Linus

CV
h-index34
20papers
565citations
Novelty59%
AI Score60

20 Papers

CVApr 15Code
HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

Team 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.

CVDec 29, 2025Code
HY-Motion 1.0: Scaling Flow Matching Models for Text-To-Motion Generation

Yuxin Wen, Qing Shuai, Di Kang et al.

We present HY-Motion 1.0, a series of state-of-the-art, large-scale, motion generation models capable of generating 3D human motions from textual descriptions. HY-Motion 1.0 represents the first successful attempt to scale up Diffusion Transformer (DiT)-based flow matching models to the billion-parameter scale within the motion generation domain, delivering instruction-following capabilities that significantly outperform current open-source benchmarks. Uniquely, we introduce a comprehensive, full-stage training paradigm -- including large-scale pretraining on over 3,000 hours of motion data, high-quality fine-tuning on 400 hours of curated data, and reinforcement learning from both human feedback and reward models -- to ensure precise alignment with the text instruction and high motion quality. This framework is supported by our meticulous data processing pipeline, which performs rigorous motion cleaning and captioning. Consequently, our model achieves the most extensive coverage, spanning over 200 motion categories across 6 major classes. We release HY-Motion 1.0 to the open-source community to foster future research and accelerate the transition of 3D human motion generation models towards commercial maturity.

CVApr 8Code
HY-Embodied-0.5: Embodied Foundation Models for Real-World Agents

Tencent Robotics X, HY Vision Team, Xumin Yu et al. · tencent-ai

We introduce HY-Embodied-0.5, a family of foundation models specifically designed for real-world embodied agents. To bridge the gap between general Vision-Language Models (VLMs) and the demands of embodied agents, our models are developed to enhance the core capabilities required by embodied intelligence: spatial and temporal visual perception, alongside advanced embodied reasoning for prediction, interaction, and planning. The HY-Embodied-0.5 suite comprises two primary variants: an efficient model with 2B activated parameters designed for edge deployment, and a powerful model with 32B activated parameters targeted for complex reasoning. To support the fine-grained visual perception essential for embodied tasks, we adopt a Mixture-of-Transformers (MoT) architecture to enable modality-specific computing. By incorporating latent tokens, this design effectively enhances the perceptual representation of the models. To improve reasoning capabilities, we introduce an iterative, self-evolving post-training paradigm. Furthermore, we employ on-policy distillation to transfer the advanced capabilities of the large model to the smaller variant, thereby maximizing the performance potential of the compact model. Extensive evaluations across 22 benchmarks, spanning visual perception, spatial reasoning, and embodied understanding, demonstrate the effectiveness of our approach. Our MoT-2B model outperforms similarly sized state-of-the-art models on 16 benchmarks, while the 32B variant achieves performance comparable to frontier models such as Gemini 3.0 Pro. In downstream robot control experiments, we leverage our robust VLM foundation to train an effective Vision-Language-Action (VLA) model, achieving compelling results in real-world physical evaluations. Code and models are open-sourced at https://github.com/Tencent-Hunyuan/HY-Embodied.

CVSep 28, 2025Code
HunyuanImage 3.0 Technical Report

Siyu Cao, Hangting Chen, Peng Chen et al.

We present HunyuanImage 3.0, a native multimodal model that unifies multimodal understanding and generation within an autoregressive framework, with its image generation module publicly available. The achievement of HunyuanImage 3.0 relies on several key components, including meticulous data curation, advanced architecture design, a native Chain-of-Thoughts schema, progressive model pre-training, aggressive model post-training, and an efficient infrastructure that enables large-scale training and inference. With these advancements, we successfully trained a Mixture-of-Experts (MoE) model comprising over 80 billion parameters in total, with 13 billion parameters activated per token during inference, making it the largest and most powerful open-source image generative model to date. We conducted extensive experiments and the results of automatic and human evaluation of text-image alignment and visual quality demonstrate that HunyuanImage 3.0 rivals previous state-of-the-art models. By releasing the code and weights of HunyuanImage 3.0, we aim to enable the community to explore new ideas with a state-of-the-art foundation model, fostering a dynamic and vibrant multimodal ecosystem. All open source assets are publicly available at https://github.com/Tencent-Hunyuan/HunyuanImage-3.0

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.

AIFeb 13
Think Fast and Slow: Step-Level Cognitive Depth Adaptation for LLM Agents

Ruihan Yang, Fanghua Ye, Xiang We et al.

Large language models (LLMs) are increasingly deployed as autonomous agents for multi-turn decision-making tasks. However, current agents typically rely on fixed cognitive patterns: non-thinking models generate immediate responses, while thinking models engage in deep reasoning uniformly. This rigidity is inefficient for long-horizon tasks, where cognitive demands vary significantly from step to step, with some requiring strategic planning and others only routine execution. In this paper, we introduce CogRouter, a framework that trains agents to dynamically adapt cognitive depth at each step. Grounded in ACT-R theory, we design four hierarchical cognitive levels ranging from instinctive responses to strategic planning. Our two-stage training approach includes Cognition-aware Supervised Fine-tuning (CoSFT) to instill stable level-specific patterns, and Cognition-aware Policy Optimization (CoPO) for step-level credit assignment via confidence-aware advantage reweighting. The key insight is that appropriate cognitive depth should maximize the confidence of the resulting action. Experiments on ALFWorld and ScienceWorld demonstrate that CogRouter achieves state-of-the-art performance with superior efficiency. With Qwen2.5-7B, it reaches an 82.3% success rate, outperforming GPT-4o (+40.3%), OpenAI-o3 (+18.3%), and GRPO (+14.0%), while using 62% fewer tokens.

CLNov 7, 2025
Too Good to be Bad: On the Failure of LLMs to Role-Play Villains

Zihao Yi, Qingxuan Jiang, Ruotian Ma et al.

Large Language Models (LLMs) are increasingly tasked with creative generation, including the simulation of fictional characters. However, their ability to portray non-prosocial, antagonistic personas remains largely unexamined. We hypothesize that the safety alignment of modern LLMs creates a fundamental conflict with the task of authentically role-playing morally ambiguous or villainous characters. To investigate this, we introduce the Moral RolePlay benchmark, a new dataset featuring a four-level moral alignment scale and a balanced test set for rigorous evaluation. We task state-of-the-art LLMs with role-playing characters from moral paragons to pure villains. Our large-scale evaluation reveals a consistent, monotonic decline in role-playing fidelity as character morality decreases. We find that models struggle most with traits directly antithetical to safety principles, such as ``Deceitful'' and ``Manipulative'', often substituting nuanced malevolence with superficial aggression. Furthermore, we demonstrate that general chatbot proficiency is a poor predictor of villain role-playing ability, with highly safety-aligned models performing particularly poorly. Our work provides the first systematic evidence of this critical limitation, highlighting a key tension between model safety and creative fidelity. Our benchmark and findings pave the way for developing more nuanced, context-aware alignment methods.

CVNov 24, 2025Code
HunyuanOCR Technical Report

Hunyuan Vision Team, Pengyuan Lyu, Xingyu Wan et al.

This paper presents HunyuanOCR, a commercial-grade, open-source, and lightweight (1B parameters) Vision-Language Model (VLM) dedicated to OCR tasks. The architecture comprises a Native Vision Transformer (ViT) and a lightweight LLM connected via an MLP adapter. HunyuanOCR demonstrates superior performance, outperforming commercial APIs, traditional pipelines, and larger models (e.g., Qwen3-VL-4B). Specifically, it surpasses current public solutions in perception tasks (Text Spotting, Parsing) and excels in semantic tasks (IE, Text Image Translation), securing first place in the ICDAR 2025 DIMT Challenge (Small Model Track). Furthermore, it achieves state-of-the-art (SOTA) results on OCRBench among VLMs with fewer than 3B parameters. HunyuanOCR achieves breakthroughs in three key aspects: 1) Unifying Versatility and Efficiency: We implement comprehensive support for core capabilities including spotting, parsing, IE, VQA, and translation within a lightweight framework. This addresses the limitations of narrow "OCR expert models" and inefficient "General VLMs". 2) Streamlined End-to-End Architecture: Adopting a pure end-to-end paradigm eliminates dependencies on pre-processing modules (e.g., layout analysis). This fundamentally resolves error propagation common in traditional pipelines and simplifies system deployment. 3) Data-Driven and RL Strategies: We confirm the critical role of high-quality data and, for the first time in the industry, demonstrate that Reinforcement Learning (RL) strategies yield significant performance gains in OCR tasks. HunyuanOCR is officially open-sourced on HuggingFace. We also provide a high-performance deployment solution based on vLLM, placing its production efficiency in the top tier. We hope this model will advance frontier research and provide a solid foundation for industrial applications.

CVNov 24, 2025Code
HunyuanVideo 1.5 Technical Report

Bing Wu, Chang Zou, Changlin Li et al.

We present HunyuanVideo 1.5, a lightweight yet powerful open-source video generation model that achieves state-of-the-art visual quality and motion coherence with only 8.3 billion parameters, enabling efficient inference on consumer-grade GPUs. This achievement is built upon several key components, including meticulous data curation, an advanced DiT architecture featuring selective and sliding tile attention (SSTA), enhanced bilingual understanding through glyph-aware text encoding, progressive pre-training and post-training, and an efficient video super-resolution network. Leveraging these designs, we developed a unified framework capable of high-quality text-to-video and image-to-video generation across multiple durations and resolutions. Extensive experiments demonstrate that this compact and proficient model establishes a new state-of-the-art among open-source video generation models. By releasing the code and model weights, we provide the community with a high-performance foundation that lowers the barrier to video creation and research, making advanced video generation accessible to a broader audience. All open-source assets are publicly available at https://github.com/Tencent-Hunyuan/HunyuanVideo-1.5.

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.

CVJul 29, 2025
X-Omni: Reinforcement Learning Makes Discrete Autoregressive Image Generative Models Great Again

Zigang Geng, Yibing Wang, Yeyao Ma et al.

Numerous efforts have been made to extend the ``next token prediction'' paradigm to visual contents, aiming to create a unified approach for both image generation and understanding. Nevertheless, attempts to generate images through autoregressive modeling with discrete tokens have been plagued by issues such as low visual fidelity, distorted outputs, and failure to adhere to complex instructions when rendering intricate details. These shortcomings are likely attributed to cumulative errors during autoregressive inference or information loss incurred during the discretization process. Probably due to this challenge, recent research has increasingly shifted toward jointly training image generation with diffusion objectives and language generation with autoregressive objectives, moving away from unified modeling approaches. In this work, we demonstrate that reinforcement learning can effectively mitigate artifacts and largely enhance the generation quality of a discrete autoregressive modeling method, thereby enabling seamless integration of image and language generation. Our framework comprises a semantic image tokenizer, a unified autoregressive model for both language and images, and an offline diffusion decoder for image generation, termed X-Omni. X-Omni achieves state-of-the-art performance in image generation tasks using a 7B language model, producing images with high aesthetic quality while exhibiting strong capabilities in following instructions and rendering long texts.

CVJul 29, 2025
HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or Pixels

HunyuanWorld 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 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.

CVMay 20, 2025
Hunyuan-Game: Industrial-grade Intelligent Game Creation Model

Ruihuang Li, Caijin Zhou, Shoujian Zheng et al. · tencent-ai

Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.

CVJan 25
The Script is All You Need: An Agentic Framework for Long-Horizon Dialogue-to-Cinematic Video Generation

Chenyu Mu, Xin He, Qu Yang et al.

Recent advances in video generation have produced models capable of synthesizing stunning visual content from simple text prompts. However, these models struggle to generate long-form, coherent narratives from high-level concepts like dialogue, revealing a ``semantic gap'' between a creative idea and its cinematic execution. To bridge this gap, we introduce a novel, end-to-end agentic framework for dialogue-to-cinematic-video generation. Central to our framework is ScripterAgent, a model trained to translate coarse dialogue into a fine-grained, executable cinematic script. To enable this, we construct ScriptBench, a new large-scale benchmark with rich multimodal context, annotated via an expert-guided pipeline. The generated script then guides DirectorAgent, which orchestrates state-of-the-art video models using a cross-scene continuous generation strategy to ensure long-horizon coherence. Our comprehensive evaluation, featuring an AI-powered CriticAgent and a new Visual-Script Alignment (VSA) metric, shows our framework significantly improves script faithfulness and temporal fidelity across all tested video models. Furthermore, our analysis uncovers a crucial trade-off in current SOTA models between visual spectacle and strict script adherence, providing valuable insights for the future of automated filmmaking.

CLOct 1, 2025
Social Welfare Function Leaderboard: When LLM Agents Allocate Social Welfare

Zhengliang Shi, Ruotian Ma, Jen-tse Huang et al. · pku, tencent-ai

Large language models (LLMs) are increasingly entrusted with high-stakes decisions that affect human welfare. However, the principles and values that guide these models when distributing scarce societal resources remain largely unexamined. To address this, we introduce the Social Welfare Function (SWF) Benchmark, a dynamic simulation environment where an LLM acts as a sovereign allocator, distributing tasks to a heterogeneous community of recipients. The benchmark is designed to create a persistent trade-off between maximizing collective efficiency (measured by Return on Investment) and ensuring distributive fairness (measured by the Gini coefficient). We evaluate 20 state-of-the-art LLMs and present the first leaderboard for social welfare allocation. Our findings reveal three key insights: (i) A model's general conversational ability, as measured by popular leaderboards, is a poor predictor of its allocation skill. (ii) Most LLMs exhibit a strong default utilitarian orientation, prioritizing group productivity at the expense of severe inequality. (iii) Allocation strategies are highly vulnerable, easily perturbed by output-length constraints and social-influence framing. These results highlight the risks of deploying current LLMs as societal decision-makers and underscore the need for specialized benchmarks and targeted alignment for AI governance.

CLSep 30, 2025
BatonVoice: An Operationalist Framework for Enhancing Controllable Speech Synthesis with Linguistic Intelligence from LLMs

Yue Wang, Ruotian Ma, Xingyu Chen et al.

The rise of Large Language Models (LLMs) is reshaping multimodel models, with speech synthesis being a prominent application. However, existing approaches often underutilize the linguistic intelligence of these models, typically failing to leverage their powerful instruction-following capabilities. This limitation hinders the model's ability to follow text instructions for controllable Text-to-Speech~(TTS). To address this, we propose a new paradigm inspired by ``operationalism'' that decouples instruction understanding from speech generation. We introduce BatonVoice, a framework where an LLM acts as a ``conductor'', understanding user instructions and generating a textual ``plan'' -- explicit vocal features (e.g., pitch, energy). A separate TTS model, the ``orchestra'', then generates the speech from these features. To realize this component, we develop BatonTTS, a TTS model trained specifically for this task. Our experiments demonstrate that BatonVoice achieves strong performance in controllable and emotional speech synthesis, outperforming strong open- and closed-source baselines. Notably, our approach enables remarkable zero-shot cross-lingual generalization, accurately applying feature control abilities to languages unseen during post-training. This demonstrates that objectifying speech into textual vocal features can more effectively unlock the linguistic intelligence of LLMs.

CLSep 30, 2025
The Hunger Game Debate: On the Emergence of Over-Competition in Multi-Agent Systems

Xinbei Ma, Ruotian Ma, Xingyu Chen et al. · pku, tencent-ai

LLM-based multi-agent systems demonstrate great potential for tackling complex problems, but how competition shapes their behavior remains underexplored. This paper investigates the over-competition in multi-agent debate, where agents under extreme pressure exhibit unreliable, harmful behaviors that undermine both collaboration and task performance. To study this phenomenon, we propose HATE, the Hunger Game Debate, a novel experimental framework that simulates debates under a zero-sum competition arena. Our experiments, conducted across a range of LLMs and tasks, reveal that competitive pressure significantly stimulates over-competition behaviors and degrades task performance, causing discussions to derail. We further explore the impact of environmental feedback by adding variants of judges, indicating that objective, task-focused feedback effectively mitigates the over-competition behaviors. We also probe the post-hoc kindness of LLMs and form a leaderboard to characterize top LLMs, providing insights for understanding and governing the emergent social dynamics of AI community.

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.