CVOct 8, 2022
FBNet: Feedback Network for Point Cloud CompletionXuejun Yan, Hongyu Yan, Jingjing Wang et al.
The rapid development of point cloud learning has driven point cloud completion into a new era. However, the information flows of most existing completion methods are solely feedforward, and high-level information is rarely reused to improve low-level feature learning. To this end, we propose a novel Feedback Network (FBNet) for point cloud completion, in which present features are efficiently refined by rerouting subsequent fine-grained ones. Firstly, partial inputs are fed to a Hierarchical Graph-based Network (HGNet) to generate coarse shapes. Then, we cascade several Feedback-Aware Completion (FBAC) Blocks and unfold them across time recurrently. Feedback connections between two adjacent time steps exploit fine-grained features to improve present shape generations. The main challenge of building feedback connections is the dimension mismatching between present and subsequent features. To address this, the elaborately designed point Cross Transformer exploits efficient information from feedback features via cross attention strategy and then refines present features with the enhanced feedback features. Quantitative and qualitative experiments on several datasets demonstrate the superiority of proposed FBNet compared to state-of-the-art methods on point completion task.
CVJul 22, 2023
Fast and Stable Diffusion Inverse Solver with History Gradient UpdateLinchao He, Hongyu Yan, Mengting Luo et al.
Diffusion models have recently been recognised as efficient inverse problem solvers due to their ability to produce high-quality reconstruction results without relying on pairwise data training. Existing diffusion-based solvers utilize Gradient Descent strategy to get a optimal sample solution. However, these solvers only calculate the current gradient and have not utilized any history information of sampling process, thus resulting in unstable optimization progresses and suboptimal solutions. To address this issue, we propose to utilize the history information of the diffusion-based inverse solvers. In this paper, we first prove that, in previous work, using the gradient descent method to optimize the data fidelity term is convergent. Building on this, we introduce the incorporation of historical gradients into this optimization process, termed History Gradient Update (HGU). We also provide theoretical evidence that HGU ensures the convergence of the entire algorithm. It's worth noting that HGU is applicable to both pixel-based and latent-based diffusion model solvers. Experimental results demonstrate that, compared to previous sampling algorithms, sampling algorithms with HGU achieves state-of-the-art results in medical image reconstruction, surpassing even supervised learning methods. Additionally, it achieves competitive results on natural images.
GRMay 23, 2024Code
CraftsMan3D: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry RefinerWeiyu Li, Jiarui Liu, Hongyu Yan et al.
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
CVMay 29, 2025Code
UniTEX: Universal High Fidelity Generative Texturing for 3D ShapesYixun Liang, Kunming Luo, Xiao Chen et al.
We present UniTEX, a novel two-stage 3D texture generation framework to create high-quality, consistent textures for 3D assets. Existing approaches predominantly rely on UV-based inpainting to refine textures after reprojecting the generated multi-view images onto the 3D shapes, which introduces challenges related to topological ambiguity. To address this, we propose to bypass the limitations of UV mapping by operating directly in a unified 3D functional space. Specifically, we first propose that lifts texture generation into 3D space via Texture Functions (TFs)--a continuous, volumetric representation that maps any 3D point to a texture value based solely on surface proximity, independent of mesh topology. Then, we propose to predict these TFs directly from images and geometry inputs using a transformer-based Large Texturing Model (LTM). To further enhance texture quality and leverage powerful 2D priors, we develop an advanced LoRA-based strategy for efficiently adapting large-scale Diffusion Transformers (DiTs) for high-quality multi-view texture synthesis as our first stage. Extensive experiments demonstrate that UniTEX achieves superior visual quality and texture integrity compared to existing approaches, offering a generalizable and scalable solution for automated 3D texture generation. Code will available in: https://github.com/YixunLiang/UniTEX.
CVFeb 3Code
HY3D-Bench: Generation of 3D AssetsTeam Hunyuan3D, Bowen Zhang, Chunchao Guo et al.
While recent advances in neural representations and generative models have revolutionized 3D content creation, the field remains constrained by significant data processing bottlenecks. To address this, we introduce HY3D-Bench, an open-source ecosystem designed to establish a unified, high-quality foundation for 3D generation. Our contributions are threefold: (1) We curate a library of 250k high-fidelity 3D objects distilled from large-scale repositories, employing a rigorous pipeline to deliver training-ready artifacts, including watertight meshes and multi-view renderings; (2) We introduce structured part-level decomposition, providing the granularity essential for fine-grained perception and controllable editing; and (3) We bridge real-world distribution gaps via a scalable AIGC synthesis pipeline, contributing 125k synthetic assets to enhance diversity in long-tail categories. Validated empirically through the training of Hunyuan3D-2.1-Small, HY3D-Bench democratizes access to robust data resources, aiming to catalyze innovation across 3D perception, robotics, and digital content creation.
CVMar 1
ArtLLM: Generating Articulated Assets via 3D LLMPenghao 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.
91.8ROMar 29
ProgressVLA: Progress-Guided Diffusion Policy for Vision-Language Robotic ManipulationHongyu Yan, Qiwei Li, Jiaolong Yang et al.
Most existing vision-language-action (VLA) models for robotic manipulation lack progress awareness, typically relying on hand-crafted heuristics for task termination. This limitation is particularly severe in long-horizon tasks involving cascaded sub-goals. In this work, we investigate the estimation and integration of task progress, proposing a novel model named {\textbf \vla}. Our technical contributions are twofold: (1) \emph{robust progress estimation}: We pre-train a progress estimator on large-scale, unsupervised video-text robotic datasets. This estimator achieves a low prediction residual (0.07 on a scale of $[0, 1]$) in simulation and demonstrates zero-shot generalization to unseen real-world samples, and (2) \emph{differentiable progress guidance}: We introduce an inverse dynamics world model that maps predicted action tokens into future latent visual states. These latents are then processed by the progress estimator; by applying a maximal progress regularization, we establish a differentiable pipeline that provides progress-piloted guidance to refine action tokens. Extensive experiments on the CALVIN and LIBERO benchmarks, alongside real-world robot deployment, consistently demonstrate substantial improvements in success rates and generalization over strong baselines.
CVJan 21
FlowSSC: Universal Generative Monocular Semantic Scene Completion via One-Step Latent DiffusionZichen Xi, Hao-Xiang Chen, Nan Xue et al.
Semantic Scene Completion (SSC) from monocular RGB images is a fundamental yet challenging task due to the inherent ambiguity of inferring occluded 3D geometry from a single view. While feed-forward methods have made progress, they often struggle to generate plausible details in occluded regions and preserve the fundamental spatial relationships of objects. Such accurate generative reasoning capability for the entire 3D space is critical in real-world applications. In this paper, we present FlowSSC, the first generative framework applied directly to monocular semantic scene completion. FlowSSC treats the SSC task as a conditional generation problem and can seamlessly integrate with existing feed-forward SSC methods to significantly boost their performance. To achieve real-time inference without compromising quality, we introduce Shortcut Flow-matching that operates in a compact triplane latent space. Unlike standard diffusion models that require hundreds of steps, our method utilizes a shortcut mechanism to achieve high-fidelity generation in a single step, enabling practical deployment in autonomous systems. Extensive experiments on SemanticKITTI demonstrate that FlowSSC achieves state-of-the-art performance, significantly outperforming existing baselines.
CVJun 18, 2025
Hunyuan3D 2.1: From Images to High-Fidelity 3D Assets with Production-Ready PBR MaterialTeam Hunyuan3D, Shuhui Yang, Mingxin Yang et al.
3D AI-generated content (AIGC) is a passionate field that has significantly accelerated the creation of 3D models in gaming, film, and design. Despite the development of several groundbreaking models that have revolutionized 3D generation, the field remains largely accessible only to researchers, developers, and designers due to the complexities involved in collecting, processing, and training 3D models. To address these challenges, we introduce Hunyuan3D 2.1 as a case study in this tutorial. This tutorial offers a comprehensive, step-by-step guide on processing 3D data, training a 3D generative model, and evaluating its performance using Hunyuan3D 2.1, an advanced system for producing high-resolution, textured 3D assets. The system comprises two core components: the Hunyuan3D-DiT for shape generation and the Hunyuan3D-Paint for texture synthesis. We will explore the entire workflow, including data preparation, model architecture, training strategies, evaluation metrics, and deployment. By the conclusion of this tutorial, you will have the knowledge to finetune or develop a robust 3D generative model suitable for applications in gaming, virtual reality, and industrial design.
CVMar 23, 2025
SymmCompletion: High-Fidelity and High-Consistency Point Cloud Completion with Symmetry GuidanceHongyu Yan, Zijun Li, Kunming Luo et al.
Point cloud completion aims to recover a complete point shape from a partial point cloud. Although existing methods can form satisfactory point clouds in global completeness, they often lose the original geometry details and face the problem of geometric inconsistency between existing point clouds and reconstructed missing parts. To tackle this problem, we introduce SymmCompletion, a highly effective completion method based on symmetry guidance. Our method comprises two primary components: a Local Symmetry Transformation Network (LSTNet) and a Symmetry-Guidance Transformer (SGFormer). First, LSTNet efficiently estimates point-wise local symmetry transformation to transform key geometries of partial inputs into missing regions, thereby generating geometry-align partial-missing pairs and initial point clouds. Second, SGFormer leverages the geometric features of partial-missing pairs as the explicit symmetric guidance that can constrain the refinement process for initial point clouds. As a result, SGFormer can exploit provided priors to form high-fidelity and geometry-consistency final point clouds. Qualitative and quantitative evaluations on several benchmark datasets demonstrate that our method outperforms state-of-the-art completion networks.
CVApr 25, 2024
Neural Assembler: Learning to Generate Fine-Grained Robotic Assembly Instructions from Multi-View ImagesHongyu Yan, Yadong Mu
Image-guided object assembly represents a burgeoning research topic in computer vision. This paper introduces a novel task: translating multi-view images of a structural 3D model (for example, one constructed with building blocks drawn from a 3D-object library) into a detailed sequence of assembly instructions executable by a robotic arm. Fed with multi-view images of the target 3D model for replication, the model designed for this task must address several sub-tasks, including recognizing individual components used in constructing the 3D model, estimating the geometric pose of each component, and deducing a feasible assembly order adhering to physical rules. Establishing accurate 2D-3D correspondence between multi-view images and 3D objects is technically challenging. To tackle this, we propose an end-to-end model known as the Neural Assembler. This model learns an object graph where each vertex represents recognized components from the images, and the edges specify the topology of the 3D model, enabling the derivation of an assembly plan. We establish benchmarks for this task and conduct comprehensive empirical evaluations of Neural Assembler and alternative solutions. Our experiments clearly demonstrate the superiority of Neural Assembler.
CVOct 16, 2025
NANO3D: A Training-Free Approach for Efficient 3D Editing Without MasksJunliang Ye, Shenghao Xie, Ruowen Zhao et al.
3D object editing is essential for interactive content creation in gaming, animation, and robotics, yet current approaches remain inefficient, inconsistent, and often fail to preserve unedited regions. Most methods rely on editing multi-view renderings followed by reconstruction, which introduces artifacts and limits practicality. To address these challenges, we propose Nano3D, a training-free framework for precise and coherent 3D object editing without masks. Nano3D integrates FlowEdit into TRELLIS to perform localized edits guided by front-view renderings, and further introduces region-aware merging strategies, Voxel/Slat-Merge, which adaptively preserve structural fidelity by ensuring consistency between edited and unedited areas. Experiments demonstrate that Nano3D achieves superior 3D consistency and visual quality compared with existing methods. Based on this framework, we construct the first large-scale 3D editing datasets Nano3D-Edit-100k, which contains over 100,000 high-quality 3D editing pairs. This work addresses long-standing challenges in both algorithm design and data availability, significantly improving the generality and reliability of 3D editing, and laying the groundwork for the development of feed-forward 3D editing models. Project Page:https://jamesyjl.github.io/Nano3D
CVJun 26, 2025
PoseMaster: Generating 3D Characters in Arbitrary Poses from a Single ImageHongyu 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.
CVSep 28, 2025
DiffPCN: Latent Diffusion Model Based on Multi-view Depth Images for Point Cloud CompletionZijun Li, Hongyu Yan, Shijie Li et al.
Latent diffusion models (LDMs) have demonstrated remarkable generative capabilities across various low-level vision tasks. However, their potential for point cloud completion remains underexplored due to the unstructured and irregular nature of point clouds. In this work, we propose DiffPCN, a novel diffusion-based coarse-to-fine framework for point cloud completion. Our approach comprises two stages: an initial stage for generating coarse point clouds, and a refinement stage that improves their quality through point denoising and upsampling. Specifically, we first project the unordered and irregular partial point cloud into structured depth images, which serve as conditions for a well-designed DepthLDM to synthesize completed multi-view depth images that are used to form coarse point clouds. In this way, our DiffPCN can yield high-quality and high-completeness coarse point clouds by leveraging LDM' s powerful generation and comprehension capabilities. Then, since LDMs inevitably introduce outliers into the generated depth maps, we design a Point Denoising Network to remove artifacts from the coarse point cloud by predicting a per-point distance score. Finally, we devise an Association-Aware Point Upsampler, which guides the upsampling process by leveraging local association features between the input point cloud and the corresponding coarse points, further yielding a dense and high-fidelity output. Experimental results demonstrate that our DiffPCN achieves state-of-the-art performance in geometric accuracy and shape completeness, significantly improving the robustness and consistency of point cloud completion.
CVSep 25, 2025
Hunyuan3D-Omni: A Unified Framework for Controllable Generation of 3D AssetsTeam 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.