Searcharxiv⌕ Search

arXiv subjects

Tengfei Wang

Publications and source records attributed to Tengfei Wang.

At least 37 records · Page 2Linked to original sources

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° 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° 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↗

Gaussian On-the-Fly Splatting: A Progressive Framework for Robust Near Real-Time 3DGS Optimization

3D Gaussian Splatting (3DGS) achieves high-fidelity rendering with fast real-time performance, but existing methods rely on offline training after full Structure-from-Motion (SfM) processing. In contrast, this work introduces Gaussian on-the-fly Splatting (abbreviated as On-the-Fly GS), a progressive framework enabling near real-time 3DGS optimization during image capture. As each image arrives, its pose and sparse points are updated via On-the-Fly SfM, and newly optimized Gaussians are immediately integrated into the 3DGS field. To achieve this, we propose a progressive Local & Semi-Global optimization to prioritize the new image and its neighbors by their corresponding overlapping relationship, allowing the new image and its overlapping images to get more training. To further stabilize training across previous and new images, an adaptive learning rate schedule balances the iterations and the learning rate. Extensive experiments on multiple benchmarks show that our On-the-Fly GS reduces training time significantly, optimizing each new image in seconds with minimal rendering loss, offering one of the first practical steps toward rapid, progressive 3DGS reconstruction.

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↗

GS-I$^{3}$: Gaussian Splatting for Surface Reconstruction from Illumination-Inconsistent Images

Accurate geometric surface reconstruction, providing essential environmental information for navigation and manipulation tasks, is critical for enabling robotic self-exploration and interaction. Recently, 3D Gaussian Splatting (3DGS) has gained significant attention in the field of surface reconstruction due to its impressive geometric quality and computational efficiency. While recent relevant advancements in novel view synthesis under inconsistent illumination using 3DGS have shown promise, the challenge of robust surface reconstruction under such conditions is still being explored. To address this challenge, we propose a method called GS-3I. Specifically, to mitigate 3D Gaussian optimization bias caused by underexposed regions in single-view images, based on Convolutional Neural Network (CNN), a tone mapping correction framework is introduced. Furthermore, inconsistent lighting across multi-view images, resulting from variations in camera settings and complex scene illumination, often leads to geometric constraint mismatches and deviations in the reconstructed surface. To overcome this, we propose a normal compensation mechanism that integrates reference normals extracted from single-view image with normals computed from multi-view observations to effectively constrain geometric inconsistencies. Extensive experimental evaluations demonstrate that GS-3I can achieve robust and accurate surface reconstruction across complex illumination scenarios, highlighting its effectiveness and versatility in this critical challenge. https://github.com/TFwang-9527/GS-3I

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↗

SAR3D: Autoregressive 3D Object Generation and Understanding via Multi-scale 3D VQVAE

Autoregressive models have demonstrated remarkable success across various fields, from large language models (LLMs) to large multimodal models (LMMs) and 2D content generation, moving closer to artificial general intelligence (AGI). Despite these advances, applying autoregressive approaches to 3D object generation and understanding remains largely unexplored. This paper introduces Scale AutoRegressive 3D (SAR3D), a novel framework that leverages a multi-scale 3D vector-quantized variational autoencoder (VQVAE) to tokenize 3D objects for efficient autoregressive generation and detailed understanding. By predicting the next scale in a multi-scale latent representation instead of the next single token, SAR3D reduces generation time significantly, achieving fast 3D object generation in just 0.82 seconds on an A6000 GPU. Additionally, given the tokens enriched with hierarchical 3D-aware information, we finetune a pretrained LLM on them, enabling multimodal comprehension of 3D content. Our experiments show that SAR3D surpasses current 3D generation methods in both speed and quality and allows LLMs to interpret and caption 3D models comprehensively.

cs.CV↗

Omni6D: Large-Vocabulary 3D Object Dataset for Category-Level 6D Object Pose Estimation

6D object pose estimation aims at determining an object's translation, rotation, and scale, typically from a single RGBD image. Recent advancements have expanded this estimation from instance-level to category-level, allowing models to generalize across unseen instances within the same category. However, this generalization is limited by the narrow range of categories covered by existing datasets, such as NOCS, which also tend to overlook common real-world challenges like occlusion. To tackle these challenges, we introduce Omni6D, a comprehensive RGBD dataset featuring a wide range of categories and varied backgrounds, elevating the task to a more realistic context. 1) The dataset comprises an extensive spectrum of 166 categories, 4688 instances adjusted to the canonical pose, and over 0.8 million captures, significantly broadening the scope for evaluation. 2) We introduce a symmetry-aware metric and conduct systematic benchmarks of existing algorithms on Omni6D, offering a thorough exploration of new challenges and insights. 3) Additionally, we propose an effective fine-tuning approach that adapts models from previous datasets to our extensive vocabulary setting. We believe this initiative will pave the way for new insights and substantial progress in both the industrial and academic fields, pushing forward the boundaries of general 6D pose estimation.

cs.CV↗

3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion

The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.

cs.CV↗

Now Let's Make It Physical: Enabling Physically Trusted Certificate Issuance for Keyless Security in CAs

The signing key protection of Certificate Authorities (CAs) remains a critical challenge in PKI. Traditional approaches struggle to eliminate the risk of key exposure due to those (un)intentional human errors. This long-standing dilemma motivates us to propose Armored Core, a novel PKI security extension using the trusted binding of Physically Unclonable Function (PUF) for CAs. PUFs leverage manufacturing variations to generate unique and random responses. Combining with XOR and hash, they can make key exposure impossible for CAs through keyless certificate issuance. In Armored Core, we design a set of PUF-based X.509v3 certificate functions for CAs to generate physically trusted "signatures" without using a digital key. Moreover, we introduce a novel PUF transparency mechanism to effectively monitor the PUF operations in CAs. We integrate Armored Core into real-world PKI systems including Let's Encrypt Pebble and Certbot. We also provide a PUF-embedded hardware prototype. The evaluation results show that Armored Core can achieve keyless certificate issuance while improving the computation performance by 4.9%~73.7%. It only incurs small communication and storage overhead (<4%).

cs.CR↗

PG-SAG: Parallel Gaussian Splatting for Fine-Grained Large-Scale Urban Buildings Reconstruction via Semantic-Aware Grouping

3D Gaussian Splatting (3DGS) has emerged as a transformative method in the field of real-time novel synthesis. Based on 3DGS, recent advancements cope with large-scale scenes via spatial-based partition strategy to reduce video memory and optimization time costs. In this work, we introduce a parallel Gaussian splatting method, termed PG-SAG, which fully exploits semantic cues for both partitioning and Gaussian kernel optimization, enabling fine-grained building surface reconstruction of large-scale urban areas without downsampling the original image resolution. First, the Cross-modal model - Language Segment Anything is leveraged to segment building masks. Then, the segmented building regions is grouped into sub-regions according to the visibility check across registered images. The Gaussian kernels for these sub-regions are optimized in parallel with masked pixels. In addition, the normal loss is re-formulated for the detected edges of masks to alleviate the ambiguities in normal vectors on edges. Finally, to improve the optimization of 3D Gaussians, we introduce a gradient-constrained balance-load loss that accounts for the complexity of the corresponding scenes, effectively minimizing the thread waiting time in the pixel-parallel rendering stage as well as the reconstruction lost. Extensive experiments are tested on various urban datasets, the results demonstrated the superior performance of our PG-SAG on building surface reconstruction, compared to several state-of-the-art 3DGS-based methods. Project Web:https://github.com/TFWang-9527/PG-SAG.

cs.CV↗

Neural LightRig: Unlocking Accurate Object Normal and Material Estimation with Multi-Light Diffusion

Recovering the geometry and materials of objects from a single image is challenging due to its under-constrained nature. In this paper, we present Neural LightRig, a novel framework that boosts intrinsic estimation by leveraging auxiliary multi-lighting conditions from 2D diffusion priors. Specifically, 1) we first leverage illumination priors from large-scale diffusion models to build our multi-light diffusion model on a synthetic relighting dataset with dedicated designs. This diffusion model generates multiple consistent images, each illuminated by point light sources in different directions. 2) By using these varied lighting images to reduce estimation uncertainty, we train a large G-buffer model with a U-Net backbone to accurately predict surface normals and materials. Extensive experiments validate that our approach significantly outperforms state-of-the-art methods, enabling accurate surface normal and PBR material estimation with vivid relighting effects. Code and dataset are available on our project page at https://projects.zxhezexin.com/neural-lightrig.

cs.CV↗

Material Anything: Generating Materials for Any 3D Object via Diffusion

We present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.

cs.CV↗

RISecure-PUF: Multipurpose PUF-Driven Security Extensions with Lookaside Buffer in RISC-V

RISC-V's limited security features hinder its use in confidential computing and heterogeneous platforms. This paper introduces RISecure-PUF, a security extension utilizing existing Physical Unclonable Functions for key generation and secure protocol purposes. A one-way hash function is integrated to ensure provable security against modeling attacks, while a lookaside buffer accelerates batch sampling and minimizes reliance on error correction codes. Implemented on the Genesys 2 FPGA, RISecure-PUF improves at least $2.72\times$ in batch scenarios with negligible hardware overhead and a maximum performance reduction of $10.7\%$, enabled by reusing the hash function module in integrated environments such as cryptographic engines.

cs.CR↗

High-Fidelity GAN Inversion for Image Attribute Editing

We present a novel high-fidelity generative adversarial network (GAN) inversion framework that enables attribute editing with image-specific details well-preserved (e.g., background, appearance, and illumination). We first analyze the challenges of high-fidelity GAN inversion from the perspective of lossy data compression. With a low bit-rate latent code, previous works have difficulties in preserving high-fidelity details in reconstructed and edited images. Increasing the size of a latent code can improve the accuracy of GAN inversion but at the cost of inferior editability. To improve image fidelity without compromising editability, we propose a distortion consultation approach that employs a distortion map as a reference for high-fidelity reconstruction. In the distortion consultation inversion (DCI), the distortion map is first projected to a high-rate latent map, which then complements the basic low-rate latent code with more details via consultation fusion. To achieve high-fidelity editing, we propose an adaptive distortion alignment (ADA) module with a self-supervised training scheme, which bridges the gap between the edited and inversion images. Extensive experiments in the face and car domains show a clear improvement in both inversion and editing quality.

cs.CV↗

Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion

In 3D modeling, designers often use an existing 3D model as a reference to create new ones. This practice has inspired the development of Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Our model integrates three key components: 1) meta-ControlNet that dynamically modulates the conditioning strength, 2) dynamic reference routing that mitigates misalignment between the input image and 3D reference, and 3) self-reference augmentations that enable self-supervised training with a progressive curriculum. Collectively, these designs result in a clear improvement over existing methods. Phidias establishes a unified framework for 3D generation using text, image, and 3D conditions with versatile applications.

cs.CV↗

Teamwork Makes TEE Work: Open and Resilient Remote Attestation on Decentralized Trust

Remote Attestation (RA) enables the integrity and authenticity of applications in Trusted Execution Environment (TEE) to be verified. Existing TEE RA designs employ a centralized trust model where they rely on a single provisioned secret key and a centralized verifier to establish trust for remote parties. This model is however brittle and can be untrusted under advanced attacks nowadays. Besides, most designs only have fixed procedures once deployed, making them hard to adapt to different emerging situations and provide resilient functionalities. Therefore, we propose JANUS, an open and resilient TEE RA scheme. To decentralize trust, we, on one hand, introduce Physically Unclonable Function (PUF) as an intrinsic root of trust (RoT) in TEE to directly provide physical trusted measurements. On the other hand, we design novel decentralized verification functions on smart contract with result audits and RA session snapshot. Furthermore, we design an automated switch mechanism that allows JANUS to remain resilient and offer flexible RA services under various situations. We provide a UC-based security proof and demonstrate the scalability and generality of JANUS by implementing an complete prototype.

cs.CR↗

MGFs: Masked Gaussian Fields for Meshing Building based on Multi-View Images

Over the last few decades, image-based building surface reconstruction has garnered substantial research interest and has been applied across various fields, such as heritage preservation, architectural planning, etc. Compared to the traditional photogrammetric and NeRF-based solutions, recently, Gaussian fields-based methods have exhibited significant potential in generating surface meshes due to their time-efficient training and detailed 3D information preservation. However, most gaussian fields-based methods are trained with all image pixels, encompassing building and nonbuilding areas, which results in a significant noise for building meshes and degeneration in time efficiency. This paper proposes a novel framework, Masked Gaussian Fields (MGFs), designed to generate accurate surface reconstruction for building in a time-efficient way. The framework first applies EfficientSAM and COLMAP to generate multi-level masks of building and the corresponding masked point clouds. Subsequently, the masked gaussian fields are trained by integrating two innovative losses: a multi-level perceptual masked loss focused on constructing building regions and a boundary loss aimed at enhancing the details of the boundaries between different masks. Finally, we improve the tetrahedral surface mesh extraction method based on the masked gaussian spheres. Comprehensive experiments on UAV images demonstrate that, compared to the traditional method and several NeRF-based and Gaussian-based SOTA solutions, our approach significantly improves both the accuracy and efficiency of building surface reconstruction. Notably, as a byproduct, there is an additional gain in the novel view synthesis of building.

cs.CV↗

ThemeStation: Generating Theme-Aware 3D Assets from Few Exemplars

Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and user studies confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.

cs.CV↗