Jingwei Huang

CV
h-index45
40papers
3,024citations
Novelty55%
AI Score60

40 Papers

LGMar 19, 2022
Reinforcement learning for automatic quadrilateral mesh generation: a soft actor-critic approach

Jie Pan, Jingwei Huang, Gengdong Cheng et al.

This paper proposes, implements, and evaluates a reinforcement learning (RL)-based computational framework for automatic mesh generation. Mesh generation plays a fundamental role in numerical simulations in the area of computer aided design and engineering (CAD/E). It is identified as one of the critical issues in the NASA CFD Vision 2030 Study. Existing mesh generation methods suffer from high computational complexity, low mesh quality in complex geometries, and speed limitations. These methods and tools, including commercial software packages, are typically semiautomatic and they need inputs or help from human experts. By formulating the mesh generation as a Markov decision process (MDP) problem, we are able to use a state-of-the-art reinforcement learning (RL) algorithm called "soft actor-critic" to automatically learn from trials the policy of actions for mesh generation. The implementation of this RL algorithm for mesh generation allows us to build a fully automatic mesh generation system without human intervention and any extra clean-up operations, which fills the gap in the existing mesh generation tools. In the experiments to compare with two representative commercial software packages, our system demonstrates promising performance with respect to scalability, generalizability, and effectiveness.

CVJul 30, 2022
Point Primitive Transformer for Long-Term 4D Point Cloud Video Understanding

Hao Wen, Yunze Liu, Jingwei Huang et al.

This paper proposes a 4D backbone for long-term point cloud video understanding. A typical way to capture spatial-temporal context is using 4Dconv or transformer without hierarchy. However, those methods are neither effective nor efficient enough due to camera motion, scene changes, sampling patterns, and the complexity of 4D data. To address those issues, we leverage the primitive plane as a mid-level representation to capture the long-term spatial-temporal context in 4D point cloud videos and propose a novel hierarchical backbone named Point Primitive Transformer(PPTr), which is mainly composed of intra-primitive point transformers and primitive transformers. Extensive experiments show that PPTr outperforms the previous state of the arts on different tasks.

SPJul 8, 2024Code
LDGCN: An Edge-End Lightweight Dual GCN Based on Single-Channel EEG for Driver Drowsiness Monitoring

Jingwei Huang, Chuansheng Wang, Jiayan Huang et al.

Driver drowsiness electroencephalography (EEG) signal monitoring can timely alert drivers of their drowsiness status, thereby reducing the probability of traffic accidents. Graph convolutional networks (GCNs) have shown significant advancements in processing the non-stationary, time-varying, and non-Euclidean nature of EEG signals. However, the existing single-channel EEG adjacency graph construction process lacks interpretability, which hinders the ability of GCNs to effectively extract adjacency graph features, thus affecting the performance of drowsiness monitoring. To address this issue, we propose an edge-end lightweight dual graph convolutional network (LDGCN). Specifically, we are the first to incorporate neurophysiological knowledge to design a Baseline Drowsiness Status Adjacency Graph (BDSAG), which characterizes driver drowsiness status. Additionally, to express more features within limited EEG data, we introduce the Augmented Graph-level Module (AGM). This module captures global and local information at the graph level, ensuring that BDSAG features remain intact while enhancing effective feature expression capability. Furthermore, to deploy our method on the fourth-generation Raspberry Pi, we utilize Adaptive Pruning Optimization (APO) on both channels and neurons, reducing inference latency by almost half. Experiments on benchmark datasets demonstrate that LDGCN offers the best trade-off between monitoring performance and hardware resource utilization compared to existing state-of-the-art algorithms. All our source code can be found at https://github.com/BryantDom/Driver-Drowsiness-Monitoring.

CVJan 21, 2025Code
Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

Zibo 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

CVJun 28, 2022
Primitive Graph Learning for Unified Vector Mapping

Lei Wang, Min Dai, Jianan He et al.

Large-scale vector mapping is important for transportation, city planning, and survey and census. We propose GraphMapper, a unified framework for end-to-end vector map extraction from satellite images. Our key idea is a novel unified representation of shapes of different topologies named "primitive graph", which is a set of shape primitives and their pairwise relationship matrix. Then, we convert vector shape prediction, regularization, and topology reconstruction into a unique primitive graph learning problem. Specifically, GraphMapper is a generic primitive graph learning network based on global shape context modelling through multi-head-attention. An embedding space sorting method is developed for accurate primitive relationship modelling. We empirically demonstrate the effectiveness of GraphMapper on two challenging mapping tasks, building footprint regularization and road network topology reconstruction. Our model outperforms state-of-the-art methods in both tasks on public benchmarks. All code will be publicly available.

AIMar 20
Deep reflective reasoning in interdependence constrained structured data extraction from clinical notes for digital health

Jingwei Huang, Kuroush Nezafati, Zhikai Chi et al. · gatech

Extracting structured information from clinical notes requires navigating a dense web of interdependent variables where the value of one attribute logically constrains others. Existing Large Language Model (LLM)-based extraction pipelines often struggle to capture these dependencies, leading to clinically inconsistent outputs. We propose deep reflective reasoning, a large language model agent framework that iteratively self-critiques and revises structured outputs by checking consistency among variables, the input text, and retrieved domain knowledge, stopping when outputs converge. We extensively evaluate the proposed method in three diverse oncology applications: (1) On colorectal cancer synoptic reporting from gross descriptions (n=217), reflective reasoning improved average F1 across eight categorical synoptic variables from 0.828 to 0.911 and increased mean correct rate across four numeric variables from 0.806 to 0.895; (2) On Ewing sarcoma CD99 immunostaining pattern identification (n=200), the accuracy improved from 0.870 to 0.927; (3) On lung cancer tumor staging (n=100), tumor stage accuracy improved from 0.680 to 0.833 (pT: 0.842 -> 0.884; pN: 0.885 -> 0.948). The results demonstrate that deep reflective reasoning can systematically improve the reliability of LLM-based structured data extraction under interdependence constraints, enabling more consistent machine-operable clinical datasets and facilitating knowledge discovery with machine learning and data science towards digital health.

CVJun 30, 2025Code
Epona: Autoregressive Diffusion World Model for Autonomous Driving

Kaiwen Zhang, Zhenyu Tang, Xiaotao Hu et al.

Diffusion models have demonstrated exceptional visual quality in video generation, making them promising for autonomous driving world modeling. However, existing video diffusion-based world models struggle with flexible-length, long-horizon predictions and integrating trajectory planning. This is because conventional video diffusion models rely on global joint distribution modeling of fixed-length frame sequences rather than sequentially constructing localized distributions at each timestep. In this work, we propose Epona, an autoregressive diffusion world model that enables localized spatiotemporal distribution modeling through two key innovations: 1) Decoupled spatiotemporal factorization that separates temporal dynamics modeling from fine-grained future world generation, and 2) Modular trajectory and video prediction that seamlessly integrate motion planning with visual modeling in an end-to-end framework. Our architecture enables high-resolution, long-duration generation while introducing a novel chain-of-forward training strategy to address error accumulation in autoregressive loops. Experimental results demonstrate state-of-the-art performance with 7.4\% FVD improvement and minutes longer prediction duration compared to prior works. The learned world model further serves as a real-time motion planner, outperforming strong end-to-end planners on NAVSIM benchmarks. Code will be publicly available at \href{https://github.com/Kevin-thu/Epona/}{https://github.com/Kevin-thu/Epona/}.

CVMar 20, 2025Code
Unleashing Vecset Diffusion Model for Fast Shape Generation

Zeqiang Lai, Yunfei Zhao, Zibo Zhao et al.

3D shape generation has greatly flourished through the development of so-called "native" 3D diffusion, particularly through the Vecset Diffusion Model (VDM). While recent advancements have shown promising results in generating high-resolution 3D shapes, VDM still struggles with high-speed generation. Challenges exist because of difficulties not only in accelerating diffusion sampling but also VAE decoding in VDM, areas under-explored in previous works. To address these challenges, we present FlashVDM, a systematic framework for accelerating both VAE and DiT in VDM. For DiT, FlashVDM enables flexible diffusion sampling with as few as 5 inference steps and comparable quality, which is made possible by stabilizing consistency distillation with our newly introduced Progressive Flow Distillation. For VAE, we introduce a lightning vecset decoder equipped with Adaptive KV Selection, Hierarchical Volume Decoding, and Efficient Network Design. By exploiting the locality of the vecset and the sparsity of shape surface in the volume, our decoder drastically lowers FLOPs, minimizing the overall decoding overhead. We apply FlashVDM to Hunyuan3D-2 to obtain Hunyuan3D-2 Turbo. Through systematic evaluation, we show that our model significantly outperforms existing fast 3D generation methods, achieving comparable performance to the state-of-the-art while reducing inference time by over 45x for reconstruction and 32x for generation. Code and models are available at https://github.com/Tencent/FlashVDM.

CVMar 7, 2024Code
CN-RMA: Combined Network with Ray Marching Aggregation for 3D Indoors Object Detection from Multi-view Images

Guanlin Shen, Jingwei Huang, Zhihua Hu et al.

This paper introduces CN-RMA, a novel approach for 3D indoor object detection from multi-view images. We observe the key challenge as the ambiguity of image and 3D correspondence without explicit geometry to provide occlusion information. To address this issue, CN-RMA leverages the synergy of 3D reconstruction networks and 3D object detection networks, where the reconstruction network provides a rough Truncated Signed Distance Function (TSDF) and guides image features to vote to 3D space correctly in an end-to-end manner. Specifically, we associate weights to sampled points of each ray through ray marching, representing the contribution of a pixel in an image to corresponding 3D locations. Such weights are determined by the predicted signed distances so that image features vote only to regions near the reconstructed surface. Our method achieves state-of-the-art performance in 3D object detection from multi-view images, as measured by mAP@0.25 and mAP@0.5 on the ScanNet and ARKitScenes datasets. The code and models are released at https://github.com/SerCharles/CN-RMA.

CYJan 3, 2023
Digital Engineering Transformation with Trustworthy AI towards Industry 4.0: Emerging Paradigm Shifts

Jingwei Huang

Digital engineering transformation is a crucial process for the engineering paradigm shifts in the fourth industrial revolution (4IR), and artificial intelligence (AI) is a critical enabling technology in digital engineering transformation. This article discusses the following research questions: What are the fundamental changes in the 4IR? More specifically, what are the fundamental changes in engineering? What is digital engineering? What are the main uncertainties there? What is trustworthy AI? Why is it important today? What are emerging engineering paradigm shifts in the 4IR? What is the relationship between the data-intensive paradigm and digital engineering transformation? What should we do for digitalization? From investigating the pattern of industrial revolutions, this article argues that ubiquitous machine intelligence (uMI) is the defining power brought by the 4IR. Digitalization is a condition to leverage ubiquitous machine intelligence. Digital engineering transformation towards Industry 4.0 has three essential building blocks: digitalization of engineering, leveraging ubiquitous machine intelligence, and building digital trust and security. The engineering design community at large is facing an excellent opportunity to bring the new capabilities of ubiquitous machine intelligence and trustworthy AI principles, as well as digital trust, together in various engineering systems design to ensure the trustworthiness of systems in Industry 4.0.

CVJul 15, 2024
NGP-RT: Fusing Multi-Level Hash Features with Lightweight Attention for Real-Time Novel View Synthesis

Yubin Hu, Xiaoyang Guo, Yang Xiao et al.

This paper presents NGP-RT, a novel approach for enhancing the rendering speed of Instant-NGP to achieve real-time novel view synthesis. As a classic NeRF-based method, Instant-NGP stores implicit features in multi-level grids or hash tables and applies a shallow MLP to convert the implicit features into explicit colors and densities. Although it achieves fast training speed, there is still a lot of room for improvement in its rendering speed due to the per-point MLP executions for implicit multi-level feature aggregation, especially for real-time applications. To address this challenge, our proposed NGP-RT explicitly stores colors and densities as hash features, and leverages a lightweight attention mechanism to disambiguate the hash collisions instead of using computationally intensive MLP. At the rendering stage, NGP-RT incorporates a pre-computed occupancy distance grid into the ray marching strategy to inform the distance to the nearest occupied voxel, thereby reducing the number of marching points and global memory access. Experimental results show that on the challenging Mip-NeRF360 dataset, NGP-RT achieves better rendering quality than previous NeRF-based methods, achieving 108 fps at 1080p resolution on a single Nvidia RTX 3090 GPU. Our approach is promising for NeRF-based real-time applications that require efficient and high-quality rendering.

CVFeb 3Code
HY3D-Bench: Generation of 3D Assets

Team 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.

CVMar 1
ArtLLM: Generating Articulated Assets via 3D LLM

Penghao Wang, Siyuan Xie, Hongyu Yan et al.

Creating interactive digital environments for gaming, robotics, and simulation relies on articulated 3D objects whose functionality emerges from their part geometry and kinematic structure. However, existing approaches remain fundamentally limited: optimization-based reconstruction methods require slow, per-object joint fitting and typically handle only simple, single-joint objects, while retrieval-based methods assemble parts from a fixed library, leading to repetitive geometry and poor generalization. To address these challenges, we introduce ArtLLM, a novel framework for generating high-quality articulated assets directly from complete 3D meshes. At its core is a 3D multimodal large language model trained on a large-scale articulation dataset curated from both existing articulation datasets and procedurally generated objects. Unlike prior work, ArtLLM autoregressively predicts a variable number of parts and joints, inferring their kinematic structure in a unified manner from the object's point cloud. This articulation-aware layout then conditions a 3D generative model to synthesize high-fidelity part geometries. Experiments on the PartNet-Mobility dataset show that ArtLLM significantly outperforms state-of-the-art methods in both part layout accuracy and joint prediction, while generalizing robustly to real-world objects. Finally, we demonstrate its utility in constructing digital twins, highlighting its potential for scalable robot learning.

AIOct 21, 2024Code
Large Language Models Powered Multiagent Ensemble for Mitigating Hallucination and Efficient Atrial Fibrillation Annotation of ECG Reports

Jingwei Huang, Kuroush Nezafati, Ismael Villanueva-Miranda et al.

This study introduces a LLMs powered multiagent ensemble method to address challenges in hallucination and data labeling, particularly in large-scale EHR datasets. Manual labeling of such datasets requires domain expertise and is labor-intensive, time-consuming, expensive, and error-prone. To overcome this bottleneck, we developed an ensemble LLMs method and demonstrated its effectiveness in two real-world tasks: (1) labeling a large-scale unlabeled ECG dataset in MIMIC-IV; (2) identifying social determinants of health (SDOH) from the clinical notes of EHR. Trading off benefits and cost, we selected a pool of diverse open source LLMs with satisfactory performance. We treat each LLM's prediction as a vote and apply a mechanism of majority voting with minimal winning threshold for ensemble. We implemented an ensemble LLMs application for EHR data labeling tasks. By using the ensemble LLMs and natural language processing, we labeled MIMIC-IV ECG dataset of 623,566 ECG reports with an estimated accuracy of 98.2%. We applied the ensemble LLMs method to identify SDOH from social history sections of 1,405 EHR clinical notes, also achieving competitive performance. Our experiments show that the ensemble LLMs can outperform individual LLM even the best commercial one, and the method reduces hallucination errors. From the research, we found that (1) the ensemble LLMs method significantly reduces the time and effort required for labeling large-scale EHR data, automating the process with high accuracy and quality; (2) the method generalizes well to other text data labeling tasks, as shown by its application to SDOH identification; (3) the ensemble of a group of diverse LLMs can outperform or match the performance of the best individual LLM; and (4) the ensemble method substantially reduces hallucination errors. This approach provides a scalable and efficient solution to data-labeling challenges.

CVOct 14, 2019Code
NeurVPS: Neural Vanishing Point Scanning via Conic Convolution

Yichao Zhou, Haozhi Qi, Jingwei Huang et al.

We present a simple yet effective end-to-end trainable deep network with geometry-inspired convolutional operators for detecting vanishing points in images. Traditional convolutional neural networks rely on aggregating edge features and do not have mechanisms to directly exploit the geometric properties of vanishing points as the intersections of parallel lines. In this work, we identify a canonical conic space in which the neural network can effectively compute the global geometric information of vanishing points locally, and we propose a novel operator named conic convolution that can be implemented as regular convolutions in this space. This new operator explicitly enforces feature extractions and aggregations along the structural lines and yet has the same number of parameters as the regular 2D convolution. Our extensive experiments on both synthetic and real-world datasets show that the proposed operator significantly improves the performance of vanishing point detection over traditional methods. The code and dataset have been made publicly available at https://github.com/zhou13/neurvps.

CVDec 17, 2023
SAI3D: Segment Any Instance in 3D Scenes

Yingda Yin, Yuzheng Liu, Yang Xiao et al.

Advancements in 3D instance segmentation have traditionally been tethered to the availability of annotated datasets, limiting their application to a narrow spectrum of object categories. Recent efforts have sought to harness vision-language models like CLIP for open-set semantic reasoning, yet these methods struggle to distinguish between objects of the same categories and rely on specific prompts that are not universally applicable. In this paper, we introduce SAI3D, a novel zero-shot 3D instance segmentation approach that synergistically leverages geometric priors and semantic cues derived from Segment Anything Model (SAM). Our method partitions a 3D scene into geometric primitives, which are then progressively merged into 3D instance segmentations that are consistent with the multi-view SAM masks. Moreover, we design a hierarchical region-growing algorithm with a dynamic thresholding mechanism, which largely improves the robustness of finegrained 3D scene parsing.Empirical evaluations on ScanNet, Matterport3D and the more challenging ScanNet++ datasets demonstrate the superiority of our approach. Notably, SAI3D outperforms existing open-vocabulary baselines and even surpasses fully-supervised methods in class-agnostic segmentation on ScanNet++. Our project page is at https://yd-yin.github.io/SAI3D.

CVJun 18, 2025
Hunyuan3D 2.1: From Images to High-Fidelity 3D Assets with Production-Ready PBR Material

Team 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 Details

Zeqiang 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.

CVSep 16, 2025
Hunyuan3D Studio: End-to-End AI Pipeline for Game-Ready 3D Asset Generation

Biwen 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.

GRJun 22, 2025
Auto-Regressive Surface Cutting

Yang Li, Victor Cheung, Xinhai Liu et al.

Surface cutting is a fundamental task in computer graphics, with applications in UV parameterization, texture mapping, and mesh decomposition. However, existing methods often produce technically valid but overly fragmented atlases that lack semantic coherence. We introduce SeamGPT, an auto-regressive model that generates cutting seams by mimicking professional workflows. Our key technical innovation lies in formulating surface cutting as a next token prediction task: sample point clouds on mesh vertices and edges, encode them as shape conditions, and employ a GPT-style transformer to sequentially predict seam segments with quantized 3D coordinates. Our approach achieves exceptional performance on UV unwrapping benchmarks containing both manifold and non-manifold meshes, including artist-created, and 3D-scanned models. In addition, it enhances existing 3D segmentation tools by providing clean boundaries for part decomposition.

CVMar 11, 2025
MaRI: Material Retrieval Integration across Domains

Jianhui Wang, Zhifei Yang, Yangfan He et al. · pku

Accurate material retrieval is critical for creating realistic 3D assets. Existing methods rely on datasets that capture shape-invariant and lighting-varied representations of materials, which are scarce and face challenges due to limited diversity and inadequate real-world generalization. Most current approaches adopt traditional image search techniques. They fall short in capturing the unique properties of material spaces, leading to suboptimal performance in retrieval tasks. Addressing these challenges, we introduce MaRI, a framework designed to bridge the feature space gap between synthetic and real-world materials. MaRI constructs a shared embedding space that harmonizes visual and material attributes through a contrastive learning strategy by jointly training an image and a material encoder, bringing similar materials and images closer while separating dissimilar pairs within the feature space. To support this, we construct a comprehensive dataset comprising high-quality synthetic materials rendered with controlled shape variations and diverse lighting conditions, along with real-world materials processed and standardized using material transfer techniques. Extensive experiments demonstrate the superior performance, accuracy, and generalization capabilities of MaRI across diverse and complex material retrieval tasks, outperforming existing methods.

CVAug 13, 2025
SVG-Head: Hybrid Surface-Volumetric Gaussians for High-Fidelity Head Reconstruction and Real-Time Editing

Heyi Sun, Cong Wang, Tian-Xing Xu et al.

Creating high-fidelity and editable head avatars is a pivotal challenge in computer vision and graphics, boosting many AR/VR applications. While recent advancements have achieved photorealistic renderings and plausible animation, head editing, especially real-time appearance editing, remains challenging due to the implicit representation and entangled modeling of the geometry and global appearance. To address this, we propose Surface-Volumetric Gaussian Head Avatar (SVG-Head), a novel hybrid representation that explicitly models the geometry with 3D Gaussians bound on a FLAME mesh and leverages disentangled texture images to capture the global appearance. Technically, it contains two types of Gaussians, in which surface Gaussians explicitly model the appearance of head avatars using learnable texture images, facilitating real-time texture editing, while volumetric Gaussians enhance the reconstruction quality of non-Lambertian regions (e.g., lips and hair). To model the correspondence between 3D world and texture space, we provide a mesh-aware Gaussian UV mapping method, which leverages UV coordinates given by the FLAME mesh to obtain sharp texture images and real-time rendering speed. A hierarchical optimization strategy is further designed to pursue the optimal performance in both reconstruction quality and editing flexibility. Experiments on the NeRSemble dataset show that SVG-Head not only generates high-fidelity rendering results, but also is the first method to obtain explicit texture images for Gaussian head avatars and support real-time appearance editing.

CVJun 26, 2025
PoseMaster: Generating 3D Characters in Arbitrary Poses from a Single Image

Hongyu Yan, Kunming Luo, Weiyu Li et al.

3D characters play a crucial role in our daily entertainment. To improve the efficiency of 3D character modeling, recent image-based methods use two separate models to achieve pose standardization and 3D reconstruction of the A-pose character. However, these methods are prone to generating distorted and degraded images in the pose standardization stage due to self-occlusion and viewpoints, which further affects the geometric quality of the subsequent reconstruction process. To tackle these problems, we propose PoseMaster, an end-to-end controllable 3D character generation framework. Specifically, we unify pose transformation and 3D character generation into a flow-based 3D native generation framework. To achieve accurate arbitrary-pose control, we propose to leverage the 3D body bones existing in the skeleton of an animatable character as the pose condition. Furthermore, considering the specificity of multi-condition control, we randomly empty the pose condition and the image condition during training to improve the effectiveness and generalizability of pose control. Finally, we create a high-quality pose-control dataset derived from realistic character animation data to make the model learning the implicit relationships between skeleton and skinning weights. Extensive experiments show that PoseMaster outperforms current state-of-the-art techniques in both qualitative and quantitative evaluations for A-pose character generation while demonstrating its powerful ability to achieve precise control for arbitrary poses.

CVNov 20, 2025
NaTex: Seamless Texture Generation as Latent Color Diffusion

Zeqiang Lai, Yunfei Zhao, Zibo Zhao et al.

We present NaTex, a native texture generation framework that predicts texture color directly in 3D space. In contrast to previous approaches that rely on baking 2D multi-view images synthesized by geometry-conditioned Multi-View Diffusion models (MVDs), NaTex avoids several inherent limitations of the MVD pipeline. These include difficulties in handling occluded regions that require inpainting, achieving precise mesh-texture alignment along boundaries, and maintaining cross-view consistency and coherence in both content and color intensity. NaTex features a novel paradigm that addresses the aforementioned issues by viewing texture as a dense color point cloud. Driven by this idea, we propose latent color diffusion, which comprises a geometry-awared color point cloud VAE and a multi-control diffusion transformer (DiT), entirely trained from scratch using 3D data, for texture reconstruction and generation. To enable precise alignment, we introduce native geometry control that conditions the DiT on direct 3D spatial information via positional embeddings and geometry latents. We co-design the VAE-DiT architecture, where the geometry latents are extracted via a dedicated geometry branch tightly coupled with the color VAE, providing fine-grained surface guidance that maintains strong correspondence with the texture. With these designs, NaTex demonstrates strong performance, significantly outperforming previous methods in texture coherence and alignment. Moreover, NaTex also exhibits strong generalization capabilities, either training-free or with simple tuning, for various downstream applications, e.g., material generation, texture refinement, and part segmentation and texturing.

GRNov 24, 2025
LATTICE: Democratize High-Fidelity 3D Generation at Scale

Zeqiang Lai, Yunfei Zhao, Zibo Zhao et al.

We present LATTICE, a new framework for high-fidelity 3D asset generation that bridges the quality and scalability gap between 3D and 2D generative models. While 2D image synthesis benefits from fixed spatial grids and well-established transformer architectures, 3D generation remains fundamentally more challenging due to the need to predict both spatial structure and detailed geometric surfaces from scratch. These challenges are exacerbated by the computational complexity of existing 3D representations and the lack of structured and scalable 3D asset encoding schemes. To address this, we propose VoxSet, a semi-structured representation that compresses 3D assets into a compact set of latent vectors anchored to a coarse voxel grid, enabling efficient and position-aware generation. VoxSet retains the simplicity and compression advantages of prior VecSet methods while introducing explicit structure into the latent space, allowing positional embeddings to guide generation and enabling strong token-level test-time scaling. Built upon this representation, LATTICE adopts a two-stage pipeline: first generating a sparse voxelized geometry anchor, then producing detailed geometry using a rectified flow transformer. Our method is simple at its core, but supports arbitrary resolution decoding, low-cost training, and flexible inference schemes, achieving state-of-the-art performance on various aspects, and offering a significant step toward scalable, high-quality 3D asset creation.

CVSep 25, 2025
Hunyuan3D-Omni: A Unified Framework for Controllable Generation of 3D Assets

Team Hunyuan3D, Bowen Zhang, Chunchao Guo et al.

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.

CVMar 24, 2025
LLGS: Unsupervised Gaussian Splatting for Image Enhancement and Reconstruction in Pure Dark Environment

Haoran Wang, Jingwei Huang, Lu Yang et al.

3D Gaussian Splatting has shown remarkable capabilities in novel view rendering tasks and exhibits significant potential for multi-view optimization.However, the original 3D Gaussian Splatting lacks color representation for inputs in low-light environments. Simply using enhanced images as inputs would lead to issues with multi-view consistency, and current single-view enhancement systems rely on pre-trained data, lacking scene generalization. These problems limit the application of 3D Gaussian Splatting in low-light conditions in the field of robotics, including high-fidelity modeling and feature matching. To address these challenges, we propose an unsupervised multi-view stereoscopic system based on Gaussian Splatting, called Low-Light Gaussian Splatting (LLGS). This system aims to enhance images in low-light environments while reconstructing the scene. Our method introduces a decomposable Gaussian representation called M-Color, which separately characterizes color information for targeted enhancement. Furthermore, we propose an unsupervised optimization method with zero-knowledge priors, using direction-based enhancement to ensure multi-view consistency. Experiments conducted on real-world datasets demonstrate that our system outperforms state-of-the-art methods in both low-light enhancement and 3D Gaussian Splatting.

CVJun 15, 2024
Technique Report of CVPR 2024 PBDL Challenges

Ying Fu, Yu Li, Shaodi You et al.

The intersection of physics-based vision and deep learning presents an exciting frontier for advancing computer vision technologies. By leveraging the principles of physics to inform and enhance deep learning models, we can develop more robust and accurate vision systems. Physics-based vision aims to invert the processes to recover scene properties such as shape, reflectance, light distribution, and medium properties from images. In recent years, deep learning has shown promising improvements for various vision tasks, and when combined with physics-based vision, these approaches can enhance the robustness and accuracy of vision systems. This technical report summarizes the outcomes of the Physics-Based Vision Meets Deep Learning (PBDL) 2024 challenge, held in CVPR 2024 workshop. The challenge consisted of eight tracks, focusing on Low-Light Enhancement and Detection as well as High Dynamic Range (HDR) Imaging. This report details the objectives, methodologies, and results of each track, highlighting the top-performing solutions and their innovative approaches.

CVDec 12, 2021
MVLayoutNet:3D layout reconstruction with multi-view panoramas

Zhihua Hu, Bo Duan, Yanfeng Zhang et al.

We present MVLayoutNet, an end-to-end network for holistic 3D reconstruction from multi-view panoramas. Our core contribution is to seamlessly combine learned monocular layout estimation and multi-view stereo (MVS) for accurate layout reconstruction in both 3D and image space. We jointly train a layout module to produce an initial layout and a novel MVS module to obtain accurate layout geometry. Unlike standard MVSNet [33], our MVS module takes a newly-proposed layout cost volume, which aggregates multi-view costs at the same depth layer into corresponding layout elements. We additionally provide an attention-based scheme that guides the MVS module to focus on structural regions. Such a design considers both local pixel-level costs and global holistic information for better reconstruction. Experiments show that our method outperforms state-of-the-arts in terms of depth rmse by 21.7% and 20.6% on the 2D-3D-S [1] and ZInD [5] datasets. Finally, our method leads to coherent layout geometry that enables the reconstruction of an entire scene.

AIJun 14, 2021
Intelligent Agent for Hurricane Emergency Identification and Text Information Extraction from Streaming Social Media Big Data

Jingwei Huang, Wael Khallouli, Ghaith Rabadi et al.

This paper presents our research on leveraging social media Big Data and AI to support hurricane disaster emergency response. The current practice of hurricane emergency response for rescue highly relies on emergency call centres. The more recent Hurricane Harvey event reveals the limitations of the current systems. We use Hurricane Harvey and the associated Houston flooding as the motivating scenario to conduct research and develop a prototype as a proof-of-concept of using an intelligent agent as a complementary role to support emergency centres in hurricane emergency response. This intelligent agent is used to collect real-time streaming tweets during a natural disaster event, to identify tweets requesting rescue, to extract key information such as address and associated geocode, and to visualize the extracted information in an interactive map in decision supports. Our experiment shows promising outcomes and the potential application of the research in support of hurricane emergency response.

CVAug 7, 2020
HoliCity: A City-Scale Data Platform for Learning Holistic 3D Structures

Yichao Zhou, Jingwei Huang, Xili Dai et al.

We present HoliCity, a city-scale 3D dataset with rich structural information. Currently, this dataset has 6,300 real-world panoramas of resolution $13312 \times 6656$ that are accurately aligned with the CAD model of downtown London with an area of more than 20 km$^2$, in which the median reprojection error of the alignment of an average image is less than half a degree. This dataset aims to be an all-in-one data platform for research of learning abstracted high-level holistic 3D structures that can be derived from city CAD models, e.g., corners, lines, wireframes, planes, and cuboids, with the ultimate goal of supporting real-world applications including city-scale reconstruction, localization, mapping, and augmented reality. The accurate alignment of the 3D CAD models and panoramas also benefits low-level 3D vision tasks such as surface normal estimation, as the surface normal extracted from previous LiDAR-based datasets is often noisy. We conduct experiments to demonstrate the applications of HoliCity, such as predicting surface segmentation, normal maps, depth maps, and vanishing points, as well as test the generalizability of methods trained on HoliCity and other related datasets. HoliCity is available at https://holicity.io.

CVJun 14, 2020
ShapeFlow: Learnable Deformations Among 3D Shapes

Chiyu "Max" Jiang, Jingwei Huang, Andrea Tagliasacchi et al.

We present ShapeFlow, a flow-based model for learning a deformation space for entire classes of 3D shapes with large intra-class variations. ShapeFlow allows learning a multi-template deformation space that is agnostic to shape topology, yet preserves fine geometric details. Different from a generative space where a latent vector is directly decoded into a shape, a deformation space decodes a vector into a continuous flow that can advect a source shape towards a target. Such a space naturally allows the disentanglement of geometric style (coming from the source) and structural pose (conforming to the target). We parametrize the deformation between geometries as a learned continuous flow field via a neural network and show that such deformations can be guaranteed to have desirable properties, such as be bijectivity, freedom from self-intersections, or volume preservation. We illustrate the effectiveness of this learned deformation space for various downstream applications, including shape generation via deformation, geometric style transfer, unsupervised learning of a consistent parameterization for entire classes of shapes, and shape interpolation.

CVApr 2, 2020
Deformation-Aware 3D Model Embedding and Retrieval

Mikaela Angelina Uy, Jingwei Huang, Minhyuk Sung et al.

We introduce a new problem of retrieving 3D models that are deformable to a given query shape and present a novel deep deformation-aware embedding to solve this retrieval task. 3D model retrieval is a fundamental operation for recovering a clean and complete 3D model from a noisy and partial 3D scan. However, given a finite collection of 3D shapes, even the closest model to a query may not be satisfactory. This motivates us to apply 3D model deformation techniques to adapt the retrieved model so as to better fit the query. Yet, certain restrictions are enforced in most 3D deformation techniques to preserve important features of the original model that prevent a perfect fitting of the deformed model to the query. This gap between the deformed model and the query induces asymmetric relationships among the models, which cannot be handled by typical metric learning techniques. Thus, to retrieve the best models for fitting, we propose a novel deep embedding approach that learns the asymmetric relationships by leveraging location-dependent egocentric distance fields. We also propose two strategies for training the embedding network. We demonstrate that both of these approaches outperform other baselines in our experiments with both synthetic and real data. Our project page can be found at https://deformscan2cad.github.io/.

CVMar 19, 2020
Local Implicit Grid Representations for 3D Scenes

Chiyu Max Jiang, Avneesh Sud, Ameesh Makadia et al.

Shape priors learned from data are commonly used to reconstruct 3D objects from partial or noisy data. Yet no such shape priors are available for indoor scenes, since typical 3D autoencoders cannot handle their scale, complexity, or diversity. In this paper, we introduce Local Implicit Grid Representations, a new 3D shape representation designed for scalability and generality. The motivating idea is that most 3D surfaces share geometric details at some scale -- i.e., at a scale smaller than an entire object and larger than a small patch. We train an autoencoder to learn an embedding of local crops of 3D shapes at that size. Then, we use the decoder as a component in a shape optimization that solves for a set of latent codes on a regular grid of overlapping crops such that an interpolation of the decoded local shapes matches a partial or noisy observation. We demonstrate the value of this proposed approach for 3D surface reconstruction from sparse point observations, showing significantly better results than alternative approaches.

CVMar 18, 2020
Adversarial Texture Optimization from RGB-D Scans

Jingwei Huang, Justus Thies, Angela Dai et al.

Realistic color texture generation is an important step in RGB-D surface reconstruction, but remains challenging in practice due to inaccuracies in reconstructed geometry, misaligned camera poses, and view-dependent imaging artifacts. In this work, we present a novel approach for color texture generation using a conditional adversarial loss obtained from weakly-supervised views. Specifically, we propose an approach to produce photorealistic textures for approximate surfaces, even from misaligned images, by learning an objective function that is robust to these errors. The key idea of our approach is to learn a patch-based conditional discriminator which guides the texture optimization to be tolerant to misalignments. Our discriminator takes a synthesized view and a real image, and evaluates whether the synthesized one is realistic, under a broadened definition of realism. We train the discriminator by providing as `real' examples pairs of input views and their misaligned versions -- so that the learned adversarial loss will tolerate errors from the scans. Experiments on synthetic and real data under quantitative or qualitative evaluation demonstrate the advantage of our approach in comparison to state of the art. Our code is publicly available with video demonstration.

CVMar 29, 2019
FrameNet: Learning Local Canonical Frames of 3D Surfaces from a Single RGB Image

Jingwei Huang, Yichao Zhou, Thomas Funkhouser et al.

In this work, we introduce the novel problem of identifying dense canonical 3D coordinate frames from a single RGB image. We observe that each pixel in an image corresponds to a surface in the underlying 3D geometry, where a canonical frame can be identified as represented by three orthogonal axes, one along its normal direction and two in its tangent plane. We propose an algorithm to predict these axes from RGB. Our first insight is that canonical frames computed automatically with recently introduced direction field synthesis methods can provide training data for the task. Our second insight is that networks designed for surface normal prediction provide better results when trained jointly to predict canonical frames, and even better when trained to also predict 2D projections of canonical frames. We conjecture this is because projections of canonical tangent directions often align with local gradients in images, and because those directions are tightly linked to 3D canonical frames through projective geometry and orthogonality constraints. In our experiments, we find that our method predicts 3D canonical frames that can be used in applications ranging from surface normal estimation, feature matching, and augmented reality.

CVJan 9, 2019
Normalized Object Coordinate Space for Category-Level 6D Object Pose and Size Estimation

He Wang, Srinath Sridhar, Jingwei Huang et al.

The goal of this paper is to estimate the 6D pose and dimensions of unseen object instances in an RGB-D image. Contrary to "instance-level" 6D pose estimation tasks, our problem assumes that no exact object CAD models are available during either training or testing time. To handle different and unseen object instances in a given category, we introduce a Normalized Object Coordinate Space (NOCS)---a shared canonical representation for all possible object instances within a category. Our region-based neural network is then trained to directly infer the correspondence from observed pixels to this shared object representation (NOCS) along with other object information such as class label and instance mask. These predictions can be combined with the depth map to jointly estimate the metric 6D pose and dimensions of multiple objects in a cluttered scene. To train our network, we present a new context-aware technique to generate large amounts of fully annotated mixed reality data. To further improve our model and evaluate its performance on real data, we also provide a fully annotated real-world dataset with large environment and instance variation. Extensive experiments demonstrate that the proposed method is able to robustly estimate the pose and size of unseen object instances in real environments while also achieving state-of-the-art performance on standard 6D pose estimation benchmarks.

CVJan 7, 2019
Convolutional Neural Networks on non-uniform geometrical signals using Euclidean spectral transformation

Chiyu "Max" Jiang, Dequan Wang, Jingwei Huang et al.

Convolutional Neural Networks (CNN) have been successful in processing data signals that are uniformly sampled in the spatial domain (e.g., images). However, most data signals do not natively exist on a grid, and in the process of being sampled onto a uniform physical grid suffer significant aliasing error and information loss. Moreover, signals can exist in different topological structures as, for example, points, lines, surfaces and volumes. It has been challenging to analyze signals with mixed topologies (for example, point cloud with surface mesh). To this end, we develop mathematical formulations for Non-Uniform Fourier Transforms (NUFT) to directly, and optimally, sample nonuniform data signals of different topologies defined on a simplex mesh into the spectral domain with no spatial sampling error. The spectral transform is performed in the Euclidean space, which removes the translation ambiguity from works on the graph spectrum. Our representation has four distinct advantages: (1) the process causes no spatial sampling error during the initial sampling, (2) the generality of this approach provides a unified framework for using CNNs to analyze signals of mixed topologies, (3) it allows us to leverage state-of-the-art backbone CNN architectures for effective learning without having to design a particular architecture for a particular data structure in an ad-hoc fashion, and (4) the representation allows weighted meshes where each element has a different weight (i.e., texture) indicating local properties. We achieve results on par with the state-of-the-art for the 3D shape retrieval task, and a new state-of-the-art for the point cloud to surface reconstruction task.

CVJan 7, 2019
Spherical CNNs on Unstructured Grids

Chiyu "Max" Jiang, Jingwei Huang, Karthik Kashinath et al.

We present an efficient convolution kernel for Convolutional Neural Networks (CNNs) on unstructured grids using parameterized differential operators while focusing on spherical signals such as panorama images or planetary signals. To this end, we replace conventional convolution kernels with linear combinations of differential operators that are weighted by learnable parameters. Differential operators can be efficiently estimated on unstructured grids using one-ring neighbors, and learnable parameters can be optimized through standard back-propagation. As a result, we obtain extremely efficient neural networks that match or outperform state-of-the-art network architectures in terms of performance but with a significantly lower number of network parameters. We evaluate our algorithm in an extensive series of experiments on a variety of computer vision and climate science tasks, including shape classification, climate pattern segmentation, and omnidirectional image semantic segmentation. Overall, we present (1) a novel CNN approach on unstructured grids using parameterized differential operators for spherical signals, and (2) we show that our unique kernel parameterization allows our model to achieve the same or higher accuracy with significantly fewer network parameters.

CVNov 30, 2018
TextureNet: Consistent Local Parametrizations for Learning from High-Resolution Signals on Meshes

Jingwei Huang, Haotian Zhang, Li Yi et al.

We introduce, TextureNet, a neural network architecture designed to extract features from high-resolution signals associated with 3D surface meshes (e.g., color texture maps). The key idea is to utilize a 4-rotational symmetric (4-RoSy) field to define a domain for convolution on a surface. Though 4-RoSy fields have several properties favorable for convolution on surfaces (low distortion, few singularities, consistent parameterization, etc.), orientations are ambiguous up to 4-fold rotation at any sample point. So, we introduce a new convolutional operator invariant to the 4-RoSy ambiguity and use it in a network to extract features from high-resolution signals on geodesic neighborhoods of a surface. In comparison to alternatives, such as PointNet based methods which lack a notion of orientation, the coherent structure given by these neighborhoods results in significantly stronger features. As an example application, we demonstrate the benefits of our architecture for 3D semantic segmentation of textured 3D meshes. The results show that our method outperforms all existing methods on the basis of mean IoU by a significant margin in both geometry-only (6.4%) and RGB+Geometry (6.9-8.2%) settings.