94.7CVApr 15Code
HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D WorldsTeam HY-World, Chenjie Cao, Xuhui Zuo et al.
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.
CVJan 21, 2025Code
Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets GenerationZibo Zhao, Zeqiang Lai, Qingxiang Lin et al.
We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2
94.7DCApr 9
SMART: When is it Actually Worth Expanding a Speculative Tree?Lifu Wang, Pan Zhou
Tree-based speculative decoding accelerates autoregressive generation by verifying a branching tree of draft tokens in a single target-model forward pass. However, existing methods prioritize maximizing token-level likelihood or the number of accepted tokens while ignoring a critical ``efficiency paradox'': the computational overhead of drafting and verifying big trees can grow super-linearly, particularly at scale. This often leads to negative wall-clock speedup when batch sizes increase or hardware saturation limits are reached. To address this, we propose SMART, a system-aware marginal analysis framework for runtime tree construction. SMART reformulates tree expansion as a hardware-aware optimization problem that directly maximizes end-to-end speedup. By applying a principled marginal benefit--cost rule at inference time, SMART expands a node only when its marginal benefit--cost ratio exceeds the tree-level speedup. SMART is training-free and serves as a plug-and-play controller for existing frameworks like MSD and EAGLE. Extensive evaluations across three MLLMs (e.g., LLaVA, Qwen2-VL) and four LLMs (e.g., Llama-3.1, DeepSeek-R1) demonstrate that SMART consistently outperforms state-of-the-art baselines. It delivers an average additional speedup of 20.0\% for MLLMs and 15.4\% for LLMs across compute-bound batching regimes and diverse GPU architectures without performance loss.
CVFeb 3Code
HY3D-Bench: Generation of 3D AssetsTeam Hunyuan3D, Bowen Zhang, Chunchao Guo et al.
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.
LGNov 19, 2022
Linear RNNs Provably Learn Linear Dynamic SystemsLifu Wang, Tianyu Wang, Shengwei Yi et al.
We study the learning ability of linear recurrent neural networks with Gradient Descent. We prove the first theoretical guarantee on linear RNNs to learn any stable linear dynamic system using any a large type of loss functions. For an arbitrary stable linear system with a parameter $ρ_C$ related to the transition matrix $C$, we show that despite the non-convexity of the parameter optimization loss if the width of the RNN is large enough (and the required width in hidden layers does not rely on the length of the input sequence), a linear RNN can provably learn any stable linear dynamic system with the sample and time complexity polynomial in $\frac{1}{1-ρ_C}$. Our results provide the first theoretical guarantee to learn a linear RNN and demonstrate how can the recurrent structure help to learn a dynamic system.
CVAug 8, 2025Code
Fewer Denoising Steps or Cheaper Per-Step Inference: Towards Compute-Optimal Diffusion Model DeploymentZhenbang Du, Yonggan Fu, Lifu Wang et al.
Diffusion models have shown remarkable success across generative tasks, yet their high computational demands challenge deployment on resource-limited platforms. This paper investigates a critical question for compute-optimal diffusion model deployment: Under a post-training setting without fine-tuning, is it more effective to reduce the number of denoising steps or to use a cheaper per-step inference? Intuitively, reducing the number of denoising steps increases the variability of the distributions across steps, making the model more sensitive to compression. In contrast, keeping more denoising steps makes the differences smaller, preserving redundancy, and making post-training compression more feasible. To systematically examine this, we propose PostDiff, a training-free framework for accelerating pre-trained diffusion models by reducing redundancy at both the input level and module level in a post-training manner. At the input level, we propose a mixed-resolution denoising scheme based on the insight that reducing generation resolution in early denoising steps can enhance low-frequency components and improve final generation fidelity. At the module level, we employ a hybrid module caching strategy to reuse computations across denoising steps. Extensive experiments and ablation studies demonstrate that (1) PostDiff can significantly improve the fidelity-efficiency trade-off of state-of-the-art diffusion models, and (2) to boost efficiency while maintaining decent generation fidelity, reducing per-step inference cost is often more effective than reducing the number of denoising steps. Our code is available at https://github.com/GATECH-EIC/PostDiff.
CVNov 4, 2024
Hunyuan3D 1.0: A Unified Framework for Text-to-3D and Image-to-3D GenerationXianghui Yang, Huiwen Shi, Bowen Zhang et al.
While 3D generative models have greatly improved artists' workflows, the existing diffusion models for 3D generation suffer from slow generation and poor generalization. To address this issue, we propose a two-stage approach named Hunyuan3D 1.0 including a lite version and a standard version, that both support text- and image-conditioned generation. In the first stage, we employ a multi-view diffusion model that efficiently generates multi-view RGB in approximately 4 seconds. These multi-view images capture rich details of the 3D asset from different viewpoints, relaxing the tasks from single-view to multi-view reconstruction. In the second stage, we introduce a feed-forward reconstruction model that rapidly and faithfully reconstructs the 3D asset given the generated multi-view images in approximately 7 seconds. The reconstruction network learns to handle noises and in-consistency introduced by the multi-view diffusion and leverages the available information from the condition image to efficiently recover the 3D structure. Our framework involves the text-to-image model, i.e., Hunyuan-DiT, making it a unified framework to support both text- and image-conditioned 3D generation. Our standard version has 3x more parameters than our lite and other existing model. Our Hunyuan3D 1.0 achieves an impressive balance between speed and quality, significantly reducing generation time while maintaining the quality and diversity of the produced assets.
CVJun 18, 2025
Hunyuan3D 2.1: From Images to High-Fidelity 3D Assets with Production-Ready PBR MaterialTeam Hunyuan3D, Shuhui Yang, Mingxin Yang et al.
3D AI-generated content (AIGC) is a passionate field that has significantly accelerated the creation of 3D models in gaming, film, and design. Despite the development of several groundbreaking models that have revolutionized 3D generation, the field remains largely accessible only to researchers, developers, and designers due to the complexities involved in collecting, processing, and training 3D models. To address these challenges, we introduce Hunyuan3D 2.1 as a case study in this tutorial. This tutorial offers a comprehensive, step-by-step guide on processing 3D data, training a 3D generative model, and evaluating its performance using Hunyuan3D 2.1, an advanced system for producing high-resolution, textured 3D assets. The system comprises two core components: the Hunyuan3D-DiT for shape generation and the Hunyuan3D-Paint for texture synthesis. We will explore the entire workflow, including data preparation, model architecture, training strategies, evaluation metrics, and deployment. By the conclusion of this tutorial, you will have the knowledge to finetune or develop a robust 3D generative model suitable for applications in gaming, virtual reality, and industrial design.
CVJun 19, 2025
Hunyuan3D 2.5: Towards High-Fidelity 3D Assets Generation with Ultimate DetailsZeqiang Lai, Yunfei Zhao, Haolin Liu et al.
In this report, we present Hunyuan3D 2.5, a robust suite of 3D diffusion models aimed at generating high-fidelity and detailed textured 3D assets. Hunyuan3D 2.5 follows two-stages pipeline of its previous version Hunyuan3D 2.0, while demonstrating substantial advancements in both shape and texture generation. In terms of shape generation, we introduce a new shape foundation model -- LATTICE, which is trained with scaled high-quality datasets, model-size, and compute. Our largest model reaches 10B parameters and generates sharp and detailed 3D shape with precise image-3D following while keeping mesh surface clean and smooth, significantly closing the gap between generated and handcrafted 3D shapes. In terms of texture generation, it is upgraded with phyiscal-based rendering (PBR) via a novel multi-view architecture extended from Hunyuan3D 2.0 Paint model. Our extensive evaluation shows that Hunyuan3D 2.5 significantly outperforms previous methods in both shape and end-to-end texture generation.
CVJul 29, 2025
HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or PixelsHunyuanWorld Team, Zhenwei Wang, Yuhao Liu et al.
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.
CVSep 16, 2025
Hunyuan3D Studio: End-to-End AI Pipeline for Game-Ready 3D Asset GenerationBiwen Lei, Yang Li, Xinhai Liu et al.
The creation of high-quality 3D assets, a cornerstone of modern game development, has long been characterized by labor-intensive and specialized workflows. This paper presents Hunyuan3D Studio, an end-to-end AI-powered content creation platform designed to revolutionize the game production pipeline by automating and streamlining the generation of game-ready 3D assets. At its core, Hunyuan3D Studio integrates a suite of advanced neural modules (such as Part-level 3D Generation, Polygon Generation, Semantic UV, etc.) into a cohesive and user-friendly system. This unified framework allows for the rapid transformation of a single concept image or textual description into a fully-realized, production-quality 3D model complete with optimized geometry and high-fidelity PBR textures. We demonstrate that assets generated by Hunyuan3D Studio are not only visually compelling but also adhere to the stringent technical requirements of contemporary game engines, significantly reducing iteration time and lowering the barrier to entry for 3D content creation. By providing a seamless bridge from creative intent to technical asset, Hunyuan3D Studio represents a significant leap forward for AI-assisted workflows in game development and interactive media.
CVMar 25, 2025
Scaling Down Text Encoders of Text-to-Image Diffusion ModelsLifu Wang, Daqing Liu, Xinchen Liu et al.
Text encoders in diffusion models have rapidly evolved, transitioning from CLIP to T5-XXL. Although this evolution has significantly enhanced the models' ability to understand complex prompts and generate text, it also leads to a substantial increase in the number of parameters. Despite T5 series encoders being trained on the C4 natural language corpus, which includes a significant amount of non-visual data, diffusion models with T5 encoder do not respond to those non-visual prompts, indicating redundancy in representational power. Therefore, it raises an important question: "Do we really need such a large text encoder?" In pursuit of an answer, we employ vision-based knowledge distillation to train a series of T5 encoder models. To fully inherit its capabilities, we constructed our dataset based on three criteria: image quality, semantic understanding, and text-rendering. Our results demonstrate the scaling down pattern that the distilled T5-base model can generate images of comparable quality to those produced by T5-XXL, while being 50 times smaller in size. This reduction in model size significantly lowers the GPU requirements for running state-of-the-art models such as FLUX and SD3, making high-quality text-to-image generation more accessible.
LGSep 29, 2021
On the Provable Generalization of Recurrent Neural NetworksLifu Wang, Bo Shen, Bo Hu et al.
Recurrent Neural Network (RNN) is a fundamental structure in deep learning. Recently, some works study the training process of over-parameterized neural networks, and show that over-parameterized networks can learn functions in some notable concept classes with a provable generalization error bound. In this paper, we analyze the training and generalization for RNNs with random initialization, and provide the following improvements over recent works: 1) For a RNN with input sequence $x=(X_1,X_2,...,X_L)$, previous works study to learn functions that are summation of $f(β^T_lX_l)$ and require normalized conditions that $||X_l||\leqε$ with some very small $ε$ depending on the complexity of $f$. In this paper, using detailed analysis about the neural tangent kernel matrix, we prove a generalization error bound to learn such functions without normalized conditions and show that some notable concept classes are learnable with the numbers of iterations and samples scaling almost-polynomially in the input length $L$. 2) Moreover, we prove a novel result to learn N-variables functions of input sequence with the form $f(β^T[X_{l_1},...,X_{l_N}])$, which do not belong to the "additive" concept class, i,e., the summation of function $f(X_l)$. And we show that when either $N$ or $l_0=\max(l_1,..,l_N)-\min(l_1,..,l_N)$ is small, $f(β^T[X_{l_1},...,X_{l_N}])$ will be learnable with the number iterations and samples scaling almost-polynomially in the input length $L$.
LGJun 10, 2020
Is the Skip Connection Provable to Reform the Neural Network Loss Landscape?Lifu Wang, Bo Shen, Ning Zhao et al.
The residual network is now one of the most effective structures in deep learning, which utilizes the skip connections to ``guarantee" the performance will not get worse. However, the non-convexity of the neural network makes it unclear whether the skip connections do provably improve the learning ability since the nonlinearity may create many local minima. In some previous works \cite{freeman2016topology}, it is shown that despite the non-convexity, the loss landscape of the two-layer ReLU network has good properties when the number $m$ of hidden nodes is very large. In this paper, we follow this line to study the topology (sub-level sets) of the loss landscape of deep ReLU neural networks with a skip connection and theoretically prove that the skip connection network inherits the good properties of the two-layer network and skip connections can help to control the connectedness of the sub-level sets, such that any local minima worse than the global minima of some two-layer ReLU network will be very ``shallow". The ``depth" of these local minima are at most $O(m^{(η-1)/n})$, where $n$ is the input dimension, $η<1$. This provides a theoretical explanation for the effectiveness of the skip connection in deep learning.
LGOct 14, 2019
Second-Order Convergence of Asynchronous Parallel Stochastic Gradient Descent: When Is the Linear Speedup Achieved?Lifu Wang, Bo Shen, Ning Zhao
In machine learning, asynchronous parallel stochastic gradient descent (APSGD) is broadly used to speed up the training process through multi-workers. Meanwhile, the time delay of stale gradients in asynchronous algorithms is generally proportional to the total number of workers, which brings additional deviation from the accurate gradient due to using delayed gradients. This may have a negative influence on the convergence of the algorithm. One may ask: How many workers can we use at most to achieve a good convergence and the linear speedup? In this paper, we consider the second-order convergence of asynchronous algorithms in non-convex optimization. We investigate the behaviors of APSGD with consistent read near strictly saddle points and provide a theoretical guarantee that if the total number of workers is bounded by $\widetilde{O}(K^{1/3}M^{-1/3})$ ($K$ is the total steps and $M$ is the mini-batch size), APSGD will converge to good stationary points ($||\nabla f(x)||\leq ε, \nabla^2 f(x)\succeq -\sqrtε\bm{I}, ε^2\leq O(\sqrt{\frac{1}{MK}}) $) and the linear speedup is achieved. Our works give the first theoretical guarantee on the second-order convergence for asynchronous algorithms. The technique we provide can be generalized to analyze other types of asynchronous algorithms to understand the behaviors of asynchronous algorithms in distributed asynchronous parallel training.