Zekun Hao

CV
h-index9
11papers
1,704citations
Novelty64%
AI Score58

11 Papers

46.9CVJun 1Code
Cosmos 3: Omnimodal World Models for Physical AI

Aditi, Niket Agarwal, Arslan Ali et al.

We introduce Cosmos 3, a family of omnimodal world models designed to jointly process and generate language, image, video, audio, and action sequences within a unified mixture-of-transformers architecture. By supporting highly flexible input-output configurations, Cosmos 3 seamlessly unifies critical modalities for Physical AI -- effectively subsuming vision-language models, video generators, world simulators, and world-action models into a single framework. Our evaluation demonstrates that Cosmos 3 establishes a new state-of-the-art across a diverse suite of understanding and generation tasks, demonstrating omnimodal world models as scalable, general-purpose backbones for embodied agents. Our post-trained Cosmos 3 models were ranked as the best open-source Text-to-Image and Image-to-Video models by Artificial Analysis, and the best policy model by RoboArena at the time the technical report was written. To accelerate open research and deployment in Physical AI, we make our code, model checkpoints, curated synthetic datasets, and evaluation benchmark available under the Linux Foundation's OpenMDW-1.1 https://openmdw.ai/license/1-1/ License at https://github.com/nvidia/cosmos}{github.com/nvidia/cosmos and https://huggingface.co/collections/nvidia/cosmos3 . The project website is available at https://research.nvidia.com/labs/cosmos-lab/cosmos3 .

11.3CVNov 11, 2024
Edify 3D: Scalable High-Quality 3D Asset Generation

Maciej Bala, Yin Cui, Yifan Ding et al. · nvidia

We introduce Edify 3D, an advanced solution designed for high-quality 3D asset generation. Our method first synthesizes RGB and surface normal images of the described object at multiple viewpoints using a diffusion model. The multi-view observations are then used to reconstruct the shape, texture, and PBR materials of the object. Our method can generate high-quality 3D assets with detailed geometry, clean shape topologies, high-resolution textures, and materials within 2 minutes of runtime.

30.8CVSep 26, 2024
EdgeRunner: Auto-regressive Auto-encoder for Artistic Mesh Generation

Jiaxiang Tang, Zhaoshuo Li, Zekun Hao et al.

Current auto-regressive mesh generation methods suffer from issues such as incompleteness, insufficient detail, and poor generalization. In this paper, we propose an Auto-regressive Auto-encoder (ArAE) model capable of generating high-quality 3D meshes with up to 4,000 faces at a spatial resolution of $512^3$. We introduce a novel mesh tokenization algorithm that efficiently compresses triangular meshes into 1D token sequences, significantly enhancing training efficiency. Furthermore, our model compresses variable-length triangular meshes into a fixed-length latent space, enabling training latent diffusion models for better generalization. Extensive experiments demonstrate the superior quality, diversity, and generalization capabilities of our model in both point cloud and image-conditioned mesh generation tasks.

11.8CVDec 18, 2025
InfoTok: Adaptive Discrete Video Tokenizer via Information-Theoretic Compression

Haotian Ye, Qiyuan He, Jiaqi Han et al.

Accurate and efficient discrete video tokenization is essential for long video sequences processing. Yet, the inherent complexity and variable information density of videos present a significant bottleneck for current tokenizers, which rigidly compress all content at a fixed rate, leading to redundancy or information loss. Drawing inspiration from Shannon's information theory, this paper introduces InfoTok, a principled framework for adaptive video tokenization. We rigorously prove that existing data-agnostic training methods are suboptimal in representation length, and present a novel evidence lower bound (ELBO)-based algorithm that approaches theoretical optimality. Leveraging this framework, we develop a transformer-based adaptive compressor that enables adaptive tokenization. Empirical results demonstrate state-of-the-art compression performance, saving 20% tokens without influence on performance, and achieving 2.3x compression rates while still outperforming prior heuristic adaptive approaches. By allocating tokens according to informational richness, InfoTok enables a more compressed yet accurate tokenization for video representation, offering valuable insights for future research.

35.1CVAug 14, 2020Code
Learning Gradient Fields for Shape Generation

Ruojin Cai, Guandao Yang, Hadar Averbuch-Elor et al.

In this work, we propose a novel technique to generate shapes from point cloud data. A point cloud can be viewed as samples from a distribution of 3D points whose density is concentrated near the surface of the shape. Point cloud generation thus amounts to moving randomly sampled points to high-density areas. We generate point clouds by performing stochastic gradient ascent on an unnormalized probability density, thereby moving sampled points toward the high-likelihood regions. Our model directly predicts the gradient of the log density field and can be trained with a simple objective adapted from score-based generative models. We show that our method can reach state-of-the-art performance for point cloud auto-encoding and generation, while also allowing for extraction of a high-quality implicit surface. Code is available at https://github.com/RuojinCai/ShapeGF.

41.7CVJun 28, 2019Code
PointFlow: 3D Point Cloud Generation with Continuous Normalizing Flows

Guandao Yang, Xun Huang, Zekun Hao et al.

As 3D point clouds become the representation of choice for multiple vision and graphics applications, the ability to synthesize or reconstruct high-resolution, high-fidelity point clouds becomes crucial. Despite the recent success of deep learning models in discriminative tasks of point clouds, generating point clouds remains challenging. This paper proposes a principled probabilistic framework to generate 3D point clouds by modeling them as a distribution of distributions. Specifically, we learn a two-level hierarchy of distributions where the first level is the distribution of shapes and the second level is the distribution of points given a shape. This formulation allows us to both sample shapes and sample an arbitrary number of points from a shape. Our generative model, named PointFlow, learns each level of the distribution with a continuous normalizing flow. The invertibility of normalizing flows enables the computation of the likelihood during training and allows us to train our model in the variational inference framework. Empirically, we demonstrate that PointFlow achieves state-of-the-art performance in point cloud generation. We additionally show that our model can faithfully reconstruct point clouds and learn useful representations in an unsupervised manner. The code will be available at https://github.com/stevenygd/PointFlow.

26.4GRDec 12, 2024
Meshtron: High-Fidelity, Artist-Like 3D Mesh Generation at Scale

Zekun Hao, David W. Romero, Tsung-Yi Lin et al.

Meshes are fundamental representations of 3D surfaces. However, creating high-quality meshes is a labor-intensive task that requires significant time and expertise in 3D modeling. While a delicate object often requires over $10^4$ faces to be accurately modeled, recent attempts at generating artist-like meshes are limited to $1.6$K faces and heavy discretization of vertex coordinates. Hence, scaling both the maximum face count and vertex coordinate resolution is crucial to producing high-quality meshes of realistic, complex 3D objects. We present Meshtron, a novel autoregressive mesh generation model able to generate meshes with up to 64K faces at 1024-level coordinate resolution --over an order of magnitude higher face count and $8{\times}$ higher coordinate resolution than current state-of-the-art methods. Meshtron's scalability is driven by four key components: (1) an hourglass neural architecture, (2) truncated sequence training, (3) sliding window inference, (4) a robust sampling strategy that enforces the order of mesh sequences. This results in over $50{\%}$ less training memory, $2.5{\times}$ faster throughput, and better consistency than existing works. Meshtron generates meshes of detailed, complex 3D objects at unprecedented levels of resolution and fidelity, closely resembling those created by professional artists, and opening the door to more realistic generation of detailed 3D assets for animation, gaming, and virtual environments.

4.3GRJul 30, 2025
Noise-Coded Illumination for Forensic and Photometric Video Analysis

Peter F. Michael, Zekun Hao, Serge Belongie et al.

The proliferation of advanced tools for manipulating video has led to an arms race, pitting those who wish to sow disinformation against those who want to detect and expose it. Unfortunately, time favors the ill-intentioned in this race, with fake videos growing increasingly difficult to distinguish from real ones. At the root of this trend is a fundamental advantage held by those manipulating media: equal access to a distribution of what we consider authentic (i.e., "natural") video. In this paper, we show how coding very subtle, noise-like modulations into the illumination of a scene can help combat this advantage by creating an information asymmetry that favors verification. Our approach effectively adds a temporal watermark to any video recorded under coded illumination. However, rather than encoding a specific message, this watermark encodes an image of the unmanipulated scene as it would appear lit only by the coded illumination. We show that even when an adversary knows that our technique is being used, creating a plausible coded fake video amounts to solving a second, more difficult version of the original adversarial content creation problem at an information disadvantage. This is a promising avenue for protecting high-stakes settings like public events and interviews, where the content on display is a likely target for manipulation, and while the illumination can be controlled, the cameras capturing video cannot.

26.6CVApr 15, 2021
GANcraft: Unsupervised 3D Neural Rendering of Minecraft Worlds

Zekun Hao, Arun Mallya, Serge Belongie et al.

We present GANcraft, an unsupervised neural rendering framework for generating photorealistic images of large 3D block worlds such as those created in Minecraft. Our method takes a semantic block world as input, where each block is assigned a semantic label such as dirt, grass, or water. We represent the world as a continuous volumetric function and train our model to render view-consistent photorealistic images for a user-controlled camera. In the absence of paired ground truth real images for the block world, we devise a training technique based on pseudo-ground truth and adversarial training. This stands in contrast to prior work on neural rendering for view synthesis, which requires ground truth images to estimate scene geometry and view-dependent appearance. In addition to camera trajectory, GANcraft allows user control over both scene semantics and output style. Experimental results with comparison to strong baselines show the effectiveness of GANcraft on this novel task of photorealistic 3D block world synthesis. The project website is available at https://nvlabs.github.io/GANcraft/ .

27.0CVApr 6, 2020Code
DualSDF: Semantic Shape Manipulation using a Two-Level Representation

Zekun Hao, Hadar Averbuch-Elor, Noah Snavely et al.

We are seeing a Cambrian explosion of 3D shape representations for use in machine learning. Some representations seek high expressive power in capturing high-resolution detail. Other approaches seek to represent shapes as compositions of simple parts, which are intuitive for people to understand and easy to edit and manipulate. However, it is difficult to achieve both fidelity and interpretability in the same representation. We propose DualSDF, a representation expressing shapes at two levels of granularity, one capturing fine details and the other representing an abstracted proxy shape using simple and semantically consistent shape primitives. To achieve a tight coupling between the two representations, we use a variational objective over a shared latent space. Our two-level model gives rise to a new shape manipulation technique in which a user can interactively manipulate the coarse proxy shape and see the changes instantly mirrored in the high-resolution shape. Moreover, our model actively augments and guides the manipulation towards producing semantically meaningful shapes, making complex manipulations possible with minimal user input.

16.9CVJun 29, 2017
Scale-Aware Face Detection

Zekun Hao, Yu Liu, Hongwei Qin et al.

Convolutional neural network (CNN) based face detectors are inefficient in handling faces of diverse scales. They rely on either fitting a large single model to faces across a large scale range or multi-scale testing. Both are computationally expensive. We propose Scale-aware Face Detector (SAFD) to handle scale explicitly using CNN, and achieve better performance with less computation cost. Prior to detection, an efficient CNN predicts the scale distribution histogram of the faces. Then the scale histogram guides the zoom-in and zoom-out of the image. Since the faces will be approximately in uniform scale after zoom, they can be detected accurately even with much smaller CNN. Actually, more than 99% of the faces in AFW can be covered with less than two zooms per image. Extensive experiments on FDDB, MALF and AFW show advantages of SAFD.