on the challenging Self-Collected Text Place (SCTP) benchmark dataset. The initial experimental results show that the proposed method outperforms the SOTA methods in terms of precision and recall when tested on this benchmark.
Seeing the Signs: A Survey of Edge-Deployable OCR Models for Billboard Visibility Analysis
Outdoor advertisements remain a critical medium for modern marketing, yet accurately verifying billboard text visibility under real-world conditions is still challenging. Traditional Optical Character Recognition (OCR) pipelines excel at cropped text recognition but often struggle with complex outdoor scenes, varying fonts, and weather-induced visual noise. Recently, multimodal Vision-Language Models (VLMs) have emerged as promising alternatives, offering end-to-end scene understanding with no explicit detection step. This work systematically benchmarks representative VLMs - including Qwen 2.5 VL 3B, InternVL3, and SmolVLM2 - against a compact CNN-based OCR baseline (PaddleOCRv4) across two public datasets (ICDAR 2015 and SVT), augmented with synthetic weather distortions to simulate realistic degradation. Our results reveal that while selected VLMs excel at holistic scene reasoning, lightweight CNN pipelines still achieve competitive accuracy for cropped text at a fraction of the computational cost-an important consideration for edge deployment. To foster future research, we release our weather-augmented benchmark and evaluation code publicly.
IndicSTR12: A Dataset for Indic Scene Text Recognition
The importance of Scene Text Recognition (STR) in today's increasingly digital world cannot be overstated. Given the significance of STR, data intensive deep learning approaches that auto-learn feature mappings have primarily driven the development of STR solutions. Several benchmark datasets and substantial work on deep learning models are available for Latin languages to meet this need. On more complex, syntactically and semantically, Indian languages spoken and read by 1.3 billion people, there is less work and datasets available. This paper aims to address the Indian space's lack of a comprehensive dataset by proposing the largest and most comprehensive real dataset - IndicSTR12 - and benchmarking STR performance on 12 major Indian languages. A few works have addressed the same issue, but to the best of our knowledge, they focused on a small number of Indian languages. The size and complexity of the proposed dataset are comparable to those of existing Latin contemporaries, while its multilingualism will catalyse the development of robust text detection and recognition models. It was created specifically for a group of related languages with different scripts. The dataset contains over 27000 word-images gathered from various natural scenes, with over 1000 word-images for each language. Unlike previous datasets, the images cover a broader range of realistic conditions, including blur, illumination changes, occlusion, non-iconic texts, low resolution, perspective text etc. Along with the new dataset, we provide a high-performing baseline on three models - PARSeq, CRNN, and STARNet.
BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.
What Makes a Scene ? Scene Graph-based Evaluation and Feedback for Controllable Generation
While text-to-image generation has been extensively studied, generating images from scene graphs remains relatively underexplored, primarily due to challenges in accurately modeling spatial relationships and object interactions. To fill this gap, we introduce Scene-Bench, a comprehensive benchmark designed to evaluate and enhance the factual consistency in generating natural scenes. Scene-Bench comprises MegaSG, a large-scale dataset of one million images annotated with scene graphs, facilitating the training and fair comparison of models across diverse and complex scenes. Additionally, we propose SGScore, a novel evaluation metric that leverages chain-of-thought reasoning capabilities of multimodal large language models (LLMs) to assess both object presence and relationship accuracy, offering a more effective measure of factual consistency than traditional metrics like FID and CLIPScore. Building upon this evaluation framework, we develop a scene graph feedback pipeline that iteratively refines generated images by identifying and correcting discrepancies between the scene graph and the image. Extensive experiments demonstrate that Scene-Bench provides a more comprehensive and effective evaluation framework compared to existing benchmarks, particularly for complex scene generation. Furthermore, our feedback strategy significantly enhances the factual consistency of image generation models, advancing the field of controllable image generation.
ReplaceAnything3D:Text-Guided 3D Scene Editing with Compositional Neural Radiance Fields
We introduce ReplaceAnything3D model (RAM3D), a novel text-guided 3D scene editing method that enables the replacement of specific objects within a scene. Given multi-view images of a scene, a text prompt describing the object to replace, and a text prompt describing the new object, our Erase-and-Replace approach can effectively swap objects in the scene with newly generated content while maintaining 3D consistency across multiple viewpoints. We demonstrate the versatility of ReplaceAnything3D by applying it to various realistic 3D scenes, showcasing results of modified foreground objects that are well-integrated with the rest of the scene without affecting its overall integrity.
Lay-Your-Scene: Natural Scene Layout Generation with Diffusion Transformers
We present Lay-Your-Scene (shorthand LayouSyn), a novel text-to-layout generation pipeline for natural scenes. Prior scene layout generation methods are either closed-vocabulary or use proprietary large language models for open-vocabulary generation, limiting their modeling capabilities and broader applicability in controllable image generation. In this work, we propose to use lightweight open-source language models to obtain scene elements from text prompts and a novel aspect-aware diffusion Transformer architecture trained in an open-vocabulary manner for conditional layout generation. Extensive experiments demonstrate that LayouSyn outperforms existing methods and achieves state-of-the-art performance on challenging spatial and numerical reasoning benchmarks. Additionally, we present two applications of LayouSyn. First, we show that coarse initialization from large language models can be seamlessly combined with our method to achieve better results. Second, we present a pipeline for adding objects to images, demonstrating the potential of LayouSyn in image editing applications.
Detailed Human-Centric Text Description-Driven Large Scene Synthesis
Text-driven large scene image synthesis has made significant progress with diffusion models, but controlling it is challenging. While using additional spatial controls with corresponding texts has improved the controllability of large scene synthesis, it is still challenging to faithfully reflect detailed text descriptions without user-provided controls. Here, we propose DetText2Scene, a novel text-driven large-scale image synthesis with high faithfulness, controllability, and naturalness in a global context for the detailed human-centric text description. Our DetText2Scene consists of 1) hierarchical keypoint-box layout generation from the detailed description by leveraging large language model (LLM), 2) view-wise conditioned joint diffusion process to synthesize a large scene from the given detailed text with LLM-generated grounded keypoint-box layout and 3) pixel perturbation-based pyramidal interpolation to progressively refine the large scene for global coherence. Our DetText2Scene significantly outperforms prior arts in text-to-large scene synthesis qualitatively and quantitatively, demonstrating strong faithfulness with detailed descriptions, superior controllability, and excellent naturalness in a global context.
Text-To-4D Dynamic Scene Generation
We present MAV3D (Make-A-Video3D), a method for generating three-dimensional dynamic scenes from text descriptions. Our approach uses a 4D dynamic Neural Radiance Field (NeRF), which is optimized for scene appearance, density, and motion consistency by querying a Text-to-Video (T2V) diffusion-based model. The dynamic video output generated from the provided text can be viewed from any camera location and angle, and can be composited into any 3D environment. MAV3D does not require any 3D or 4D data and the T2V model is trained only on Text-Image pairs and unlabeled videos. We demonstrate the effectiveness of our approach using comprehensive quantitative and qualitative experiments and show an improvement over previously established internal baselines. To the best of our knowledge, our method is the first to generate 3D dynamic scenes given a text description.
Break-A-Scene: Extracting Multiple Concepts from a Single Image
Text-to-image model personalization aims to introduce a user-provided concept to the model, allowing its synthesis in diverse contexts. However, current methods primarily focus on the case of learning a single concept from multiple images with variations in backgrounds and poses, and struggle when adapted to a different scenario. In this work, we introduce the task of textual scene decomposition: given a single image of a scene that may contain several concepts, we aim to extract a distinct text token for each concept, enabling fine-grained control over the generated scenes. To this end, we propose augmenting the input image with masks that indicate the presence of target concepts. These masks can be provided by the user or generated automatically by a pre-trained segmentation model. We then present a novel two-phase customization process that optimizes a set of dedicated textual embeddings (handles), as well as the model weights, striking a delicate balance between accurately capturing the concepts and avoiding overfitting. We employ a masked diffusion loss to enable handles to generate their assigned concepts, complemented by a novel loss on cross-attention maps to prevent entanglement. We also introduce union-sampling, a training strategy aimed to improve the ability of combining multiple concepts in generated images. We use several automatic metrics to quantitatively compare our method against several baselines, and further affirm the results using a user study. Finally, we showcase several applications of our method. Project page is available at: https://omriavrahami.com/break-a-scene/
Towards Models that Can See and Read
Visual Question Answering (VQA) and Image Captioning (CAP), which are among the most popular vision-language tasks, have analogous scene-text versions that require reasoning from the text in the image. Despite their obvious resemblance, the two are treated independently and, as we show, yield task-specific methods that can either see or read, but not both. In this work, we conduct an in-depth analysis of this phenomenon and propose UniTNT, a Unified Text-Non-Text approach, which grants existing multimodal architectures scene-text understanding capabilities. Specifically, we treat scene-text information as an additional modality, fusing it with any pretrained encoder-decoder-based architecture via designated modules. Thorough experiments reveal that UniTNT leads to the first single model that successfully handles both task types. Moreover, we show that scene-text understanding capabilities can boost vision-language models' performance on general VQA and CAP by up to 2.69% and 0.6 CIDEr, respectively.
SceneTeller: Language-to-3D Scene Generation
Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.
Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language. Project website: https://feature-splatting.github.io/
SceneBooth: Diffusion-based Framework for Subject-preserved Text-to-Image Generation
Due to the demand for personalizing image generation, subject-driven text-to-image generation method, which creates novel renditions of an input subject based on text prompts, has received growing research interest. Existing methods often learn subject representation and incorporate it into the prompt embedding to guide image generation, but they struggle with preserving subject fidelity. To solve this issue, this paper approaches a novel framework named SceneBooth for subject-preserved text-to-image generation, which consumes inputs of a subject image, object phrases and text prompts. Instead of learning the subject representation and generating a subject, our SceneBooth fixes the given subject image and generates its background image guided by the text prompts. To this end, our SceneBooth introduces two key components, i.e., a multimodal layout generation module and a background painting module. The former determines the position and scale of the subject by generating appropriate scene layouts that align with text captions, object phrases, and subject visual information. The latter integrates two adapters (ControlNet and Gated Self-Attention) into the latent diffusion model to generate a background that harmonizes with the subject guided by scene layouts and text descriptions. In this manner, our SceneBooth ensures accurate preservation of the subject's appearance in the output. Quantitative and qualitative experimental results demonstrate that SceneBooth significantly outperforms baseline methods in terms of subject preservation, image harmonization and overall quality.
LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation
In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.
Image Super-Resolution with Text Prompt Diffusion
Image super-resolution (SR) methods typically model degradation to improve reconstruction accuracy in complex and unknown degradation scenarios. However, extracting degradation information from low-resolution images is challenging, which limits the model performance. To boost image SR performance, one feasible approach is to introduce additional priors. Inspired by advancements in multi-modal methods and text prompt image processing, we introduce text prompts to image SR to provide degradation priors. Specifically, we first design a text-image generation pipeline to integrate text into SR dataset through the text degradation representation and degradation model. The text representation applies a discretization manner based on the binning method to describe the degradation abstractly. This representation method can also maintain the flexibility of language. Meanwhile, we propose the PromptSR to realize the text prompt SR. The PromptSR employs the diffusion model and the pre-trained language model (e.g., T5 and CLIP). We train the model on the generated text-image dataset. Extensive experiments indicate that introducing text prompts into image SR, yields excellent results on both synthetic and real-world images. Code: https://github.com/zhengchen1999/PromptSR.
ET3D: Efficient Text-to-3D Generation via Multi-View Distillation
Recent breakthroughs in text-to-image generation has shown encouraging results via large generative models. Due to the scarcity of 3D assets, it is hardly to transfer the success of text-to-image generation to that of text-to-3D generation. Existing text-to-3D generation methods usually adopt the paradigm of DreamFusion, which conducts per-asset optimization by distilling a pretrained text-to-image diffusion model. The generation speed usually ranges from several minutes to tens of minutes per 3D asset, which degrades the user experience and also imposes a burden to the service providers due to the high computational budget. In this work, we present an efficient text-to-3D generation method, which requires only around 8 ms to generate a 3D asset given the text prompt on a consumer graphic card. The main insight is that we exploit the images generated by a large pre-trained text-to-image diffusion model, to supervise the training of a text conditioned 3D generative adversarial network. Once the network is trained, we are able to efficiently generate a 3D asset via a single forward pass. Our method requires no 3D training data and provides an alternative approach for efficient text-to-3D generation by distilling pre-trained image diffusion models.
ARTIST: Improving the Generation of Text-rich Images by Disentanglement
Diffusion models have demonstrated exceptional capabilities in generating a broad spectrum of visual content, yet their proficiency in rendering text is still limited: they often generate inaccurate characters or words that fail to blend well with the underlying image. To address these shortcomings, we introduce a new framework named ARTIST. This framework incorporates a dedicated textual diffusion model to specifically focus on the learning of text structures. Initially, we pretrain this textual model to capture the intricacies of text representation. Subsequently, we finetune a visual diffusion model, enabling it to assimilate textual structure information from the pretrained textual model. This disentangled architecture design and the training strategy significantly enhance the text rendering ability of the diffusion models for text-rich image generation. Additionally, we leverage the capabilities of pretrained large language models to better interpret user intentions, contributing to improved generation quality. Empirical results on the MARIO-Eval benchmark underscore the effectiveness of the proposed method, showing an improvement of up to 15\% in various metrics.
Chat-Edit-3D: Interactive 3D Scene Editing via Text Prompts
Recent work on image content manipulation based on vision-language pre-training models has been effectively extended to text-driven 3D scene editing. However, existing schemes for 3D scene editing still exhibit certain shortcomings, hindering their further interactive design. Such schemes typically adhere to fixed input patterns, limiting users' flexibility in text input. Moreover, their editing capabilities are constrained by a single or a few 2D visual models and require intricate pipeline design to integrate these models into 3D reconstruction processes. To address the aforementioned issues, we propose a dialogue-based 3D scene editing approach, termed CE3D, which is centered around a large language model that allows for arbitrary textual input from users and interprets their intentions, subsequently facilitating the autonomous invocation of the corresponding visual expert models. Furthermore, we design a scheme utilizing Hash-Atlas to represent 3D scene views, which transfers the editing of 3D scenes onto 2D atlas images. This design achieves complete decoupling between the 2D editing and 3D reconstruction processes, enabling CE3D to flexibly integrate a wide range of existing 2D or 3D visual models without necessitating intricate fusion designs. Experimental results demonstrate that CE3D effectively integrates multiple visual models to achieve diverse editing visual effects, possessing strong scene comprehension and multi-round dialog capabilities. The code is available at https://sk-fun.fun/CE3D.
Iterative Answer Prediction with Pointer-Augmented Multimodal Transformers for TextVQA
Many visual scenes contain text that carries crucial information, and it is thus essential to understand text in images for downstream reasoning tasks. For example, a deep water label on a warning sign warns people about the danger in the scene. Recent work has explored the TextVQA task that requires reading and understanding text in images to answer a question. However, existing approaches for TextVQA are mostly based on custom pairwise fusion mechanisms between a pair of two modalities and are restricted to a single prediction step by casting TextVQA as a classification task. In this work, we propose a novel model for the TextVQA task based on a multimodal transformer architecture accompanied by a rich representation for text in images. Our model naturally fuses different modalities homogeneously by embedding them into a common semantic space where self-attention is applied to model inter- and intra- modality context. Furthermore, it enables iterative answer decoding with a dynamic pointer network, allowing the model to form an answer through multi-step prediction instead of one-step classification. Our model outperforms existing approaches on three benchmark datasets for the TextVQA task by a large margin.
ControlText: Unlocking Controllable Fonts in Multilingual Text Rendering without Font Annotations
This work demonstrates that diffusion models can achieve font-controllable multilingual text rendering using just raw images without font label annotations. Visual text rendering remains a significant challenge. While recent methods condition diffusion on glyphs, it is impossible to retrieve exact font annotations from large-scale, real-world datasets, which prevents user-specified font control. To address this, we propose a data-driven solution that integrates the conditional diffusion model with a text segmentation model, utilizing segmentation masks to capture and represent fonts in pixel space in a self-supervised manner, thereby eliminating the need for any ground-truth labels and enabling users to customize text rendering with any multilingual font of their choice. The experiment provides a proof of concept of our algorithm in zero-shot text and font editing across diverse fonts and languages, providing valuable insights for the community and industry toward achieving generalized visual text rendering.
GlyphDraw2: Automatic Generation of Complex Glyph Posters with Diffusion Models and Large Language Models
Posters play a crucial role in marketing and advertising, contributing significantly to industrial design by enhancing visual communication and brand visibility. With recent advances in controllable text-to-image diffusion models, more concise research is now focusing on rendering text within synthetic images. Despite improvements in text rendering accuracy, the field of end-to-end poster generation remains underexplored. This complex task involves striking a balance between text rendering accuracy and automated layout to produce high-resolution images with variable aspect ratios. To tackle this challenge, we propose an end-to-end text rendering framework employing a triple cross-attention mechanism rooted in align learning, designed to create precise poster text within detailed contextual backgrounds. Additionally, we introduce a high-resolution dataset that exceeds 1024 pixels in image resolution. Our approach leverages the SDXL architecture. Extensive experiments validate the ability of our method to generate poster images featuring intricate and contextually rich backgrounds. Codes will be available at https://github.com/OPPO-Mente-Lab/GlyphDraw2.
ViMo: A Generative Visual GUI World Model for App Agent
App agents, which autonomously operate mobile Apps through Graphical User Interfaces (GUIs), have gained significant interest in real-world applications. Yet, they often struggle with long-horizon planning, failing to find the optimal actions for complex tasks with longer steps. To address this, world models are used to predict the next GUI observation based on user actions, enabling more effective agent planning. However, existing world models primarily focus on generating only textual descriptions, lacking essential visual details. To fill this gap, we propose ViMo, the first visual world model designed to generate future App observations as images. For the challenge of generating text in image patches, where even minor pixel errors can distort readability, we decompose GUI generation into graphic and text content generation. We propose a novel data representation, the Symbolic Text Representation~(STR) to overlay text content with symbolic placeholders while preserving graphics. With this design, ViMo employs a STR Predictor to predict future GUIs' graphics and a GUI-text Predictor for generating the corresponding text. Moreover, we deploy ViMo to enhance agent-focused tasks by predicting the outcome of different action options. Experiments show ViMo's ability to generate visually plausible and functionally effective GUIs that enable App agents to make more informed decisions.
Focus on the Whole Character: Discriminative Character Modeling for Scene Text Recognition
Recently, scene text recognition (STR) models have shown significant performance improvements. However, existing models still encounter difficulties in recognizing challenging texts that involve factors such as severely distorted and perspective characters. These challenging texts mainly cause two problems: (1) Large Intra-Class Variance. (2) Small Inter-Class Variance. An extremely distorted character may prominently differ visually from other characters within the same category, while the variance between characters from different classes is relatively small. To address the above issues, we propose a novel method that enriches the character features to enhance the discriminability of characters. Firstly, we propose the Character-Aware Constraint Encoder (CACE) with multiple blocks stacked. CACE introduces a decay matrix in each block to explicitly guide the attention region for each token. By continuously employing the decay matrix, CACE enables tokens to perceive morphological information at the character level. Secondly, an Intra-Inter Consistency Loss (I^2CL) is introduced to consider intra-class compactness and inter-class separability at feature space. I^2CL improves the discriminative capability of features by learning a long-term memory unit for each character category. Trained with synthetic data, our model achieves state-of-the-art performance on common benchmarks (94.1% accuracy) and Union14M-Benchmark (61.6% accuracy). Code is available at https://github.com/bang123-box/CFE.
Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation
Synthesizing interactive 3D scenes from text is essential for gaming, virtual reality, and embodied AI. However, existing methods face several challenges. Learning-based approaches depend on small-scale indoor datasets, limiting the scene diversity and layout complexity. While large language models (LLMs) can leverage diverse text-domain knowledge, they struggle with spatial realism, often producing unnatural object placements that fail to respect common sense. Our key insight is that vision perception can bridge this gap by providing realistic spatial guidance that LLMs lack. To this end, we introduce Scenethesis, a training-free agentic framework that integrates LLM-based scene planning with vision-guided layout refinement. Given a text prompt, Scenethesis first employs an LLM to draft a coarse layout. A vision module then refines it by generating an image guidance and extracting scene structure to capture inter-object relations. Next, an optimization module iteratively enforces accurate pose alignment and physical plausibility, preventing artifacts like object penetration and instability. Finally, a judge module verifies spatial coherence. Comprehensive experiments show that Scenethesis generates diverse, realistic, and physically plausible 3D interactive scenes, making it valuable for virtual content creation, simulation environments, and embodied AI research.
Show, Attend and Read: A Simple and Strong Baseline for Irregular Text Recognition
Recognizing irregular text in natural scene images is challenging due to the large variance in text appearance, such as curvature, orientation and distortion. Most existing approaches rely heavily on sophisticated model designs and/or extra fine-grained annotations, which, to some extent, increase the difficulty in algorithm implementation and data collection. In this work, we propose an easy-to-implement strong baseline for irregular scene text recognition, using off-the-shelf neural network components and only word-level annotations. It is composed of a 31-layer ResNet, an LSTM-based encoder-decoder framework and a 2-dimensional attention module. Despite its simplicity, the proposed method is robust and achieves state-of-the-art performance on both regular and irregular scene text recognition benchmarks. Code is available at: https://tinyurl.com/ShowAttendRead
LucidDreamer: Towards High-Fidelity Text-to-3D Generation via Interval Score Matching
The recent advancements in text-to-3D generation mark a significant milestone in generative models, unlocking new possibilities for creating imaginative 3D assets across various real-world scenarios. While recent advancements in text-to-3D generation have shown promise, they often fall short in rendering detailed and high-quality 3D models. This problem is especially prevalent as many methods base themselves on Score Distillation Sampling (SDS). This paper identifies a notable deficiency in SDS, that it brings inconsistent and low-quality updating direction for the 3D model, causing the over-smoothing effect. To address this, we propose a novel approach called Interval Score Matching (ISM). ISM employs deterministic diffusing trajectories and utilizes interval-based score matching to counteract over-smoothing. Furthermore, we incorporate 3D Gaussian Splatting into our text-to-3D generation pipeline. Extensive experiments show that our model largely outperforms the state-of-the-art in quality and training efficiency.
Improving Image Restoration through Removing Degradations in Textual Representations
In this paper, we introduce a new perspective for improving image restoration by removing degradation in the textual representations of a given degraded image. Intuitively, restoration is much easier on text modality than image one. For example, it can be easily conducted by removing degradation-related words while keeping the content-aware words. Hence, we combine the advantages of images in detail description and ones of text in degradation removal to perform restoration. To address the cross-modal assistance, we propose to map the degraded images into textual representations for removing the degradations, and then convert the restored textual representations into a guidance image for assisting image restoration. In particular, We ingeniously embed an image-to-text mapper and text restoration module into CLIP-equipped text-to-image models to generate the guidance. Then, we adopt a simple coarse-to-fine approach to dynamically inject multi-scale information from guidance to image restoration networks. Extensive experiments are conducted on various image restoration tasks, including deblurring, dehazing, deraining, and denoising, and all-in-one image restoration. The results showcase that our method outperforms state-of-the-art ones across all these tasks. The codes and models are available at https://github.com/mrluin/TextualDegRemoval.
FonTS: Text Rendering with Typography and Style Controls
Visual text rendering are widespread in various real-world applications, requiring careful font selection and typographic choices. Recent progress in diffusion transformer (DiT)-based text-to-image (T2I) models show promise in automating these processes. However, these methods still encounter challenges like inconsistent fonts, style variation, and limited fine-grained control, particularly at the word-level. This paper proposes a two-stage DiT-based pipeline to address these problems by enhancing controllability over typography and style in text rendering. We introduce typography control fine-tuning (TC-FT), an parameter-efficient fine-tuning method (on 5% key parameters) with enclosing typography control tokens (ETC-tokens), which enables precise word-level application of typographic features. To further address style inconsistency in text rendering, we propose a text-agnostic style control adapter (SCA) that prevents content leakage while enhancing style consistency. To implement TC-FT and SCA effectively, we incorporated HTML-render into the data synthesis pipeline and proposed the first word-level controllable dataset. Through comprehensive experiments, we demonstrate the effectiveness of our approach in achieving superior word-level typographic control, font consistency, and style consistency in text rendering tasks. The datasets and models will be available for academic use.
Learning to Generate Semantic Layouts for Higher Text-Image Correspondence in Text-to-Image Synthesis
Existing text-to-image generation approaches have set high standards for photorealism and text-image correspondence, largely benefiting from web-scale text-image datasets, which can include up to 5~billion pairs. However, text-to-image generation models trained on domain-specific datasets, such as urban scenes, medical images, and faces, still suffer from low text-image correspondence due to the lack of text-image pairs. Additionally, collecting billions of text-image pairs for a specific domain can be time-consuming and costly. Thus, ensuring high text-image correspondence without relying on web-scale text-image datasets remains a challenging task. In this paper, we present a novel approach for enhancing text-image correspondence by leveraging available semantic layouts. Specifically, we propose a Gaussian-categorical diffusion process that simultaneously generates both images and corresponding layout pairs. Our experiments reveal that we can guide text-to-image generation models to be aware of the semantics of different image regions, by training the model to generate semantic labels for each pixel. We demonstrate that our approach achieves higher text-image correspondence compared to existing text-to-image generation approaches in the Multi-Modal CelebA-HQ and the Cityscapes dataset, where text-image pairs are scarce. Codes are available in this https://pmh9960.github.io/research/GCDP
DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling
Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors. Despite significant progress, existing methods struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework, to tackle the aforementioned three challenges mainly via two strategies. First, DreamScene employs Formation Pattern Sampling (FPS), a multi-timestep sampling strategy guided by the formation patterns of 3D objects, to form fast, semantically rich, and high-quality representations. FPS uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. Second, DreamScene employs a progressive three-stage camera sampling strategy, specifically designed for both indoor and outdoor settings, to effectively ensure object-environment integration and scene-wide 3D consistency. Last, DreamScene enhances scene editing flexibility by integrating objects and environments, enabling targeted adjustments. Extensive experiments validate DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Code and demos will be released at https://dreamscene-project.github.io .
ATT3D: Amortized Text-to-3D Object Synthesis
Text-to-3D modelling has seen exciting progress by combining generative text-to-image models with image-to-3D methods like Neural Radiance Fields. DreamFusion recently achieved high-quality results but requires a lengthy, per-prompt optimization to create 3D objects. To address this, we amortize optimization over text prompts by training on many prompts simultaneously with a unified model, instead of separately. With this, we share computation across a prompt set, training in less time than per-prompt optimization. Our framework - Amortized text-to-3D (ATT3D) - enables knowledge-sharing between prompts to generalize to unseen setups and smooth interpolations between text for novel assets and simple animations.
Turbo3D: Ultra-fast Text-to-3D Generation
We present Turbo3D, an ultra-fast text-to-3D system capable of generating high-quality Gaussian splatting assets in under one second. Turbo3D employs a rapid 4-step, 4-view diffusion generator and an efficient feed-forward Gaussian reconstructor, both operating in latent space. The 4-step, 4-view generator is a student model distilled through a novel Dual-Teacher approach, which encourages the student to learn view consistency from a multi-view teacher and photo-realism from a single-view teacher. By shifting the Gaussian reconstructor's inputs from pixel space to latent space, we eliminate the extra image decoding time and halve the transformer sequence length for maximum efficiency. Our method demonstrates superior 3D generation results compared to previous baselines, while operating in a fraction of their runtime.
Seedream 2.0: A Native Chinese-English Bilingual Image Generation Foundation Model
Rapid advancement of diffusion models has catalyzed remarkable progress in the field of image generation. However, prevalent models such as Flux, SD3.5 and Midjourney, still grapple with issues like model bias, limited text rendering capabilities, and insufficient understanding of Chinese cultural nuances. To address these limitations, we present Seedream 2.0, a native Chinese-English bilingual image generation foundation model that excels across diverse dimensions, which adeptly manages text prompt in both Chinese and English, supporting bilingual image generation and text rendering. We develop a powerful data system that facilitates knowledge integration, and a caption system that balances the accuracy and richness for image description. Particularly, Seedream is integrated with a self-developed bilingual large language model as a text encoder, allowing it to learn native knowledge directly from massive data. This enable it to generate high-fidelity images with accurate cultural nuances and aesthetic expressions described in either Chinese or English. Beside, Glyph-Aligned ByT5 is applied for flexible character-level text rendering, while a Scaled ROPE generalizes well to untrained resolutions. Multi-phase post-training optimizations, including SFT and RLHF iterations, further improve the overall capability. Through extensive experimentation, we demonstrate that Seedream 2.0 achieves state-of-the-art performance across multiple aspects, including prompt-following, aesthetics, text rendering, and structural correctness. Furthermore, Seedream 2.0 has been optimized through multiple RLHF iterations to closely align its output with human preferences, as revealed by its outstanding ELO score. In addition, it can be readily adapted to an instruction-based image editing model, such as SeedEdit, with strong editing capability that balances instruction-following and image consistency.
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
ITEM3D: Illumination-Aware Directional Texture Editing for 3D Models
Texture editing is a crucial task in 3D modeling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge in this task. To address this challenge, we propose ITEM3D, an illumination-aware model for automatic 3D object editing according to the text prompts. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge of text and 3D representation, and further optimizes the disentangled texture and environment map. Previous methods adopt the absolute editing direction namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in the noisy appearance and text inconsistency. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state-of-the-art methods on various 3D objects. We also perform text-guided relighting to show explicit control over lighting.
Traffic Scene Generation from Natural Language Description for Autonomous Vehicles with Large Language Model
Text-to-scene generation typically limits environmental diversity by generating key scenarios along predetermined paths. To address these constraints, we propose a novel text-to-traffic scene framework that leverages a large language model (LLM) to autonomously generate diverse traffic scenarios for the CARLA simulator based on natural language descriptions. Our pipeline comprises several key stages: (1) Prompt Analysis, where natural language inputs are decomposed; (2) Road Retrieval, selecting optimal roads from a database; (3) Agent Planning, detailing agent types and behaviors; (4) Road Ranking, scoring roads to match scenario requirements; and (5) Scene Generation, rendering the planned scenarios in the simulator. This framework supports both routine and critical traffic scenarios, enhancing its applicability. We demonstrate that our approach not only diversifies agent planning and road selection but also significantly reduces the average collision rate from 8% to 3.5% in SafeBench. Additionally, our framework improves narration and reasoning for driving captioning tasks. Our contributions and resources are publicly available at https://basiclab.github.io/TTSG.
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
A Survey on Text-Driven 360-Degree Panorama Generation
The advent of text-driven 360-degree panorama generation, enabling the synthesis of 360-degree panoramic images directly from textual descriptions, marks a transformative advancement in immersive visual content creation. This innovation significantly simplifies the traditionally complex process of producing such content. Recent progress in text-to-image diffusion models has accelerated the rapid development in this emerging field. This survey presents a comprehensive review of text-driven 360-degree panorama generation, offering an in-depth analysis of state-of-the-art algorithms and their expanding applications in 360-degree 3D scene generation. Furthermore, we critically examine current limitations and propose promising directions for future research. A curated project page with relevant resources and research papers is available at https://littlewhitesea.github.io/Text-Driven-Pano-Gen/.
Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion Models
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.
Playground v3: Improving Text-to-Image Alignment with Deep-Fusion Large Language Models
We introduce Playground v3 (PGv3), our latest text-to-image model that achieves state-of-the-art (SoTA) performance across multiple testing benchmarks, excels in graphic design abilities and introduces new capabilities. Unlike traditional text-to-image generative models that rely on pre-trained language models like T5 or CLIP text encoders, our approach fully integrates Large Language Models (LLMs) with a novel structure that leverages text conditions exclusively from a decoder-only LLM. Additionally, to enhance image captioning quality-we developed an in-house captioner, capable of generating captions with varying levels of detail, enriching the diversity of text structures. We also introduce a new benchmark CapsBench to evaluate detailed image captioning performance. Experimental results demonstrate that PGv3 excels in text prompt adherence, complex reasoning, and accurate text rendering. User preference studies indicate the super-human graphic design ability of our model for common design applications, such as stickers, posters, and logo designs. Furthermore, PGv3 introduces new capabilities, including precise RGB color control and robust multilingual understanding.
LISTER: Neighbor Decoding for Length-Insensitive Scene Text Recognition
The diversity in length constitutes a significant characteristic of text. Due to the long-tail distribution of text lengths, most existing methods for scene text recognition (STR) only work well on short or seen-length text, lacking the capability of recognizing longer text or performing length extrapolation. This is a crucial issue, since the lengths of the text to be recognized are usually not given in advance in real-world applications, but it has not been adequately investigated in previous works. Therefore, we propose in this paper a method called Length-Insensitive Scene TExt Recognizer (LISTER), which remedies the limitation regarding the robustness to various text lengths. Specifically, a Neighbor Decoder is proposed to obtain accurate character attention maps with the assistance of a novel neighbor matrix regardless of the text lengths. Besides, a Feature Enhancement Module is devised to model the long-range dependency with low computation cost, which is able to perform iterations with the neighbor decoder to enhance the feature map progressively. To the best of our knowledge, we are the first to achieve effective length-insensitive scene text recognition. Extensive experiments demonstrate that the proposed LISTER algorithm exhibits obvious superiority on long text recognition and the ability for length extrapolation, while comparing favourably with the previous state-of-the-art methods on standard benchmarks for STR (mainly short text).
SAGA: Learning Signal-Aligned Distributions for Improved Text-to-Image Generation
State-of-the-art text-to-image models produce visually impressive results but often struggle with precise alignment to text prompts, leading to missing critical elements or unintended blending of distinct concepts. We propose a novel approach that learns a high-success-rate distribution conditioned on a target prompt, ensuring that generated images faithfully reflect the corresponding prompts. Our method explicitly models the signal component during the denoising process, offering fine-grained control that mitigates over-optimization and out-of-distribution artifacts. Moreover, our framework is training-free and seamlessly integrates with both existing diffusion and flow matching architectures. It also supports additional conditioning modalities -- such as bounding boxes -- for enhanced spatial alignment. Extensive experiments demonstrate that our approach outperforms current state-of-the-art methods. The code is available at https://github.com/grimalPaul/gsn-factory.
UDiffText: A Unified Framework for High-quality Text Synthesis in Arbitrary Images via Character-aware Diffusion Models
Text-to-Image (T2I) generation methods based on diffusion model have garnered significant attention in the last few years. Although these image synthesis methods produce visually appealing results, they frequently exhibit spelling errors when rendering text within the generated images. Such errors manifest as missing, incorrect or extraneous characters, thereby severely constraining the performance of text image generation based on diffusion models. To address the aforementioned issue, this paper proposes a novel approach for text image generation, utilizing a pre-trained diffusion model (i.e., Stable Diffusion [27]). Our approach involves the design and training of a light-weight character-level text encoder, which replaces the original CLIP encoder and provides more robust text embeddings as conditional guidance. Then, we fine-tune the diffusion model using a large-scale dataset, incorporating local attention control under the supervision of character-level segmentation maps. Finally, by employing an inference stage refinement process, we achieve a notably high sequence accuracy when synthesizing text in arbitrarily given images. Both qualitative and quantitative results demonstrate the superiority of our method to the state of the art. Furthermore, we showcase several potential applications of the proposed UDiffText, including text-centric image synthesis, scene text editing, etc. Code and model will be available at https://github.com/ZYM-PKU/UDiffText .
Dynamic Typography: Bringing Words to Life
Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.
Learning Continuous 3D Words for Text-to-Image Generation
Current controls over diffusion models (e.g., through text or ControlNet) for image generation fall short in recognizing abstract, continuous attributes like illumination direction or non-rigid shape change. In this paper, we present an approach for allowing users of text-to-image models to have fine-grained control of several attributes in an image. We do this by engineering special sets of input tokens that can be transformed in a continuous manner -- we call them Continuous 3D Words. These attributes can, for example, be represented as sliders and applied jointly with text prompts for fine-grained control over image generation. Given only a single mesh and a rendering engine, we show that our approach can be adopted to provide continuous user control over several 3D-aware attributes, including time-of-day illumination, bird wing orientation, dollyzoom effect, and object poses. Our method is capable of conditioning image creation with multiple Continuous 3D Words and text descriptions simultaneously while adding no overhead to the generative process. Project Page: https://ttchengab.github.io/continuous_3d_words
TextFlux: An OCR-Free DiT Model for High-Fidelity Multilingual Scene Text Synthesis
Diffusion-based scene text synthesis has progressed rapidly, yet existing methods commonly rely on additional visual conditioning modules and require large-scale annotated data to support multilingual generation. In this work, we revisit the necessity of complex auxiliary modules and further explore an approach that simultaneously ensures glyph accuracy and achieves high-fidelity scene integration, by leveraging diffusion models' inherent capabilities for contextual reasoning. To this end, we introduce TextFlux, a DiT-based framework that enables multilingual scene text synthesis. The advantages of TextFlux can be summarized as follows: (1) OCR-free model architecture. TextFlux eliminates the need for OCR encoders (additional visual conditioning modules) that are specifically used to extract visual text-related features. (2) Strong multilingual scalability. TextFlux is effective in low-resource multilingual settings, and achieves strong performance in newly added languages with fewer than 1,000 samples. (3) Streamlined training setup. TextFlux is trained with only 1% of the training data required by competing methods. (4) Controllable multi-line text generation. TextFlux offers flexible multi-line synthesis with precise line-level control, outperforming methods restricted to single-line or rigid layouts. Extensive experiments and visualizations demonstrate that TextFlux outperforms previous methods in both qualitative and quantitative evaluations.
SceneDecorator: Towards Scene-Oriented Story Generation with Scene Planning and Scene Consistency
Recent text-to-image models have revolutionized image generation, but they still struggle with maintaining concept consistency across generated images. While existing works focus on character consistency, they often overlook the crucial role of scenes in storytelling, which restricts their creativity in practice. This paper introduces scene-oriented story generation, addressing two key challenges: (i) scene planning, where current methods fail to ensure scene-level narrative coherence by relying solely on text descriptions, and (ii) scene consistency, which remains largely unexplored in terms of maintaining scene consistency across multiple stories. We propose SceneDecorator, a training-free framework that employs VLM-Guided Scene Planning to ensure narrative coherence across different scenes in a ``global-to-local'' manner, and Long-Term Scene-Sharing Attention to maintain long-term scene consistency and subject diversity across generated stories. Extensive experiments demonstrate the superior performance of SceneDecorator, highlighting its potential to unleash creativity in the fields of arts, films, and games.
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure -- but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
GraphDreamer: Compositional 3D Scene Synthesis from Scene Graphs
As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.
Sketch2NeRF: Multi-view Sketch-guided Text-to-3D Generation
Recently, text-to-3D approaches have achieved high-fidelity 3D content generation using text description. However, the generated objects are stochastic and lack fine-grained control. Sketches provide a cheap approach to introduce such fine-grained control. Nevertheless, it is challenging to achieve flexible control from these sketches due to their abstraction and ambiguity. In this paper, we present a multi-view sketch-guided text-to-3D generation framework (namely, Sketch2NeRF) to add sketch control to 3D generation. Specifically, our method leverages pretrained 2D diffusion models (e.g., Stable Diffusion and ControlNet) to supervise the optimization of a 3D scene represented by a neural radiance field (NeRF). We propose a novel synchronized generation and reconstruction method to effectively optimize the NeRF. In the experiments, we collected two kinds of multi-view sketch datasets to evaluate the proposed method. We demonstrate that our method can synthesize 3D consistent contents with fine-grained sketch control while being high-fidelity to text prompts. Extensive results show that our method achieves state-of-the-art performance in terms of sketch similarity and text alignment.
LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation
Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.
Decorum: A Language-Based Approach For Style-Conditioned Synthesis of Indoor 3D Scenes
3D indoor scene generation is an important problem for the design of digital and real-world environments. To automate this process, a scene generation model should be able to not only generate plausible scene layouts, but also take into consideration visual features and style preferences. Existing methods for this task exhibit very limited control over these attributes, only allowing text inputs in the form of simple object-level descriptions or pairwise spatial relationships. Our proposed method Decorum enables users to control the scene generation process with natural language by adopting language-based representations at each stage. This enables us to harness recent advancements in Large Language Models (LLMs) to model language-to-language mappings. In addition, we show that using a text-based representation allows us to select furniture for our scenes using a novel object retrieval method based on multimodal LLMs. Evaluations on the benchmark 3D-FRONT dataset show that our methods achieve improvements over existing work in text-conditioned scene synthesis and object retrieval.
PanoDreamer: Consistent Text to 360-Degree Scene Generation
Automatically generating a complete 3D scene from a text description, a reference image, or both has significant applications in fields like virtual reality and gaming. However, current methods often generate low-quality textures and inconsistent 3D structures. This is especially true when extrapolating significantly beyond the field of view of the reference image. To address these challenges, we propose PanoDreamer, a novel framework for consistent, 3D scene generation with flexible text and image control. Our approach employs a large language model and a warp-refine pipeline, first generating an initial set of images and then compositing them into a 360-degree panorama. This panorama is then lifted into 3D to form an initial point cloud. We then use several approaches to generate additional images, from different viewpoints, that are consistent with the initial point cloud and expand/refine the initial point cloud. Given the resulting set of images, we utilize 3D Gaussian Splatting to create the final 3D scene, which can then be rendered from different viewpoints. Experiments demonstrate the effectiveness of PanoDreamer in generating high-quality, geometrically consistent 3D scenes.
PICD: Versatile Perceptual Image Compression with Diffusion Rendering
Recently, perceptual image compression has achieved significant advancements, delivering high visual quality at low bitrates for natural images. However, for screen content, existing methods often produce noticeable artifacts when compressing text. To tackle this challenge, we propose versatile perceptual screen image compression with diffusion rendering (PICD), a codec that works well for both screen and natural images. More specifically, we propose a compression framework that encodes the text and image separately, and renders them into one image using diffusion model. For this diffusion rendering, we integrate conditional information into diffusion models at three distinct levels: 1). Domain level: We fine-tune the base diffusion model using text content prompts with screen content. 2). Adaptor level: We develop an efficient adaptor to control the diffusion model using compressed image and text as input. 3). Instance level: We apply instance-wise guidance to further enhance the decoding process. Empirically, our PICD surpasses existing perceptual codecs in terms of both text accuracy and perceptual quality. Additionally, without text conditions, our approach serves effectively as a perceptual codec for natural images.
Conditional Text-to-Image Generation with Reference Guidance
Text-to-image diffusion models have demonstrated tremendous success in synthesizing visually stunning images given textual instructions. Despite remarkable progress in creating high-fidelity visuals, text-to-image models can still struggle with precisely rendering subjects, such as text spelling. To address this challenge, this paper explores using additional conditions of an image that provides visual guidance of the particular subjects for diffusion models to generate. In addition, this reference condition empowers the model to be conditioned in ways that the vocabularies of the text tokenizer cannot adequately represent, and further extends the model's generalization to novel capabilities such as generating non-English text spellings. We develop several small-scale expert plugins that efficiently endow a Stable Diffusion model with the capability to take different references. Each plugin is trained with auxiliary networks and loss functions customized for applications such as English scene-text generation, multi-lingual scene-text generation, and logo-image generation. Our expert plugins demonstrate superior results than the existing methods on all tasks, each containing only 28.55M trainable parameters.
ABCNet: Real-time Scene Text Spotting with Adaptive Bezier-Curve Network
Scene text detection and recognition has received increasing research attention. Existing methods can be roughly categorized into two groups: character-based and segmentation-based. These methods either are costly for character annotation or need to maintain a complex pipeline, which is often not suitable for real-time applications. Here we address the problem by proposing the Adaptive Bezier-Curve Network (ABCNet). Our contributions are three-fold: 1) For the first time, we adaptively fit arbitrarily-shaped text by a parameterized Bezier curve. 2) We design a novel BezierAlign layer for extracting accurate convolution features of a text instance with arbitrary shapes, significantly improving the precision compared with previous methods. 3) Compared with standard bounding box detection, our Bezier curve detection introduces negligible computation overhead, resulting in superiority of our method in both efficiency and accuracy. Experiments on arbitrarily-shaped benchmark datasets, namely Total-Text and CTW1500, demonstrate that ABCNet achieves state-of-the-art accuracy, meanwhile significantly improving the speed. In particular, on Total-Text, our realtime version is over 10 times faster than recent state-of-the-art methods with a competitive recognition accuracy. Code is available at https://tinyurl.com/AdelaiDet
AnyText: Multilingual Visual Text Generation And Editing
Diffusion model based Text-to-Image has achieved impressive achievements recently. Although current technology for synthesizing images is highly advanced and capable of generating images with high fidelity, it is still possible to give the show away when focusing on the text area in the generated image. To address this issue, we introduce AnyText, a diffusion-based multilingual visual text generation and editing model, that focuses on rendering accurate and coherent text in the image. AnyText comprises a diffusion pipeline with two primary elements: an auxiliary latent module and a text embedding module. The former uses inputs like text glyph, position, and masked image to generate latent features for text generation or editing. The latter employs an OCR model for encoding stroke data as embeddings, which blend with image caption embeddings from the tokenizer to generate texts that seamlessly integrate with the background. We employed text-control diffusion loss and text perceptual loss for training to further enhance writing accuracy. AnyText can write characters in multiple languages, to the best of our knowledge, this is the first work to address multilingual visual text generation. It is worth mentioning that AnyText can be plugged into existing diffusion models from the community for rendering or editing text accurately. After conducting extensive evaluation experiments, our method has outperformed all other approaches by a significant margin. Additionally, we contribute the first large-scale multilingual text images dataset, AnyWord-3M, containing 3 million image-text pairs with OCR annotations in multiple languages. Based on AnyWord-3M dataset, we propose AnyText-benchmark for the evaluation of visual text generation accuracy and quality. Our project will be open-sourced on https://github.com/tyxsspa/AnyText to improve and promote the development of text generation technology.
