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Photo with Shuning at ZJU.
Linzhan Mou
I am a first-year CS Ph.D. at Princeton, working with Prof. Szymon Rusinkiewicz at Princeton ImageX Labs (PIXL). My research focuses on generative models and robot learning.
I received my bechelor's degree at Zhejiang University with honors from Chu Kochen Honors College. I was advised by Prof. Kostas Daniilidis and Prof. Lingjie Liu at UPenn GRASP Lab.
I will join Meta AI as a research intern.
Publications
(* indicates equal contribution, † indicates corresponding author)Linzhan Mou, Jiahui Lei†, Chen Wang, Lingjie Liu, Kostas Daniilidis
ICCV 2025 (Highlight)
[abs] [arXiv] [website] [code] [video] [poster]
We present DIMO, a generative approach capable of generating diverse 3D motions for arbitrary objects from a single image. The core idea of our work is to leverage the rich priors in well-trained video models to extract the common motion patterns and then embed them into a shared low-dimensional latent space. Specifically, we first generate multiple videos of the same object with diverse motions. We then embed each motion into a latent vector and train a shared motion decoder to learn the distribution of motions represented by a structured and compact motion representation, i.e., neural key point trajectories. The canonical 3D Gaussians are then driven by these key points and fused to model the geometry and appearance. During inference time with learned latent space, we can instantly sample diverse 3D motions in a single-forward pass and support several interesting applications including 3D motion interpolation and language-guided motion generation.
Zhen Xu, Sida Peng, Chen Geng, Linzhan Mou, Zihan Yan, Jiaming Sun, Hujun Bao, Xiaowei Zhou†
CVPR 2024 (Highlight)
[abs] [arXiv] [website] [code] [video] [poster]
This paper tackles the challenge of creating relightable and animatable neural avatars from sparse-view (or even monocular) videos of dynamic humans under unknown illumination. Compared to studio environments, this setting is more practical and accessible but poses an extremely challenging ill-posed problem. Previous neural human reconstruction methods are able to reconstruct animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but cannot recover material parameters for relighting. While differentiable inverse rendering-based methods have succeeded in material recovery of static objects, it is not straightforward to extend them to dynamic humans as it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for inverse rendering. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space distances under arbitrary human poses. Specifically, we estimate coarse distances based on a parametric human model and compute fine distances by exploiting the local deformation invariance of SDF. Based on the HDQ algorithm, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover animatable and relightable neural avatars from sparse view (or monocular) inputs. Experiments demonstrate that our approach is able to produce superior results compared to state-of-the-art methods. Our code will be released for reproducibility.
Linzhan Mou*, Yili Liu*, Xuan Yu, Chenrui Han, Sitong Mao, Rong Xiong, Yue Wang†
CoRL 2024
[abs] [arXiv] [website] [code] [video] [poster]
Accurate perception of the dynamic environment is a fundamental task for autonomous driving and robot systems. This paper introduces Let Occ Flow, the first self-supervised work for joint 3D occupancy and occupancy flow prediction using only camera inputs, eliminating the need for 3D annotations. Utilizing TPV for unified scene representation and deformable attention layers for feature aggregation, our approach incorporates a novel attention-based temporal fusion module to capture dynamic object dependencies, followed by a 3D refine module for fine-gained volumetric representation. Besides, our method extends differentiable rendering to 3D volumetric flow fields, leveraging zero-shot 2D segmentation and optical flow cues for dynamic decomposition and motion optimization. Extensive experiments on nuScenes and KITTI datasets demonstrate the competitive performance of our approach over prior state-of-the-art methods.
Haokun Lin*, Haobo Xu*, Yichen Wu*, Jingzhi Cui, Linzhan Mou, Linqi Song, Zhenan Sun, Ying Wei
NeurIPS 2024 (Oral)
[abs] [arXiv] [website] [code] [video] [poster]
Quantization of large language models (LLMs) faces significant challenges, particularly due to the presence of outlier activations that impede efficient low-bit representation. Traditional approaches predominantly address Normal Outliers, which are activations across all tokens with relatively large magnitudes. However, these methods struggle with smoothing Massive Outliers that display significantly larger values, which leads to significant performance degradation in low-bit quantization. In this paper, we introduce DuQuant, a novel approach that utilizes rotation and permutation transformations to more effectively mitigate both massive and normal outliers. First, DuQuant starts by constructing the rotation matrix, using specific outlier dimensions as prior knowledge, to redistribute outliers to adjacent channels by block-wise rotation. Second, We further employ a zigzag permutation to balance the distribution of outliers across blocks, thereby reducing block-wise variance. A subsequent rotation further smooths the activation landscape, enhancing model performance. DuQuant establishs new state-of-the-art baselines for 4-bit weight-activation quantization across various model types and downstream tasks.
Shaoting Zhu*, Linzhan Mou*, Derun Li, Baijun Ye, Runhan Huang, Hang Zhao†
RA-L 2025
CoRL 2025 LSRW Workshop [abs] [arXiv] [website] [code] [video] [poster]
Recent success in legged robot locomotion is attributed to the integration of reinforcement learning and physical simulators. However, these policies often encounter challenges when deployed in real-world environments due to sim-to-real gaps, as simulators typically fail to replicate visual realism and complex real-world geometry. Moreover, the lack of realistic visual rendering limits the ability of these policies to support high-level tasks requiring RGB-based perception like ego-centric navigation. This paper presents a Real-to-Sim-to-Real framework that generates photorealistic and physically interactive "digital twin" simulation environments for visual navigation and locomotion learning. Our approach leverages 3D Gaussian Splatting (3DGS) based scene reconstruction from multi-view images and integrates these environments into simulations that support ego-centric visual perception and mesh-based physical interactions. To demonstrate its effectiveness, we train a reinforcement learning policy within the simulator to perform a visual goal-tracking task. Extensive experiments show that our framework achieves RGB-only sim-to-real policy transfer. Additionally, our framework facilitates the rapid adaptation of robot policies with effective exploration capability in complex new environments, highlighting its potential for applications in households and factories.
Linzhan Mou*, Jun-Kun Chen*, Yu-Xiong Wang
CVPR 2024
[abs] [arXiv] [website] [code] [video] [poster]
This paper proposes Instruct 4D-to-4D that achieves 4D awareness and spatial-temporal consistency for 2D diffusion models to generate high-quality instruction-guided dynamic scene editing results. Traditional applications of 2D diffusion models in dynamic scene editing often result in inconsistency, primarily due to their inherent frame-by-frame editing methodology. Addressing the complexities of extending instruction-guided editing to 4D, our key insight is to treat a 4D scene as a pseudo-3D scene, decoupled into two sub-problems: achieving temporal consistency in video editing and applying these edits to the pseudo-3D scene. Following this, we first enhance the Instruct-Pix2Pix (IP2P) model with an anchor-aware attention module for batch processing and consistent editing. Additionally, we integrate optical flow-guided appearance propagation in a sliding window fashion for more precise frame-to-frame editing and incorporate depth-based projection to manage the extensive data of pseudo-3D scenes, followed by iterative editing to achieve convergence. We extensively evaluate our approach in various scenes and editing instructions, and demonstrate that it achieves spatially and temporally consistent editing results, with significantly enhanced detail and sharpness over the prior art. Notably, Instruct 4D-to-4D is general and applicable to both monocular and challenging multi-camera scenes.
Service
- Reviewer: CVPR, ICCV, NeurIPS, ICLR, SIGGRAPH Asia, Eurographics, RA-L, ICRA, TVCG