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Hong-Xing Yu

Publications and source records attributed to Hong-Xing Yu.

At least 19 recordsLinked to original sources

AnyLift: Scaling Motion Reconstruction from Internet Videos via 2D Diffusion

Reconstructing 3D human motion and human-object interactions (HOI) from Internet videos is a fundamental step toward building large-scale datasets of human behavior. Existing methods struggle to recover globally consistent 3D motion under dynamic cameras, especially for motion types underrepresented in current motion-capture datasets, and face additional difficulty recovering coherent human-object interactions in 3D. We introduce a two-stage framework leveraging 2D diffusion that reconstructs 3D human motion and HOI from Internet videos. In the first stage, we synthesize multi-view 2D motion data for each domain, leveraging 2D keypoints extracted from Internet videos to incorporate human motions that rarely appear in existing MoCap datasets. In the second stage, a camera-conditioned multi-view 2D motion diffusion model is trained on the domain-specific synthetic data to recover 3D human motion and 3D HOI in the world space. We demonstrate the effectiveness of our method on Internet videos featuring challenging motions such as gymnastics, as well as in-the-wild HOI videos, and show that it outperforms prior work in producing realistic human motion and human-object interaction.

cs.CV

IMPASTO: Integrating Model-Based Planning with Learned Dynamics Models for Robotic Oil Painting Reproduction

Robotic reproduction of oil paintings using soft brushes and pigments requires force-sensitive control of deformable tools, prediction of brushstroke effects, and multi-step stroke planning, often without human step-by-step demonstrations or faithful simulators. Given only a sequence of target oil painting images, can a robot infer and execute the stroke trajectories, forces, and colors needed to reproduce it? We present IMPASTO, a robotic oil-painting system that integrates learned pixel dynamics models with model-based planning. The dynamics models predict canvas updates from image observations and parameterized stroke actions; a receding-horizon model predictive control optimizer then plans trajectories and forces, while a force-sensitive controller executes strokes on a 7-DoF robot arm. IMPASTO integrates low-level force control, learned dynamics models, and high-level closed-loop planning, learns solely from robot self-play, and approximates human artists' single-stroke datasets and multi-stroke artworks, outperforming baselines in reproduction accuracy. Project website: https://impasto-robopainting.github.io/

cs.RO

Physion-Eval: Evaluating Physical Realism in Generated Video via Human Reasoning

Video generation models are increasingly used as world simulators for storytelling, simulation, and embodied AI. As these models advance, a key question arises: do generated videos obey the physical laws of the real world? Existing evaluations largely rely on automated metrics or coarse human judgments such as preferences or rubric-based checks. While useful for assessing perceptual quality, these methods provide limited insight into when and why generated dynamics violate real-world physical constraints. We introduce Physion-Eval, a large-scale benchmark of expert human reasoning for diagnosing physical realism failures in videos generated by five state-of-the-art models across egocentric and exocentric views, containing 10,990 expert reasoning traces spanning 22 fine-grained physical categories. Each generated video is derived from a corresponding real-world reference video depicting a clear physical process, and annotated with temporally localized glitches, structured failure categories, and natural-language explanations of the violated physical behavior. Using this dataset, we reveal a striking limitation of current video generation models: in physics-critical scenarios, 83.3% of exocentric and 93.5% of egocentric generated videos exhibit at least one human-identifiable physical glitch. We hope Physion-Eval will set a new standard for physical realism evaluation and guide the development of physics-grounded video generation. The benchmark is publicly available at https://huggingface.co/datasets/PhysionLabs/Physion-Eval.

cs.CV

RealWonder: Real-Time Physical Action-Conditioned Video Generation

Current video generation models cannot simulate physical consequences of 3D actions like forces and robotic manipulations, as they lack structural understanding of how actions affect 3D scenes. We present RealWonder, the first real-time system for action-conditioned video generation from a single image. Our key insight is using physics simulation as an intermediate bridge: instead of directly encoding continuous actions, we translate them through physics simulation into visual representations (optical flow and RGB) that video models can process. RealWonder integrates three components: 3D reconstruction from single images, physics simulation, and a distilled video generator requiring only 4 diffusion steps. Our system achieves 13.2 FPS at 480x832 resolution, enabling interactive exploration of forces, robot actions, and camera controls on rigid objects, deformable bodies, fluids, and granular materials. We envision RealWonder opens new opportunities to apply video models in immersive experiences, AR/VR, and robot learning. Our code and model weights are publicly available in our project website: https://liuwei283.github.io/RealWonder/

cs.CV

SurfPhase: 3D Interfacial Dynamics in Two-Phase Flows from Sparse Videos

Interfacial dynamics in two-phase flows govern momentum, heat, and mass transfer, yet remain difficult to measure experimentally. Classical techniques face intrinsic limitations near moving interfaces, while existing neural rendering methods target single-phase flows with diffuse boundaries and cannot handle sharp, deformable liquid-vapor interfaces. We propose SurfPhase, a novel model for reconstructing 3D interfacial dynamics from sparse camera views. Our approach integrates dynamic Gaussian surfels with a signed distance function formulation for geometric consistency, and leverages a video diffusion model to synthesize novel-view videos to refine reconstruction from sparse observations. We evaluate on a new dataset of high-speed pool boiling videos, demonstrating high-quality view synthesis and velocity estimation from only two camera views. Project website: https://yuegao.me/SurfPhase.

cs.CV

PerpetualWonder: Long-Horizon Action-Conditioned 4D Scene Generation

We introduce PerpetualWonder, a hybrid generative simulator that enables long-horizon, action-conditioned 4D scene generation from a single image. Current works fail at this task because their physical state is decoupled from their visual representation, which prevents generative refinements to update the underlying physics for subsequent interactions. PerpetualWonder solves this by introducing the first true closed-loop system. It features a novel unified representation that creates a bidirectional link between the physical state and visual primitives, allowing generative refinements to correct both the dynamics and appearance. It also introduces a robust update mechanism that gathers supervision from multiple viewpoints to resolve optimization ambiguity. Experiments demonstrate that from a single image, PerpetualWonder can successfully simulate complex, multi-step interactions from long-horizon actions, maintaining physical plausibility and visual consistency.

cs.CV

WonderZoom: Multi-Scale 3D World Generation

We present WonderZoom, a novel approach to generating 3D scenes with contents across multiple spatial scales from a single image. Existing 3D world generation models remain limited to single-scale synthesis and cannot produce coherent scene contents at varying granularities. The fundamental challenge is the lack of a scale-aware 3D representation capable of generating and rendering content with largely different spatial sizes. WonderZoom addresses this through two key innovations: (1) scale-adaptive Gaussian surfels for generating and real-time rendering of multi-scale 3D scenes, and (2) a progressive detail synthesizer that iteratively generates finer-scale 3D contents. Our approach enables users to "zoom into" a 3D region and auto-regressively synthesize previously non-existent fine details from landscapes to microscopic features. Experiments demonstrate that WonderZoom significantly outperforms state-of-the-art video and 3D models in both quality and alignment, enabling multi-scale 3D world creation from a single image. We show video results and an interactive viewer of generated multi-scale 3D worlds in https://wonderzoom.github.io/

cs.CV

Seeing the Wind from a Falling Leaf

A longstanding goal in computer vision is to model motions from videos, while the representations behind motions, i.e. the invisible physical interactions that cause objects to deform and move, remain largely unexplored. In this paper, we study how to recover the invisible forces from visual observations, e.g., estimating the wind field by observing a leaf falling to the ground. Our key innovation is an end-to-end differentiable inverse graphics framework, which jointly models object geometry, physical properties, and interactions directly from videos. Through backpropagation, our approach enables the recovery of force representations from object motions. We validate our method on both synthetic and real-world scenarios, and the results demonstrate its ability to infer plausible force fields from videos. Furthermore, we show the potential applications of our approach, including physics-based video generation and editing. We hope our approach sheds light on understanding and modeling the physical process behind pixels, bridging the gap between vision and physics. Please check more video results in our \href{https://chaoren2357.github.io/seeingthewind/}{project page}.

cs.CV

VisualMimic: Visual Humanoid Loco-Manipulation via Motion Tracking and Generation

Humanoid loco-manipulation in unstructured environments demands tight integration of egocentric perception and whole-body control. However, existing approaches either depend on external motion capture systems or fail to generalize across diverse tasks. We introduce VisualMimic, a visual sim-to-real framework that unifies egocentric vision with hierarchical whole-body control for humanoid robots. VisualMimic combines a task-agnostic low-level keypoint tracker -- trained from human motion data via a teacher-student scheme -- with a task-specific high-level policy that generates keypoint commands from visual and proprioceptive input. To ensure stable training, we inject noise into the low-level policy and clip high-level actions using human motion statistics. VisualMimic enables zero-shot transfer of visuomotor policies trained in simulation to real humanoid robots, accomplishing a wide range of loco-manipulation tasks such as box lifting, pushing, football dribbling, and kicking. Beyond controlled laboratory settings, our policies also generalize robustly to outdoor environments. Videos are available at: https://visualmimic.github.io .

cs.RO

WonderPlay: Dynamic 3D Scene Generation from a Single Image and Actions

WonderPlay is a novel framework integrating physics simulation with video generation for generating action-conditioned dynamic 3D scenes from a single image. While prior works are restricted to rigid body or simple elastic dynamics, WonderPlay features a hybrid generative simulator to synthesize a wide range of 3D dynamics. The hybrid generative simulator first uses a physics solver to simulate coarse 3D dynamics, which subsequently conditions a video generator to produce a video with finer, more realistic motion. The generated video is then used to update the simulated dynamic 3D scene, closing the loop between the physics solver and the video generator. This approach enables intuitive user control to be combined with the accurate dynamics of physics-based simulators and the expressivity of diffusion-based video generators. Experimental results demonstrate that WonderPlay enables users to interact with various scenes of diverse content, including cloth, sand, snow, liquid, smoke, elastic, and rigid bodies -- all using a single image input. Code will be made public. Project website: https://kyleleey.github.io/WonderPlay/

cs.GR

Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset

We introduce the Digital Twin Catalog (DTC), a new large-scale photorealistic 3D object digital twin dataset. A digital twin of a 3D object is a highly detailed, virtually indistinguishable representation of a physical object, accurately capturing its shape, appearance, physical properties, and other attributes. Recent advances in neural-based 3D reconstruction and inverse rendering have significantly improved the quality of 3D object reconstruction. Despite these advancements, there remains a lack of a large-scale, digital twin-quality real-world dataset and benchmark that can quantitatively assess and compare the performance of different reconstruction methods, as well as improve reconstruction quality through training or fine-tuning. Moreover, to democratize 3D digital twin creation, it is essential to integrate creation techniques with next-generation egocentric computing platforms, such as AR glasses. Currently, there is no dataset available to evaluate 3D object reconstruction using egocentric captured images. To address these gaps, the DTC dataset features 2,000 scanned digital twin-quality 3D objects, along with image sequences captured under different lighting conditions using DSLR cameras and egocentric AR glasses. This dataset establishes the first comprehensive real-world evaluation benchmark for 3D digital twin creation tasks, offering a robust foundation for comparing and improving existing reconstruction methods. The DTC dataset is already released at https://www.projectaria.com/datasets/dtc/ and we will also make the baseline evaluations open-source.

cs.GR

WorldScore: A Unified Evaluation Benchmark for World Generation

We introduce the WorldScore benchmark, the first unified benchmark for world generation. We decompose world generation into a sequence of next-scene generation tasks with explicit camera trajectory-based layout specifications, enabling unified evaluation of diverse approaches from 3D and 4D scene generation to video generation models. The WorldScore benchmark encompasses a curated dataset of 3,000 test examples that span diverse worlds: static and dynamic, indoor and outdoor, photorealistic and stylized. The WorldScore metrics evaluate generated worlds through three key aspects: controllability, quality, and dynamics. Through extensive evaluation of 19 representative models, including both open-source and closed-source ones, we reveal key insights and challenges for each category of models. Our dataset, evaluation code, and leaderboard can be found at https://haoyi-duan.github.io/WorldScore/

cs.GR

FluidNexus: 3D Fluid Reconstruction and Prediction from a Single Video

We study reconstructing and predicting 3D fluid appearance and velocity from a single video. Current methods require multi-view videos for fluid reconstruction. We present FluidNexus, a novel framework that bridges video generation and physics simulation to tackle this task. Our key insight is to synthesize multiple novel-view videos as references for reconstruction. FluidNexus consists of two key components: (1) a novel-view video synthesizer that combines frame-wise view synthesis with video diffusion refinement for generating realistic videos, and (2) a physics-integrated particle representation coupling differentiable simulation and rendering to simultaneously facilitate 3D fluid reconstruction and prediction. To evaluate our approach, we collect two new real-world fluid datasets featuring textured backgrounds and object interactions. Our method enables dynamic novel view synthesis, future prediction, and interaction simulation from a single fluid video. Project website: https://yuegao.me/FluidNexus.

cs.CV

ZeroHSI: Zero-Shot 4D Human-Scene Interaction by Video Generation

Human-scene interaction (HSI) generation is crucial for applications in embodied AI, virtual reality, and robotics. Yet, existing methods cannot synthesize interactions in unseen environments such as in-the-wild scenes or reconstructed scenes, as they rely on paired 3D scenes and captured human motion data for training, which are unavailable for unseen environments. We present ZeroHSI, a novel approach that enables zero-shot 4D human-scene interaction synthesis, eliminating the need for training on any MoCap data. Our key insight is to distill human-scene interactions from state-of-the-art video generation models, which have been trained on vast amounts of natural human movements and interactions, and use differentiable rendering to reconstruct human-scene interactions. ZeroHSI can synthesize realistic human motions in both static scenes and environments with dynamic objects, without requiring any ground-truth motion data. We evaluate ZeroHSI on a curated dataset of different types of various indoor and outdoor scenes with different interaction prompts, demonstrating its ability to generate diverse and contextually appropriate human-scene interactions.

cs.CV

An Eulerian Vortex Method on Flow Maps

We present an Eulerian vortex method based on the theory of flow maps to simulate the complex vortical motions of incompressible fluids. Central to our method is the novel incorporation of the flow-map transport equations for line elements, which, in combination with a bi-directional marching scheme for flow maps, enables the high-fidelity Eulerian advection of vorticity variables. The fundamental motivation is that, compared to impulse $\mathbf{m}$, which has been recently bridged with flow maps to encouraging results, vorticity $\boldsymbol{\omega}$ promises to be preferable for its numerical stability and physical interpretability. To realize the full potential of this novel formulation, we develop a new Poisson solving scheme for vorticity-to-velocity reconstruction that is both efficient and able to accurately handle the coupling near solid boundaries. We demonstrate the efficacy of our approach with a range of vortex simulation examples, including leapfrog vortices, vortex collisions, cavity flow, and the formation of complex vortical structures due to solid-fluid interactions.

cs.GR

WonderWorld: Interactive 3D Scene Generation from a Single Image

We present WonderWorld, a novel framework for interactive 3D scene generation that enables users to interactively specify scene contents and layout and see the created scenes in low latency. The major challenge lies in achieving fast generation of 3D scenes. Existing scene generation approaches fall short of speed as they often require (1) progressively generating many views and depth maps, and (2) time-consuming optimization of the scene geometry representations. We introduce the Fast Layered Gaussian Surfels (FLAGS) as our scene representation and an algorithm to generate it from a single view. Our approach does not need multiple views, and it leverages a geometry-based initialization that significantly reduces optimization time. Another challenge is generating coherent geometry that allows all scenes to be connected. We introduce the guided depth diffusion that allows partial conditioning of depth estimation. WonderWorld generates connected and diverse 3D scenes in less than 10 seconds on a single A6000 GPU, enabling real-time user interaction and exploration. We demonstrate the potential of WonderWorld for user-driven content creation and exploration in virtual environments. We release full code and software for reproducibility. Project website: https://kovenyu.com/WonderWorld/.

cs.CV

BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation

The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/

cs.CV

PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation

Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner. See our project page at https://physdreamer.github.io/.

cs.CV