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Zhihao Liang

Publications and source records attributed to Zhihao Liang.

At least 19 recordsLinked to original sources

Hunyuan3D-Buffalo 1.0: A Unified Multimodal Model for Scalable 3D Generation, Understanding, and Editing

Recent advances in image generation have demonstrated the potential of unified multimodal models that integrate understanding, generation, and editing. However, unified 3D modeling remains constrained by scarce multimodal data, particularly the lack of large-scale and geometrically consistent editing data. To address this limitation, we propose Hunyuan3D-Buffalo 1.0, a unified framework supporting 3D understanding, text-to-3D generation, instruction-guided 3D editing, and text-grounded part generation within a single architecture. To enable scalable training, we construct an 87M-scale 3D multimodal corpus, comprising 25M understanding samples, 50M text-to-3D pairs, and 12M editing pairs generated using Nano3D-v2. Architecturally, the framework combines Hunyuan3D-VLM for semantic, structural, and spatial understanding with Hunyuan3D DiT for high-fidelity 3D synthesis. The VLM provides multimodal semantic conditions for generation, while editing and part generation additionally condition the diffusion process on the source object representation to preserve its overall structure and unedited regions. Extensive experiments show that Hunyuan3D-Buffalo 1.0 achieves state-of-the-art or leading performance on text-to-3D generation and 3D editing benchmarks, while exhibiting strong understanding and part-generation capabilities. Our analysis further shows that both generation and understanding improve editing, demonstrating the effectiveness of unified 3D multimodal training. Project Page: https://tencent-hunyuan.github.io/Hunyuan3D-Buffalo1.0/

cs.CV

Beyond Global Latents: Chunk-Based Sparse Grid VAE for Scalable 3D Modeling

Sparse voxel grids preserve the spatial structure needed for detailed 3D reconstruction, but their memory still grows rapidly with resolution as active surface cells increase. We introduce ChunkVAE, a sparse grid variational autoencoder organized around local chunks rather than a global latent volume. Local learned operators permit independently chosen encoder and decoder partitions and allow inference chunk sizes to differ from training. Two complementary data operators make this flexibility practical: Balanced Binary Object Partitioning distributes active cells while limiting replicated overlap, while S-Curve weighted stitching attenuates unreliable boundary features when assembling a global latent or reconstruction. Across three object benchmarks, ChunkVAE is competitive with or better than strong baselines from $512^3$ to $1536^3$; smaller chunks lower peak allocated memory and shorten per-chunk compute, enabling faster parallel inference. Stable stitched latents and improved image to 3D metrics indicate that local compression can scale geometry while retaining the global interface required downstream.

cs.CV

Multimodal Diffusion Transformer with Memory Bank for Scalable Long-Duration Talking Video Generation

Long-duration talking video synthesis faces enduring challenges in achieving high video quality, portrait consistency, temporal coherence, and computational efficiency. As video length increases, issues such as visual degradation, portrait drift, temporal artifacts, and error accumulation become increasingly problematic, severely affecting the realism and reliability of the results. To address these challenges, we present LetsTalk, a diffusion transformer framework equipped with multimodal guidance and a novel memory bank mechanism, explicitly maintaining contextual continuity and enabling robust, high-quality, and efficient generation of long-duration talking videos. In particular, LetsTalk introduces a noise-regularized memory bank to alleviate error accumulation and sampling artifacts during extended video generation. To further improve efficiency and spatiotemporal modeling, LetsTalk employs a deep compression autoencoder and a spatiotemporal-aware transformer with linear attention for effective multimodal fusion. We systematically analyze three fusion schemes and show that combining deep (Symbiotic Fusion) for portrait features and shallow (Direct Fusion) for audio achieves superior visual realism and precise speech-driven motion, while preserving diversity of movements. Extensive experiments demonstrate that LetsTalk establishes new state-of-the-art in generation quality, producing temporally coherent and realistic talking videos with enhanced diversity and liveliness, and maintains remarkable efficiency with 8x fewer parameters than previous approaches.

cs.CV

Target-Bench: Can Video World Models Achieve Mapless Path Planning with Semantic Targets?

While recent video world models can generate highly realistic videos, their ability to perform semantic reasoning and planning remains unclear and unquantified. We introduce Target-Bench, the first benchmark that enables comprehensive evaluation of video world models' semantic reasoning, spatial estimation, and planning capabilities. Target-Bench provides 450 robot-collected scenarios spanning 47 semantic categories, with SLAM-based trajectories serving as motion tendency references. Our benchmark reconstructs motion from generated videos with a metric scale recovery mechanism, enabling the evaluation of planning performance with five complementary metrics that focus on target-approaching capability and directional consistency. Our evaluation result shows that the best off-the-shelf model achieves only a 0.341 overall score, revealing a significant gap between realistic visual generation and semantic reasoning in current video world models. Furthermore, we demonstrate that fine-tuning process on a relatively small real-world robot dataset can significantly improve task-level planning performance.

cs.CV

HY3D-Bench: Generation of 3D Assets

While recent advances in neural representations and generative models have revolutionized 3D content creation, the field remains constrained by significant data processing bottlenecks. To address this, we introduce HY3D-Bench, an open-source ecosystem designed to establish a unified, high-quality foundation for 3D generation. Our contributions are threefold: (1) We curate a library of 250k high-fidelity 3D objects distilled from large-scale repositories, employing a rigorous pipeline to deliver training-ready artifacts, including watertight meshes and multi-view renderings; (2) We introduce structured part-level decomposition, providing the granularity essential for fine-grained perception and controllable editing; and (3) We bridge real-world distribution gaps via a scalable AIGC synthesis pipeline, contributing 125k synthetic assets to enhance diversity in long-tail categories. Validated empirically through the training of Hunyuan3D-2.1-Small, HY3D-Bench democratizes access to robust data resources, aiming to catalyze innovation across 3D perception, robotics, and digital content creation.

cs.CV

ARMesh: Autoregressive Mesh Generation via Next-Level-of-Detail Prediction

Directly generating 3D meshes, the default representation for 3D shapes in the graphics industry, using auto-regressive (AR) models has become popular these days, thanks to their sharpness, compactness in the generated results, and ability to represent various types of surfaces. However, AR mesh generative models typically construct meshes face by face in lexicographic order, which does not effectively capture the underlying geometry in a manner consistent with human perception. Inspired by 2D models that progressively refine images, such as the prevailing next-scale prediction AR models, we propose generating meshes auto-regressively in a progressive coarse-to-fine manner. Specifically, we view mesh simplification algorithms, which gradually merge mesh faces to build simpler meshes, as a natural fine-to-coarse process. Therefore, we generalize meshes to simplicial complexes and develop a transformer-based AR model to approximate the reverse process of simplification in the order of level of detail, constructing meshes initially from a single point and gradually adding geometric details through local remeshing, where the topology is not predefined and is alterable. Our experiments show that this novel progressive mesh generation approach not only provides intuitive control over generation quality and time consumption by early stopping the auto-regressive process but also enables applications such as mesh refinement and editing.

cs.GR

Hunyuan3D-Omni: A Unified Framework for Controllable Generation of 3D Assets

Recent advances in 3D-native generative models have accelerated asset creation for games, film, and design. However, most methods still rely primarily on image or text conditioning and lack fine-grained, cross-modal controls, which limits controllability and practical adoption. To address this gap, we present Hunyuan3D-Omni, a unified framework for fine-grained, controllable 3D asset generation built on Hunyuan3D 2.1. In addition to images, Hunyuan3D-Omni accepts point clouds, voxels, bounding boxes, and skeletal pose priors as conditioning signals, enabling precise control over geometry, topology, and pose. Instead of separate heads for each modality, our model unifies all signals in a single cross-modal architecture. We train with a progressive, difficulty-aware sampling strategy that selects one control modality per example and biases sampling toward harder signals (e.g., skeletal pose) while downweighting easier ones (e.g., point clouds), encouraging robust multi-modal fusion and graceful handling of missing inputs. Experiments show that these additional controls improve generation accuracy, enable geometry-aware transformations, and increase robustness for production workflows.

cs.CV

GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors

Gaussian Splatting (GS) has emerged as an effective representation for photorealistic rendering, but the underlying geometry, material, and lighting remain entangled, hindering scene editing. Existing GS-based methods struggle to disentangle these components under non-Lambertian conditions, especially in the presence of specularities and shadows. We propose \textbf{GS-ID}, an end-to-end framework for illumination decomposition that integrates adaptive light aggregation with diffusion-based material priors. In addition to a learnable environment map for ambient illumination, we model spatially-varying local lighting using anisotropic spherical Gaussian mixtures (SGMs) that are jointly optimized with scene content. To better capture cast shadows, we associate each splat with a learnable unit vector that encodes shadow directions from multiple light sources, further improving material and lighting estimation. By combining SGMs with intrinsic priors from diffusion models, GS-ID significantly reduces ambiguity in light-material-geometry interactions and achieves state-of-the-art performance on inverse rendering and relighting benchmarks. Experiments also demonstrate the effectiveness of GS-ID for downstream applications such as relighting and scene composition.

cs.CV

MVD-HuGaS: Human Gaussians from a Single Image via 3D Human Multi-view Diffusion Prior

3D human reconstruction from a single image is a challenging problem and has been exclusively studied in the literature. Recently, some methods have resorted to diffusion models for guidance, optimizing a 3D representation via Score Distillation Sampling(SDS) or generating one back-view image for facilitating reconstruction. However, these methods tend to produce unsatisfactory artifacts (\textit{e.g.} flattened human structure or over-smoothing results caused by inconsistent priors from multiple views) and struggle with real-world generalization in the wild. In this work, we present \emph{MVD-HuGaS}, enabling free-view 3D human rendering from a single image via a multi-view human diffusion model. We first generate multi-view images from the single reference image with an enhanced multi-view diffusion model, which is well fine-tuned on high-quality 3D human datasets to incorporate 3D geometry priors and human structure priors. To infer accurate camera poses from the sparse generated multi-view images for reconstruction, an alignment module is introduced to facilitate joint optimization of 3D Gaussians and camera poses. Furthermore, we propose a depth-based Facial Distortion Mitigation module to refine the generated facial regions, thereby improving the overall fidelity of the reconstruction.Finally, leveraging the refined multi-view images, along with their accurate camera poses, MVD-HuGaS optimizes the 3D Gaussians of the target human for high-fidelity free-view renderings. Extensive experiments on Thuman2.0 and 2K2K datasets show that the proposed MVD-HuGaS achieves state-of-the-art performance on single-view 3D human rendering.

cs.CV

GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering

Recovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces. This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading, effectiveness in handling complex materials. More importantly, we propose a unified shading solution that combines the advantages of both techniques for better decomposition. In addition, we analyze the normal modeling in 3D Gaussian Splatting (3DGS) and utilize the shortest axis as normal for each particle in GUS-IR, along with a depth-related regularization, resulting in improved geometric representation and better shape reconstruction. Furthermore, we enhance the probe-based baking scheme proposed by GS-IR to achieve more accurate ambient occlusion modeling to better handle indirect illumination. Extensive experiments have demonstrated the superior performance of GUS-IR in achieving precise intrinsic decomposition and geometric representation, supporting many downstream tasks (such as relighting, retouching) in computer vision, graphics, and extended reality.

cs.CV

Exploring Diversity-based Active Learning for 3D Object Detection in Autonomous Driving

3D object detection has recently received much attention due to its great potential in autonomous vehicle (AV). The success of deep learning based object detectors relies on the availability of large-scale annotated datasets, which is time-consuming and expensive to compile, especially for 3D bounding box annotation. In this work, we investigate diversity-based active learning (AL) as a potential solution to alleviate the annotation burden. Given limited annotation budget, only the most informative frames and objects are automatically selected for human to annotate. Technically, we take the advantage of the multimodal information provided in an AV dataset, and propose a novel acquisition function that enforces spatial and temporal diversity in the selected samples. We benchmark the proposed method against other AL strategies under realistic annotation cost measurement, where the realistic costs for annotating a frame and a 3D bounding box are both taken into consideration. We demonstrate the effectiveness of the proposed method on the nuScenes dataset and show that it outperforms existing AL strategies significantly. Code is available at https://github.com/Linkon87/Exploring-Diversity-based-Active-Learning-for-3D-Object-Detection-in-Autonomous-Driving

cs.CV

Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration

The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.

cs.CV

A Feature Dataset of Microservices-based Systems

Microservice architecture has become a dominant architectural style in the service-oriented software industry. Poor practices in the design and development of microservices are called microservice bad smells. In microservice bad smells research, the detection of these bad smells relies on feature data from microservices. However, there is a lack of an appropriate open-source microservice feature dataset. The availability of such datasets may contribute to the detection of microservice bad smells unexpectedly. To address this research gap, this paper collects a number of open-source microservice systems utilizing Spring Cloud. Additionally, feature metrics are established based on the architecture and interactions of Spring Boot style microservices. And an extraction program is developed. The program is then applied to the collected open-source microservice systems, extracting the necessary information, and undergoing manual verification to create an open-source feature dataset specific to microservice systems using Spring Cloud. The dataset is made available through a CSV file. We believe that both the extraction program and the dataset have the potential to contribute to the study of micro-service bad smells.

cs.SE

GS-IR: 3D Gaussian Splatting for Inverse Rendering

We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.

cs.CV

Advances in 3D Generation: A Survey

Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.

cs.CV

Sur2f: A Hybrid Representation for High-Quality and Efficient Surface Reconstruction from Multi-view Images

Multi-view surface reconstruction is an ill-posed, inverse problem in 3D vision research. It involves modeling the geometry and appearance with appropriate surface representations. Most of the existing methods rely either on explicit meshes, using surface rendering of meshes for reconstruction, or on implicit field functions, using volume rendering of the fields for reconstruction. The two types of representations in fact have their respective merits. In this work, we propose a new hybrid representation, termed Sur2f, aiming to better benefit from both representations in a complementary manner. Technically, we learn two parallel streams of an implicit signed distance field and an explicit surrogate surface Sur2f mesh, and unify volume rendering of the implicit signed distance function (SDF) and surface rendering of the surrogate mesh with a shared, neural shader; the unified shading promotes their convergence to the same, underlying surface. We synchronize learning of the surrogate mesh by driving its deformation with functions induced from the implicit SDF. In addition, the synchronized surrogate mesh enables surface-guided volume sampling, which greatly improves the sampling efficiency per ray in volume rendering. We conduct thorough experiments showing that Sur$^2$f outperforms existing reconstruction methods and surface representations, including hybrid ones, in terms of both recovery quality and recovery efficiency.

cs.CV

HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization

Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.

cs.CV

VISTA: Boosting 3D Object Detection via Dual Cross-VIew SpaTial Attention

Detecting objects from LiDAR point clouds is of tremendous significance in autonomous driving. In spite of good progress, accurate and reliable 3D detection is yet to be achieved due to the sparsity and irregularity of LiDAR point clouds. Among existing strategies, multi-view methods have shown great promise by leveraging the more comprehensive information from both bird's eye view (BEV) and range view (RV). These multi-view methods either refine the proposals predicted from single view via fused features, or fuse the features without considering the global spatial context; their performance is limited consequently. In this paper, we propose to adaptively fuse multi-view features in a global spatial context via Dual Cross-VIew SpaTial Attention (VISTA). The proposed VISTA is a novel plug-and-play fusion module, wherein the multi-layer perceptron widely adopted in standard attention modules is replaced with a convolutional one. Thanks to the learned attention mechanism, VISTA can produce fused features of high quality for prediction of proposals. We decouple the classification and regression tasks in VISTA, and an additional constraint of attention variance is applied that enables the attention module to focus on specific targets instead of generic points. We conduct thorough experiments on the benchmarks of nuScenes and Waymo; results confirm the efficacy of our designs. At the time of submission, our method achieves 63.0% in overall mAP and 69.8% in NDS on the nuScenes benchmark, outperforming all published methods by up to 24% in safety-crucial categories such as cyclist. The source code in PyTorch is available at https://github.com/Gorilla-Lab-SCUT/VISTA

cs.CV