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Henghaofan Zhang

Publications and source records attributed to Henghaofan Zhang.

6 recordsLinked to original sources

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

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

cs.CV

Agogic: Performance-Timed Music Tokens for LLM-Native Text-to-Symbolic-Music Generation

Text-to-music language models begin with a choice usually made by default: how to tokenize music. Normally entangled with backbone, data, and recipe, its effect has never been measured in isolation. We fix pretrained Qwen3.5 (0.8B-27B), data, budget, and decoding, and swap only the representation across seven tokenizations, anchoring texture metrics to each representation's model-free ceiling. The ordering is clean and surprising: representation, not model size, is the binding variable for distributional fidelity. Scaling the backbone 34x barely moves Frechet Music Distance (FMD), whereas switching representation halves it. PMT, a performance-resolution stream we release (10 ms timing, per-note velocity, multi-track texture; 609 symbols), reaches FMD 159 at 0.8B against 272-286 for beat grids (1.7-1.8x lower, up to 2.8x elsewhere; non-overlapping bootstrap CIs), so a 0.8B performance-resolution model beats a 27B beat grid. It reappears on a 26M from-scratch backbone and a second performance-resolution tokenizer: a property of the class, not one lucky vocabulary. Nor is it a finer-lattice artifact: snapping PMT's onsets to the beat grids' resolution still leaves it 67-129 FMD ahead of both (n=500). The effect is distributional; whether it is audible is a separate question, left open by our probe, with a human study pre-registered. Native caption adherence is weak but separable: a lightweight decode-time constraint doubles instrument-F1 (.28 to .60) and Correct-Key (.16 to .35) at no distributional cost. We release the harness, 25+ checkpoints, two corpora (86.6k aligned across caption/MIDI/ABC/audio; 6.25M captioned, the largest for music), and an imprinting diagnostic: published text-to-MIDI systems reproduce their training distribution near-invariant to the caption (72% vs. 71% chord-time on disjoint domains). The field's next representation claim can now be measured, not asserted.

cs.SD

Feedforward 3D Editing Learns from Semantic-Part Transformation

3D editing is a fundamental capability for scalable 3D content creation. While image editing has rapidly evolved toward large-scale feedforward generative paradigms, 3D AI generation remains dominated by training-free editing pipelines. A central challenge of feedforward 3D editing lies in the lack of high-quality paired supervision. Editable 3D assets require simultaneous preservation of geometry, multi-view consistency, structural coherence, and localized edit controllability. Existing 3D editing datasets often rely on independently generated assets, image-mediated reconstruction or narrow edit taxonomies, leading to inaccurate localization, weak preservation, blurred edit boundaries, and limited semantic consistency. In this work, we introduce a new perspective: scalable feedforward 3D editing should be learned from semantic-part transformations. Based on this insight, we propose Pxform, a high-quality 3D editing dataset with over 100K consistent before/after editing pairs across seven edit types. Instead of treating objects as unstructured shapes, our pipeline grounds edits directly in semantic 3D parts. Built upon Pxform, we further propose PartFlow, a feedforward 3D editing network that injects source-aware latent control into pretrained 3D generative priors. PartFlow introduces mask-aware velocity preservation and render-space consistency supervision to jointly improve edit fidelity and source preservation, while requiring no 3D edit mask during inference. Extensive experiments demonstrate that high-quality semantic-part supervision substantially improves scalable 3D editing, enabling PartFlow to achieve state-of-the-art performance on both geometric and appearance editing benchmarks.

cs.CV

Engine-Native Editable 3D World Reconstruction with Objects and Lighting

Editable 3D scene creation requires object instances and lights that can be inspected, moved, and imported into standard engines, yet existing single-image methods largely stop at room-scale geometry, baked/global illumination, or text-driven generation. We introduce Lumera (Light-aware Unified Engine-native Reconstruction and Assembly), a benchmark and reference pipeline for engine-native, light-aware 3D scene parsing from a single image. Lumera-2K is built from 2,513 UE5 projects and provides 3.73M components, 63M object instances, 102.6K engine-native parametric lights, and 95.1K camera views. On this data, Lumera-Box and Lumera-Light adapt VLM to parse object boxes and parametric light tuples (x,y,z,r,g,b,I), which are assembled with per-object mesh reconstruction, HDR environment estimation, and a bounded agentic refinement loop. In a sanitized box benchmark against DetAny3D, SpatialLM, N3D-VLM, and WildDet3D, Lumera-Box obtains the strongest overall detection, geometry, semantic, and layout scores (merged mAP 0.1141, IoU-B 0.2472, F-score 0.2762), while WildDet3D remains stronger on anchor recall. For lights, Lumera-Light recovers almost all non-empty scenes (recall 0.998) but remains limited at individual-light localization (F1 0.209 at 0.5 m); matched lights have median position error 0.261 m, median ΔE2000 4.59, and intensity Pearson r=0.628. These results establish parametric lights as a measurable editable-scene target and expose remaining bottlenecks in relation structure, light recall/intensity, and cross-engine generalization.

cs.CV

PairCoder++: Pair Programming as a Universal Paradigm for Verified Code-Driven Multimodal and Structured-Artifact Generation

Code is the medium through which large language models generate structured artifacts: charts, scientific figures, vector graphics, CAD models, 3D scenes, and hardware designs are all produced by writing programs. In this regime single pass inference is brittle, because the compiler, renderer, or simulator that decides whether the artifact exists is invisible to the model. We present PairCoder, which grounds review in the toolchain and realizes it as two agent pair programming: a Driver agent writes the program, a Navigator agent reviews it against verification evidence (diagnostics, execution results, and renderings of the current artifact beside the target), and the two switch roles when errors persist. Across 17 public benchmarks and seven models from three vendors, PairCoder improves essentially every benchmark whose artifact is verifiable, on full official metric suites rather than execution alone (for example, Blender scene executability 0.20 to 0.78; TikZ compile rate up 10 to 30 points on every model), at 2.9 to 9.2 times single model cost (about 7 times overall). The improvements concentrate where the toolchain provides an informative oracle and the baseline leaves headroom, and the method ties or mildly regresses where the oracle is weak; we frame pair programming as a reliable recipe for verified code driven generation.

cs.CL

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce \textbf{OVOW}, the first training-free system that reconstructs \emph{instance-level, simulation-ready} 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for \emph{structured Video-to-4D} evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for \emph{synthesizing} paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.

cs.CV