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Tengfei Wang

Publications and source records attributed to Tengfei Wang.

At least 19 recordsLinked to original sources

OmniX: Any-view and Any-time 4D Reconstruction via Feed-forward Trajectory Fields

Previous feed-forward 4D reconstruction methods either predict per-frame static point clouds, ignoring foreground motion, or estimate point cloud trajectories while being limited to small camera motions. This restricts their ability to aggregate observations over time and reconstruct complete dynamic scenes under large viewpoint changes. To address this limitation, we propose OmniX, a feed-forward 4D reconstruction framework that predicts dense 3D point trajectories for every pixel from videos with large camera motion. OmniX decouples dynamic motion modeling from static geometry prediction and represents motion using a compact set of dynamic tokens. By leveraging the sparse and low-rank structure of 3D motion, these tokens generate trajectory fields for all pixels across all images while efficiently preserving global interactions. To facilitate training, we further build an automatic UE5-based 4D data engine and introduce a large-scale dataset containing 80K scenes and 1.28M multi-view videos with full geometric annotations. OmniX achieves state-of-the-art performance on dense 3D point trajectory prediction and 3D point tracking, while also demonstrating competitive results on video depth estimation and camera pose estimation.

cs.CV

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.

cs.CV

SEA-Eval: A Benchmark for Evaluating Self-Evolving Agents Beyond Episodic Assessment

Current LLM-based agents demonstrate strong performance in episodic task execution but remain constrained by static toolsets and episodic amnesia, failing to accumulate experience across task boundaries. This paper formalizes the Self-Evolving Agent (SEA) from the perspective of digital embodiment and continuous cross-task evolution, introduces the Evolutionary Flywheel as its minimal sufficient architecture, and presents SEA-Eval -- the first benchmark designed specifically for evaluating SEAs. Grounded in Flywheel theory, SEA-Eval establishes SR and T as primary metrics and, through sequential task stream design, is designed to quantify evolutionary gain, evolutionary stability, and implicit alignment convergence. Empirical evaluation reveals that, under comparable success rates, token consumption differs by up to 31.2 times between frameworks on individual tasks, with divergent evolutionary trajectories emerging under sequential analysis -- demonstrating that success rate alone creates a capability illusion and that the sequential convergence of $T$ is the key criterion for distinguishing genuine evolution from pseudo-evolution.

cs.AI

LSGS-Loc: Towards Robust 3DGS-Based Visual Localization for Large-Scale UAV Scenarios

Visual localization in large-scale UAV scenarios is a critical capability for autonomous systems, yet it remains challenging due to geometric complexity and environmental variations. While 3D Gaussian Splatting (3DGS) has emerged as a promising scene representation, existing 3DGS-based visual localization methods struggle with robust pose initialization and sensitivity to rendering artifacts in large-scale settings. To address these limitations, we propose LSGS-Loc, a novel visual localization pipeline tailored for large-scale 3DGS scenes. Specifically, we introduce a scale-aware pose initialization strategy that combines scene-agnostic relative pose estimation with explicit 3DGS scale constraints, enabling geometrically grounded localization without scene-specific training. Furthermore, in the pose refinement, to mitigate the impact of reconstruction artifacts such as blur and floaters, we develop a Laplacian-based reliability masking mechanism that guides photometric refinement toward high-quality regions. Extensive experiments on large-scale UAV benchmarks demonstrate that our method achieves state-of-the-art accuracy and robustness for unordered image queries, significantly outperforming existing 3DGS-based approaches. Code is available at: https://github.com/xzhang-z/LSGS-Loc

cs.CV

WorldStereo: Bridging Camera-Guided Video Generation and Scene Reconstruction via 3D Geometric Memories

Recent advances in foundational Video Diffusion Models (VDMs) have yielded significant progress. Yet, despite the remarkable visual quality of generated videos, reconstructing consistent 3D scenes from these outputs remains challenging, due to limited camera controllability and inconsistent generated content when viewed from distinct camera trajectories. In this paper, we propose WorldStereo, a novel framework that bridges camera-guided video generation and 3D reconstruction via two dedicated geometric memory modules. Formally, the global-geometric memory enables precise camera control while injecting coarse structural priors through incrementally updated point clouds. Moreover, the spatial-stereo memory constrains the model's attention receptive fields with 3D correspondence to focus on fine-grained details from the memory bank. These components enable WorldStereo to generate multi-view-consistent videos under precise camera control, facilitating high-quality 3D reconstruction. Furthermore, the flexible control branch-based WorldStereo shows impressive efficiency, benefiting from the distribution matching distilled VDM backbone without joint training. Extensive experiments across both camera-guided video generation and 3D reconstruction benchmarks demonstrate the effectiveness of our approach. Notably, we show that WorldStereo acts as a powerful world model, tackling diverse scene generation tasks (whether starting from perspective or panoramic images) with high-fidelity 3D results. Models will be released.

cs.CV

WorldCompass: Reinforcement Learning for Long-Horizon World Models

This work presents WorldCompass, a novel Reinforcement Learning (RL) post-training framework for the long-horizon, interactive video-based world models, enabling them to explore the world more accurately and consistently based on interaction signals. To effectively "steer" the world model's exploration, we introduce three core innovations tailored to the autoregressive video generation paradigm: 1) Clip-level rollout Strategy: We generate and evaluate multiple samples at a single target clip, which significantly boosts rollout efficiency and provides fine-grained reward signals. 2) Complementary Reward Functions: We design reward functions for both interaction-following accuracy and visual quality, which provide direct supervision and effectively suppress reward-hacking behaviors. 3) Efficient RL Algorithm: We employ the negative-aware fine-tuning strategy coupled with various efficiency optimizations to efficiently and effectively enhance model capacity. Evaluations on the SoTA open-source world model, WorldPlay, demonstrate that WorldCompass significantly improves interaction accuracy and visual fidelity across various scenarios.

cs.CV

Pathwise Test-Time Correction for Autoregressive Long Video Generation

Distilled autoregressive diffusion models facilitate real-time short video synthesis but suffer from severe error accumulation during long-sequence generation. While existing Test-Time Optimization (TTO) methods prove effective for images or short clips, we identify that they fail to mitigate drift in extended sequences due to unstable reward landscapes and the hypersensitivity of distilled parameters. To overcome these limitations, we introduce Test-Time Correction (TTC), a training-free alternative. Specifically, TTC utilizes the initial frame as a stable reference anchor to calibrate intermediate stochastic states along the sampling trajectory. Extensive experiments demonstrate that our method seamlessly integrates with various distilled models, extending generation lengths with negligible overhead while matching the quality of resource-intensive training-based methods on 30-second benchmarks.

cs.CV

PI-Light: Physics-Inspired Diffusion for Full-Image Relighting

Full-image relighting remains a challenging problem due to the difficulty of collecting large-scale structured paired data, the difficulty of maintaining physical plausibility, and the limited generalizability imposed by data-driven priors. Existing attempts to bridge the synthetic-to-real gap for full-scene relighting remain suboptimal. To tackle these challenges, we introduce Physics-Inspired diffusion for full-image reLight ($\pi$-Light, or PI-Light), a two-stage framework that leverages physics-inspired diffusion models. Our design incorporates (i) batch-aware attention, which improves the consistency of intrinsic predictions across a collection of images, (ii) a physics-guided neural rendering module that enforces physically plausible light transport, (iii) physics-inspired losses that regularize training dynamics toward a physically meaningful landscape, thereby enhancing generalizability to real-world image editing, and (iv) a carefully curated dataset of diverse objects and scenes captured under controlled lighting conditions. Together, these components enable efficient finetuning of pretrained diffusion models while also providing a solid benchmark for downstream evaluation. Experiments demonstrate that $\pi$-Light synthesizes specular highlights and diffuse reflections across a wide variety of materials, achieving superior generalization to real-world scenes compared with prior approaches.

cs.CV

WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling

This paper presents WorldPlay, a streaming video diffusion model that enables real-time, interactive world modeling with long-term geometric consistency, resolving the trade-off between speed and memory that limits current methods. WorldPlay draws power from three key ingredients. 1) We use a Dual Action Representation to enable robust action control in response to the user's keyboard and mouse inputs. 2) To enforce long-term consistency, our Reconstituted Context Memory dynamically rebuilds context from past frames and uses temporal reframing to keep geometrically important but long-past frames accessible, effectively alleviating memory attenuation. 3) We also propose Context Forcing, a novel distillation method designed for memory-aware model. Aligning memory context between the teacher and student preserves the student's capacity to use long-range information, enabling real-time speeds while preventing error drift. Taken together, WorldPlay generates long-horizon streaming 720p video at 24 FPS with superior consistency, comparing favorably with existing techniques and showing strong generalization across diverse scenes. Project page and online demo can be found: https://3d-models.hunyuan.tencent.com/world/ and https://3d.hunyuan.tencent.com/sceneTo3D.

cs.CV

MoCA: Mixture-of-Components Attention for Scalable Compositional 3D Generation

Compositionality is critical for 3D object and scene generation, but existing part-aware 3D generation methods suffer from poor scalability due to quadratic global attention costs when increasing the number of components. In this work, we present MoCA, a compositional 3D generative model with two key designs: (1) importance-based component routing that selects top-k relevant components for sparse global attention, and (2) unimportant components compression that preserve contextual priors of unselected components while reducing computational complexity of global attention. With these designs, MoCA enables efficient, fine-grained compositional 3D asset creation with scalable number of components. Extensive experiments show MoCA outperforms baselines on both compositional object and scene generation tasks. Project page: https://lizhiqi49.github.io/MoCA

cs.CV

On-the-fly Feedback SfM: Online Explore-and-Exploit UAV Photogrammetry with Incremental Mesh Quality-Aware Indicator and Predictive Path Planning

Compared with conventional offline UAV photogrammetry, real-time UAV photogrammetry is essential for time-critical geospatial applications such as disaster response and active digital-twin maintenance. However, most existing methods focus on processing captured images or sequential frames in real time, without explicitly evaluating the quality of the on-the-go 3D reconstruction or providing guided feedback to enhance image acquisition in the target area. This work presents On-the-fly Feedback SfM, an explore-and-exploit framework for real-time UAV photogrammetry, enabling iterative exploration of unseen regions and exploitation of already observed and reconstructed areas in near real time. Built upon SfM on-the-fly , the proposed method integrates three modules: (1) online incremental coarse-mesh generation for dynamically expanding sparse 3D point cloud; (2) online mesh quality assessment with actionable indicators; and (3) predictive path planning for on-the-fly trajectory refinement. Comprehensive experiments demonstrate that our method achieves in-situ reconstruction and evaluation in near real time while providing actionable feedback that markedly reduces coverage gaps and re-flight costs. Via the integration of data collection, processing, 3D reconstruction and assessment, and online feedback, our on the-fly feedback SfM could be an alternative for the transition from traditional passive working mode to a more intelligent and adaptive exploration workflow. Code is now available at https://github.com/IRIS-LAB-whu/OntheflySfMFeedback.

cs.CV

SF-Recon: Simplification-Free Lightweight Building Reconstruction via 3D Gaussian Splatting

Lightweight building surface models are crucial for digital city, navigation, and fast geospatial analytics, yet conventional multi-view geometry pipelines remain cumbersome and quality-sensitive due to their reliance on dense reconstruction, meshing, and subsequent simplification. This work presents SF-Recon, a method that directly reconstructs lightweight building surfaces from multi-view images without post-hoc mesh simplification. We first train an initial 3D Gaussian Splatting (3DGS) field to obtain a view-consistent representation. Building structure is then distilled by a normal-gradient-guided Gaussian optimization that selects primitives aligned with roof and wall boundaries, followed by multi-view edge-consistency pruning to enhance structural sharpness and suppress non-structural artifacts without external supervision. Finally, a multi-view depth-constrained Delaunay triangulation converts the structured Gaussian field into a lightweight, structurally faithful building mesh. Based on a proposed SF dataset, the experimental results demonstrate that our SF-Recon can directly reconstruct lightweight building models from multi-view imagery, achieving substantially fewer faces and vertices while maintaining computational efficiency. Website:https://lzh282140127-cell.github.io/SF-Recon-project/

cs.CV

FlashWorld: High-quality 3D Scene Generation within Seconds

We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, 10~100$\times$ faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation modes. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method.

cs.CV

WorldMirror: Universal 3D World Reconstruction with Any-Prior Prompting

We present WorldMirror, a unified feed-forward model for comprehensive 3D geometric prediction tasks. Unlike existing methods constrained to image-only inputs or customized for a specific task, our framework flexibly integrates diverse geometric priors, including camera poses, intrinsics, and depth maps, while simultaneously generating multiple 3D representations: dense point clouds, multi-view depth maps, camera parameters, surface normals, and 3D Gaussians. Remarkably, prior injection yields universal gains across all tasks, suggesting that input flexibility and multi-task prediction are mutually reinforcing. WorldMirror achieves state-of-the-art performance across diverse benchmarks from camera, point map, depth, and surface normal estimation to novel view synthesis, while maintaining the efficiency of feed-forward inference.

cs.CV

HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or Pixels

Creating immersive and playable 3D worlds from texts or images remains a fundamental challenge in computer vision and graphics. Existing world generation approaches typically fall into two categories: video-based methods that offer rich diversity but lack 3D consistency and rendering efficiency, and 3D-based methods that provide geometric consistency but struggle with limited training data and memory-inefficient representations. To address these limitations, we present HunyuanWorld 1.0, a novel framework that combines the best of both worlds for generating immersive, explorable, and interactive 3D scenes from text and image conditions. Our approach features three key advantages: 1) 360{\deg} immersive experiences via panoramic world proxies; 2) mesh export capabilities for seamless compatibility with existing computer graphics pipelines; 3) disentangled object representations for augmented interactivity. The core of our framework is a semantically layered 3D mesh representation that leverages panoramic images as 360{\deg} world proxies for semantic-aware world decomposition and reconstruction, enabling the generation of diverse 3D worlds. Extensive experiments demonstrate that our method achieves state-of-the-art performance in generating coherent, explorable, and interactive 3D worlds while enabling versatile applications in virtual reality, physical simulation, game development, and interactive content creation.

cs.CV

Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy

Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project page: https://shapeformotion.github.io/

cs.CV

Voyager: Long-Range and World-Consistent Video Diffusion for Explorable 3D Scene Generation

Real-world applications like video gaming and virtual reality often demand the ability to model 3D scenes that users can explore along custom camera trajectories. While significant progress has been made in generating 3D objects from text or images, creating long-range, 3D-consistent, explorable 3D scenes remains a complex and challenging problem. In this work, we present Voyager, a novel video diffusion framework that generates world-consistent 3D point-cloud sequences from a single image with user-defined camera path. Unlike existing approaches, Voyager achieves end-to-end scene generation and reconstruction with inherent consistency across frames, eliminating the need for 3D reconstruction pipelines (e.g., structure-from-motion or multi-view stereo). Our method integrates three key components: 1) World-Consistent Video Diffusion: A unified architecture that jointly generates aligned RGB and depth video sequences, conditioned on existing world observation to ensure global coherence 2) Long-Range World Exploration: An efficient world cache with point culling and an auto-regressive inference with smooth video sampling for iterative scene extension with context-aware consistency, and 3) Scalable Data Engine: A video reconstruction pipeline that automates camera pose estimation and metric depth prediction for arbitrary videos, enabling large-scale, diverse training data curation without manual 3D annotations. Collectively, these designs result in a clear improvement over existing methods in visual quality and geometric accuracy, with versatile applications.

cs.CV

3DGen-Bench: Comprehensive Benchmark Suite for 3D Generative Models

3D generation is experiencing rapid advancements, while the development of 3D evaluation has not kept pace. How to keep automatic evaluation equitably aligned with human perception has become a well-recognized challenge. Recent advances in the field of language and image generation have explored human preferences and showcased respectable fitting ability. However, the 3D domain still lacks such a comprehensive preference dataset over generative models. To mitigate this absence, we develop 3DGen-Arena, an integrated platform in a battle manner. Then, we carefully design diverse text and image prompts and leverage the arena platform to gather human preferences from both public users and expert annotators, resulting in a large-scale multi-dimension human preference dataset 3DGen-Bench. Using this dataset, we further train a CLIP-based scoring model, 3DGen-Score, and a MLLM-based automatic evaluator, 3DGen-Eval. These two models innovatively unify the quality evaluation of text-to-3D and image-to-3D generation, and jointly form our automated evaluation system with their respective strengths. Extensive experiments demonstrate the efficacy of our scoring model in predicting human preferences, exhibiting a superior correlation with human ranks compared to existing metrics. We believe that our 3DGen-Bench dataset and automated evaluation system will foster a more equitable evaluation in the field of 3D generation, further promoting the development of 3D generative models and their downstream applications. Project page is available at https://zyh482.github.io/3DGen-Bench/.

cs.CV