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Haohan Weng

Publications and source records attributed to Haohan Weng.

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Mesh BDF: Barycentric Dominance Field for 3D Native Mesh Generation

Autoregressive (AR) modeling has recently achieved remarkable progress in native 3D mesh generation, largely due to its natural ability to handle variable-length, discrete data structures. However, the inherent constraints of the AR paradigm severely restrict the generated meshes, leading to limited face counts, bounded vertex resolutions, and difficulties in supporting textures. To overcome these bottlenecks, we propose the Barycentric Dominance Field (BDF), a continuous representation defined on triangular mesh surfaces that elegantly encodes vertex topological connectivity. BDF bridges the fundamental gap between discrete mesh topology and continuous diffusion-based generative modeling by transforming connectivity into a continuous surface signal. As an intrinsic mesh property, BDF shares strong similarities with texture maps, enabling its seamless integration into existing 3D diffusion pipelines without requiring architectural modifications. Extensive experiments demonstrate that BDF empowers diffusion models to generate native meshes with significantly higher quality, greater scalability, and stronger robustness compared to state-of-the-art autoregressive methods.

cs.CV

PolyFlow: Continuous Topology Embedding Flow Matching for Artist-style Mesh Generation

Autoregressive Transformers dominate high-quality mesh generation by producing artist-worthy topologies, yet their inherent sequential decoding induces substantial computational overhead, falling orders of magnitude slower than parallel generative models. On the other hand, while continuous diffusion and flow-matching methods support efficient parallel synthesis across a variety of domains, they cannot be directly applied to meshes: mesh connectivity is inherently discrete and incompatible with standard continuous noise injection and denoising operations. To resolve this fundamental incompatibility, we introduce a compact topology embedder that projects discrete mesh vertex positions and normals into continuous per-vertex embeddings, where the original discrete adjacency information can be faithfully recovered via spacetime distance thresholding. After pretraining and freezing this embedder, any raw mesh can be fully converted into a continuous per-vertex state space unifying position, normal, and implicit topological attributes. Built upon this novel continuous mesh representation, we present PolyFlow, a Transformer-based flow-matching framework that achieves fully parallel vertex state denoising conditioned on extracted point-cloud features. During inference, our model completes generation rapidly via an ODE solver, and supports explicit, precise control over output mesh resolution by directly specifying the target vertex count. Extensive evaluations on the Toys4K benchmark demonstrate that PolyFlow surpasses state-of-the-art autoregressive baselines in both Chamfer Distance and Hausdorff Distance.

cs.GR

MeshFIM: Local Low-Poly Mesh Editing via Fill-in-the-Middle Autoregressive Generation

Autoregressive (AR) models can generate high-quality low-poly meshes from point clouds, but they still operate in an all-or-nothing manner: when a local region is unsatisfactory, the entire mesh must be regenerated, wasting computation and destroying satisfactory mesh structure elsewhere. We introduce MeshFIM, a Fill-in-the-Middle (FIM) framework that regenerates a target region of a low-poly mesh conditioned on the surrounding context. MeshFIM addresses three mesh-specific challenges: enforcing exact attachment along the exposed boundary, preserving topological order in the context, and suppressing overflow beyond the intended region. It does so with five complementary design choices: boundary vertex markers, context positional embeddings, expanded context width, context augmentation, and a low-poly geometry encoder whose gated subtraction mechanism focuses generation on the missing region by leveraging the difference between the reference surface and the existing mesh. Detailed ablation studies are presented to show the effectiveness of every introduced component. Based on MeshFIM, we demonstrate two applications: interactive brush-based editing and automatic defect repair on low-poly mesh (see Figure 1). Last but not least, experiments show that MeshFIM outperforms a range of baselines in mesh refinement, mesh repair and whole mesh generation plus stitch-back scheme.

cs.GR

Mesh-Pro: Asynchronous Advantage-guided Ranking Preference Optimization for Artist-style Quadrilateral Mesh Generation

Reinforcement learning (RL) has demonstrated remarkable success in text and image generation, yet its potential in 3D generation remains largely unexplored. Existing attempts typically rely on offline direct preference optimization (DPO) method, which suffers from low training efficiency and limited generalization. In this work, we aim to enhance both the training efficiency and generation quality of RL in 3D mesh generation. Specifically, (1) we design the first asynchronous online RL framework tailored for 3D mesh generation post-training efficiency improvement, which is 3.75$\times$ faster than synchronous RL. (2) We propose Advantage-guided Ranking Preference Optimization (ARPO), a novel RL algorithm that achieves a better trade-off between training efficiency and generalization than current RL algorithms designed for 3D mesh generation, such as DPO and group relative policy optimization (GRPO). (3) Based on asynchronous ARPO, we propose Mesh-Pro, which additionally introduces a novel diagonal-aware mixed triangular-quadrilateral tokenization for mesh representation and a ray-based reward for geometric integrity. Mesh-Pro achieves state-of-the-art performance on artistic and dense meshes.

cs.CV

QuadGPT: Native Quadrilateral Mesh Generation with Autoregressive Models

The generation of quadrilateral-dominant meshes is a cornerstone of professional 3D content creation. However, existing generative models generate quad meshes by first generating triangle meshes and then merging triangles into quadrilaterals with some specific rules, which typically produces quad meshes with poor topology. In this paper, we introduce QuadGPT, the first autoregressive framework for generating quadrilateral meshes in an end-to-end manner. QuadGPT formulates this as a sequence prediction paradigm, distinguished by two key innovations: a unified tokenization method to handle mixed topologies of triangles and quadrilaterals, and a specialized Reinforcement Learning fine-tuning method tDPO for better generation quality. Extensive experiments demonstrate that QuadGPT significantly surpasses previous triangle-to-quad conversion pipelines in both geometric accuracy and topological quality. Our work establishes a new benchmark for native quad-mesh generation and showcases the power of combining large-scale autoregressive models with topology-aware RL refinement for creating structured 3D assets.

cs.CV

Hunyuan3D Studio: End-to-End AI Pipeline for Game-Ready 3D Asset Generation

The creation of high-quality 3D assets, a cornerstone of modern game development, has long been characterized by labor-intensive and specialized workflows. This paper presents Hunyuan3D Studio, an end-to-end AI-powered content creation platform designed to revolutionize the game production pipeline by automating and streamlining the generation of game-ready 3D assets. At its core, Hunyuan3D Studio integrates a suite of advanced neural modules (such as Part-level 3D Generation, Polygon Generation, Semantic UV, etc.) into a cohesive and user-friendly system. This unified framework allows for the rapid transformation of a single concept image or textual description into a fully-realized, production-quality 3D model complete with optimized geometry and high-fidelity PBR textures. We demonstrate that assets generated by Hunyuan3D Studio are not only visually compelling but also adhere to the stringent technical requirements of contemporary game engines, significantly reducing iteration time and lowering the barrier to entry for 3D content creation. By providing a seamless bridge from creative intent to technical asset, Hunyuan3D Studio represents a significant leap forward for AI-assisted workflows in game development and interactive media.

cs.CV

Topology-Preserved Auto-regressive Mesh Generation in the Manner of Weaving Silk

Existing auto-regressive mesh generation approaches suffer from ineffective topology preservation, which is crucial for practical applications. This limitation stems from previous mesh tokenization methods treating meshes as simple collections of equivalent triangles, lacking awareness of the overall topological structure during generation. To address this issue, we propose a novel mesh tokenization algorithm that provides a canonical topological framework through vertex layering and ordering, ensuring critical geometric properties including manifoldness, watertightness, face normal consistency, and part awareness in the generated meshes. Measured by Compression Ratio and Bits-per-face, we also achieved state-of-the-art compression efficiency. Furthermore, we introduce an online non-manifold data processing algorithm and a training resampling strategy to expand the scale of trainable dataset and avoid costly manual data curation. Experimental results demonstrate the effectiveness of our approach, showcasing not only intricate mesh generation but also significantly improved geometric integrity.

cs.CV

Auto-Regressive Surface Cutting

Surface cutting is a fundamental task in computer graphics, with applications in UV parameterization, texture mapping, and mesh decomposition. However, existing methods often produce technically valid but overly fragmented atlases that lack semantic coherence. We introduce SeamGPT, an auto-regressive model that generates cutting seams by mimicking professional workflows. Our key technical innovation lies in formulating surface cutting as a next token prediction task: sample point clouds on mesh vertices and edges, encode them as shape conditions, and employ a GPT-style transformer to sequentially predict seam segments with quantized 3D coordinates. Our approach achieves exceptional performance on UV unwrapping benchmarks containing both manifold and non-manifold meshes, including artist-created, and 3D-scanned models. In addition, it enhances existing 3D segmentation tools by providing clean boundaries for part decomposition.

cs.GR

Mesh-RFT: Enhancing Mesh Generation via Fine-grained Reinforcement Fine-Tuning

Existing pretrained models for 3D mesh generation often suffer from data biases and produce low-quality results, while global reinforcement learning (RL) methods rely on object-level rewards that struggle to capture local structure details. To address these challenges, we present Mesh-RFT, a novel fine-grained reinforcement fine-tuning framework that employs Masked Direct Preference Optimization (M-DPO) to enable localized refinement via quality-aware face masking. To facilitate efficient quality evaluation, we introduce an objective topology-aware scoring system to evaluate geometric integrity and topological regularity at both object and face levels through two metrics: Boundary Edge Ratio (BER) and Topology Score (TS). By integrating these metrics into a fine-grained RL strategy, Mesh-RFT becomes the first method to optimize mesh quality at the granularity of individual faces, resolving localized errors while preserving global coherence. Experiment results show that our M-DPO approach reduces Hausdorff Distance (HD) by 24.6% and improves Topology Score (TS) by 3.8% over pre-trained models, while outperforming global DPO methods with a 17.4% HD reduction and 4.9% TS gain. These results demonstrate Mesh-RFT's ability to improve geometric integrity and topological regularity, achieving new state-of-the-art performance in production-ready mesh generation. Project Page: https://hitcslj.github.io/mesh-rft/.

cs.CV

FreeMesh: Boosting Mesh Generation with Coordinates Merging

The next-coordinate prediction paradigm has emerged as the de facto standard in current auto-regressive mesh generation methods. Despite their effectiveness, there is no efficient measurement for the various tokenizers that serialize meshes into sequences. In this paper, we introduce a new metric Per-Token-Mesh-Entropy (PTME) to evaluate the existing mesh tokenizers theoretically without any training. Building upon PTME, we propose a plug-and-play tokenization technique called coordinate merging. It further improves the compression ratios of existing tokenizers by rearranging and merging the most frequent patterns of coordinates. Through experiments on various tokenization methods like MeshXL, MeshAnything V2, and Edgerunner, we further validate the performance of our method. We hope that the proposed PTME and coordinate merging can enhance the existing mesh tokenizers and guide the further development of native mesh generation.

cs.GR

Nautilus: Locality-aware Autoencoder for Scalable Mesh Generation

Triangle meshes are fundamental to 3D applications, enabling efficient modification and rasterization while maintaining compatibility with standard rendering pipelines. However, current automatic mesh generation methods typically rely on intermediate representations that lack the continuous surface quality inherent to meshes. Converting these representations into meshes produces dense, suboptimal outputs. Although recent autoregressive approaches demonstrate promise in directly modeling mesh vertices and faces, they are constrained by the limitation in face count, scalability, and structural fidelity. To address these challenges, we propose Nautilus, a locality-aware autoencoder for artist-like mesh generation that leverages the local properties of manifold meshes to achieve structural fidelity and efficient representation. Our approach introduces a novel tokenization algorithm that preserves face proximity relationships and compresses sequence length through locally shared vertices and edges, enabling the generation of meshes with an unprecedented scale of up to 5,000 faces. Furthermore, we develop a Dual-stream Point Conditioner that provides multi-scale geometric guidance, ensuring global consistency and local structural fidelity by capturing fine-grained geometric features. Extensive experiments demonstrate that Nautilus significantly outperforms state-of-the-art methods in both fidelity and scalability. The project page is at https://nautilusmeshgen.github.io.

cs.CV

Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2

cs.CV

Scaling Mesh Generation via Compressive Tokenization

We propose a compressive yet effective mesh representation, Blocked and Patchified Tokenization (BPT), facilitating the generation of meshes exceeding 8k faces. BPT compresses mesh sequences by employing block-wise indexing and patch aggregation, reducing their length by approximately 75\% compared to the original sequences. This compression milestone unlocks the potential to utilize mesh data with significantly more faces, thereby enhancing detail richness and improving generation robustness. Empowered with the BPT, we have built a foundation mesh generative model training on scaled mesh data to support flexible control for point clouds and images. Our model demonstrates the capability to generate meshes with intricate details and accurate topology, achieving SoTA performance on mesh generation and reaching the level for direct product usage.

cs.GR

PivotMesh: Generic 3D Mesh Generation via Pivot Vertices Guidance

Generating compact and sharply detailed 3D meshes poses a significant challenge for current 3D generative models. Different from extracting dense meshes from neural representation, some recent works try to model the native mesh distribution (i.e., a set of triangles), which generates more compact results as humans crafted. However, due to the complexity and variety of mesh topology, these methods are typically limited to small datasets with specific categories and are hard to extend. In this paper, we introduce a generic and scalable mesh generation framework PivotMesh, which makes an initial attempt to extend the native mesh generation to large-scale datasets. We employ a transformer-based auto-encoder to encode meshes into discrete tokens and decode them from face level to vertex level hierarchically. Subsequently, to model the complex typology, we first learn to generate pivot vertices as coarse mesh representation and then generate the complete mesh tokens with the same auto-regressive Transformer. This reduces the difficulty compared with directly modeling the mesh distribution and further improves the model controllability. PivotMesh demonstrates its versatility by effectively learning from both small datasets like Shapenet, and large-scale datasets like Objaverse and Objaverse-xl. Extensive experiments indicate that PivotMesh can generate compact and sharp 3D meshes across various categories, highlighting its great potential for native mesh modeling.

cs.CV

Desigen: A Pipeline for Controllable Design Template Generation

Templates serve as a good starting point to implement a design (e.g., banner, slide) but it takes great effort from designers to manually create. In this paper, we present Desigen, an automatic template creation pipeline which generates background images as well as harmonious layout elements over the background. Different from natural images, a background image should preserve enough non-salient space for the overlaying layout elements. To equip existing advanced diffusion-based models with stronger spatial control, we propose two simple but effective techniques to constrain the saliency distribution and reduce the attention weight in desired regions during the background generation process. Then conditioned on the background, we synthesize the layout with a Transformer-based autoregressive generator. To achieve a more harmonious composition, we propose an iterative inference strategy to adjust the synthesized background and layout in multiple rounds. We constructed a design dataset with more than 40k advertisement banners to verify our approach. Extensive experiments demonstrate that the proposed pipeline generates high-quality templates comparable to human designers. More than a single-page design, we further show an application of presentation generation that outputs a set of theme-consistent slides. The data and code are available at https://whaohan.github.io/desigen.

cs.CV

Consistent123: Improve Consistency for One Image to 3D Object Synthesis

Large image diffusion models enable novel view synthesis with high quality and excellent zero-shot capability. However, such models based on image-to-image translation have no guarantee of view consistency, limiting the performance for downstream tasks like 3D reconstruction and image-to-3D generation. To empower consistency, we propose Consistent123 to synthesize novel views simultaneously by incorporating additional cross-view attention layers and the shared self-attention mechanism. The proposed attention mechanism improves the interaction across all synthesized views, as well as the alignment between the condition view and novel views. In the sampling stage, such architecture supports simultaneously generating an arbitrary number of views while training at a fixed length. We also introduce a progressive classifier-free guidance strategy to achieve the trade-off between texture and geometry for synthesized object views. Qualitative and quantitative experiments show that Consistent123 outperforms baselines in view consistency by a large margin. Furthermore, we demonstrate a significant improvement of Consistent123 on varying downstream tasks, showing its great potential in the 3D generation field. The project page is available at consistent-123.github.io.

cs.CV

OneDConv: Generalized Convolution For Transform-Invariant Representation

Convolutional Neural Networks (CNNs) have exhibited their great power in a variety of vision tasks. However, the lack of transform-invariant property limits their further applications in complicated real-world scenarios. In this work, we proposed a novel generalized one dimension convolutional operator (OneDConv), which dynamically transforms the convolution kernels based on the input features in a computationally and parametrically efficient manner. The proposed operator can extract the transform-invariant features naturally. It improves the robustness and generalization of convolution without sacrificing the performance on common images. The proposed OneDConv operator can substitute the vanilla convolution, thus it can be incorporated into current popular convolutional architectures and trained end-to-end readily. On several popular benchmarks, OneDConv outperforms the original convolution operation and other proposed models both in canonical and distorted images.

cs.CV