I received my B.Sci. degree in 2019 from the department of Computer Science and Technology at Nanjing University. In September 2019, I was admitted to pursue a Ph.D. degree in the department of Computer Science and Technology at Nanjing University under the supervision of Prof.Yanwen Guo.
My research interests lie in human-centric design of digital agents.
@article{zhan2026magpie,
title={Magpie: Real-Time World Renderer for Interactive Games},
author={Zhan, Xiaoyu and Wang, Xinyu and Zhang, Xiaohong and Zhu, Huanjie and Sun, Tengjiao and Fang, Pengcheng and Yu, Jiaxing and Guo, Yanwen and Fu, Dongjie},
journal={arXiv preprint arXiv:2608.27168},
year={2026},
url={https://arxiv.org/abs/2608.27168}
}
Modern game development relies heavily on conventional graphics pipelines. High-quality visual content requires modeling, material authoring, animation, lighting, effects, and runtime optimization, making asset production expensive and extending the development cycle of game prototypes. Recently, video foundation models are beginning to change film and video production, but games differ from linear media, they require not only continuous and realistic imagery, but also stable and reproducible gameplay rules, object states, and interaction outcomes. We present Magpie, a real-time generative world-rendering system for interactive games. Magpie separates gameplay execution from visual generation. Designers define scenes and rules in a game engine. At runtime, the Game Engine resolves player actions and maintains world state, while an independent Render Server generates visual output from white-box frames produced by the engine. The Render Server receives a text prompt and a first-frame image specifying the visual style only during initialization. During subsequent interaction, white-box frames serve as the continuing denoising condition, and camera poses retrieve historical frames relevant to the current viewpoint. Player actions, state variables, object properties, and event signals remain in the Game Engine and will not be passed directly to the Render Server. The generative model is therefore responsible for visual presentation, while the Game Engine continues to execute gameplay rules and control state. To train Magpie, we manually collect approximately 300 hours of interactive video in Unreal Engine scenes. The data covers basic locomotion, viewpoint changes, driving, sitting, collision interactions, and idle states, with synchronized high-fidelity renderings, white-box renderings, camera poses, and structured interaction records. Magpie provides a system-level implementation path for applying generative models to real-time game rendering. It preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.
UMo: Unified Sparse Motion Modeling for Real-Time Co-Speech Avatars
@misc{zhan2026umounifiedsparsemotion,
title={UMo: Unified Sparse Motion Modeling for Real-Time Co-Speech Avatars},
author={Zhan, Xiaoyu and Fu, Xinyu and Yang, Chenghao and Zhang, Xiaohong and Fu, Dongjie and Fang, Pengcheng and Sun, Tengjiao and Cai, Xiaohao and Kim, Hansung and Li, Yuanqi and Guo, Jie and Guo, Yanwen},
year={2026},
eprint={2605.14731},
archivePrefix={arXiv},
primaryClass={cs.GR},
url={https://arxiv.org/abs/2605.14731},
}
Speech-driven gestures and facial animations are fundamental to expressive digital avatars in games, virtual production, and interactive media. However, existing methods are either limited to a single modality for audio motion alignment, failing to fully utilize the potential of massive human motion data, or are constrained by the representation ability and throughput of multimodal models, which makes it difficult to achieve high-quality motion generation or real-time performance. We present UMo, a unified sparse motion modeling architecture for real-time co-speech avatars, which processes text, audio, and motion tokens within a unified formulation. Leveraging a spatially sparse Mixture-of-Experts framework and a temporally sparse, keyframe-centric design, UMo efficiently performs real-time dense reconstruction, enabling temporally coherent and high-fidelity animation generation for both facial expressions and gestures. Furthermore, we implement a multi-stage training strategy with targeted audio augmentation to enhance acoustic diversity and semantic consistency. Consequently, UMo preserves fine-grained speech-motion alignment even under strict latency constraints. Extensive quantitative and qualitative evaluations show that UMo achieves better output quality under low latency and real-time performance constraints, offering a practical solution for high-fidelity real-time co-speech avatars.
2025
Test-Time-Matching: Decouple Personality, Memory, and Linguistic Style in LLM-based Role-Playing Language Agent
@misc{zhan2025ttm,
title={Test-Time-Matching: Decouple Personality, Memory, and Linguistic Style in LLM-based Role-Playing Language Agent},
author={Zhan, Xiaoyu and Fu, Xinyu and Sun, Hao and Li, Yuanqi and Guo, Jie and Guo, Yanwen},
year={2025},
eprint={2507.16799},
archivePrefix={arXiv},
primaryClass={cs.CL},
url={https://arxiv.org/abs/2507.16799},
}
The rapid advancement of large language models (LLMs) has enabled role-playing language agents to demonstrate significant potential in various applications. However, relying solely on prompts and contextual inputs often proves insufficient for achieving deep immersion in specific roles, particularly well-known fictional or public figures. On the other hand, fine-tuning-based approaches face limitations due to the challenges associated with data collection and the computational resources required for training, thereby restricting their broader applicability. To address these issues, we propose Test-Time-Matching (TTM), a training-free role-playing framework through test-time scaling and context engineering. TTM uses LLM agents to automatically decouple a character’s features into personality, memory, and linguistic style. Our framework involves a structured, three-stage generation pipeline that utilizes these features for controlled role-playing. It achieves high-fidelity role-playing performance, also enables seamless combinations across diverse linguistic styles and even variations in personality and memory. We evaluate our framework through human assessment, and the results demonstrate that our method achieves the outstanding performance in generating expressive and stylistically consistent character dialogues.
Actial: Activate Spatial Reasoning Ability of Multimodal Large Language Models
@inproceedings{
zhan2025actial,
title={Actial: Activate Spatial Reasoning Ability of Multimodal Large Language Models},
author={Xiaoyu Zhan and Wenxuan Huang and Hao Sun and Xinyu Fu and Changfeng Ma and Shaosheng Cao and Bohan Jia and Shaohui Lin and Zhenfei Yin and LEI BAI and Wanli Ouyang and Yuanqi Li and Jie Guo and Yanwen Guo},
booktitle={The Thirty-ninth Annual Conference on Neural Information Processing Systems},
year={2025},
url={https://openreview.net/forum?id=jquTBzt3Av}
}
Recent advances in Multimodal Large Language Models (MLLMs) have significantly improved 2D visual understanding, prompting interest in their application to complex 3D reasoning tasks. However, it remains unclear whether these models can effectively capture the detailed spatial information required for robust real-world performance, especially cross-view consistency, a key requirement for accurate 3D reasoning. Considering this issue, we introduce Viewpoint Learning, a task designed to evaluate and improve the spatial reasoning capabilities of MLLMs. We present the Viewpoint-100K dataset, consisting of 100K object-centric image pairs with diverse viewpoints and corresponding question-answer pairs. Our approach employs a two-stage fine-tuning strategy: first, foundational knowledge is injected to the baseline MLLM via Supervised Fine-Tuning (SFT) on Viewpoint-100K, resulting in significant improvements across multiple tasks; second, generalization is enhanced through Reinforcement Learning using the Group Relative Policy Optimization (GRPO) algorithm on a broader set of questions. Additionally, we introduce a hybrid cold-start initialization method designed to simultaneously learn viewpoint representations and maintain coherent reasoning thinking. Experimental results show that our approach significantly activates the spatial reasoning ability of MLLM, improving performance on both in-domain and out-of-domain reasoning tasks. Our findings highlight the value of developing foundational spatial skills in MLLMs, supporting future progress in robotics, autonomous systems, and 3D scene understanding.
Make PBR Materials Tileable with Latent Diffusion Inpainting
@ARTICLE{10982120,
author={Zhan, Xiaoyu and Yang, Jianxin and Wang, Jun and Li, Yuanqi and Guo, Jie and Guo, Yanwen},
journal={IEEE Transactions on Visualization and Computer Graphics},
title={Make PBR Materials Tileable With Latent Diffusion Inpainting},
year={2025},
volume={31},
number={10},
pages={8256-8267},
doi={10.1109/TVCG.2025.3566315}}
Physically-based-rendering (PBR) materials are crucial in modern rendering pipelines, and many studies have focused on acquiring these materials from reality or images. However, existing methods may result in non-tileable results, since the realistic inputs usually have seams. Compared to non-tileable materials, tileable PBR materials have more universal application scenarios. To address this issue, we introduce MaTi, a novel pipeline that converts non-tileable PBR materials into tileable ones with minimal distortion. MaTi rearranges material patches to align boundaries at the center of the image, and then uses a diffusion model to inpaint the seams. We use scaled gamma correction to reduce the occurrence of collapse when processing special material maps. The color correction and triangular blending are adopt to preserve the original material information. Additionally, we design a division and blending strategy to efficiently handle high resolution materials. Our experiments demonstrate that MaTi can seamlessly modify PBR materials while preserving the original information, outperforming existing synthesis methods.
2024
LiDAR-Net: A Real-scanned 3D Point Cloud Dataset for Indoor Scenes
@inproceedings{guo2024lidarnet,
title = {LiDAR-Net: A Real-scanned 3D Point Cloud Dataset for Indoor Scenes},
author = {Guo, Yanwen and Li, Yuanqi and Ren, Dayong and Zhang, Xiaohong and Li, Jiawei and Pu, Liang and Ma, Changfeng and Zhan, Xiaoyu and Guo, Jie and Wei, Mingqiang and Zhang, Yan and Yu, Piaopiao and Yang, Shuangyu and Ji, Donghao and Ye, Huisheng and Sun, Hao and Liu, Yansong and Chen, Yinuo and Zhu, Jiaqi and Liu, Hongyu},
booktitle = {Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)},
year = {2024},
}
In this paper, we present LiDAR-Net, a new real-scanned indoor point cloud dataset, containing nearly 3.6 billion precisely point-level annotated points, covering an expansive area of 30,000m2. It encompasses three prevalent daily environments, including learning scenes, working scenes, and living scenes. LiDAR-Net is characterized by its non-uniform point distribution, e.g., scanning holes and scanning lines. Additionally, it meticulously records and annotates scanning anomalies, including reflection noise and ghost. These anomalies stem from specular reflections on glass or metal, as well as distortions due to moving persons. LiDAR-Net's realistic representation of non-uniform distribution and anomalies significantly enhances the training of deep learning models, leading to improved generalization in practical applications. We thoroughly evaluate the performance of state-of-the-art algorithms on LiDAR-Net and provide a detailed analysis of the results. Crucially, our research identifies several fundamental challenges in understanding indoor point clouds, contributing essential insights to future explorations in this field.
@inproceedings{zhan2024shert,
title = {Semantic Human Mesh Reconstruction with Textures},
author = {Zhan, Xiaoyu and Yang, Jianxin and Li, Yuanqi and Guo, Jie and Guo, Yanwen and Wang, Wenping},
booktitle = {Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)},
year = {2024},
}
The field of 3D detailed human mesh reconstruction has made significant progress in recent years. However, current methods still face challenges when used in industrial applications due to unstable results, low-quality meshes, and a lack of UV unwrapping and skinning weights. In this paper, we present SHERT, a novel pipeline that can reconstruct semantic human meshes with textures and high-precision details. SHERT applies semantic and normal-based sampling between the detailed surface (e.g. mesh and SDF) and the corresponding SMPL-X model to obtain a partially sampled semantic mesh and then generates the complete semantic mesh by our specifically designed self-supervised completion and refinement networks. Using the complete semantic mesh as a basis, we employ a texture diffusion model to create human textures that are driven by both images and texts. Our reconstructed meshes have stable UV unwrapping, high-quality triangle meshes, and consistent semantic information. The given SMPL-X model provides semantic information and shape priors, allowing SHERT to perform well even with incorrect and incomplete inputs. The semantic information also makes it easy to substitute and animate different body parts such as the face, body, and hands. Quantitative and qualitative experiments demonstrate that SHERT is capable of producing high-fidelity and robust semantic meshes that outperform state-of-the-art methods.