Ka-Hei Hui

CV
5papers
36citations
Novelty62%
AI Score59

5 Papers

15.5CVMay 21Code
VisPhyWorld: Probing Physical Reasoning via Code-Driven Video Reconstruction

Jiarong Liang, Max Ku, Ka-Hei Hui et al.

Evaluating whether Multimodal Large Language Models (MLLMs) genuinely reason about physical dynamics remains challenging. Most existing benchmarks rely on recognition-style protocols such as Visual Question Answering (VQA) and Violation of Expectation (VoE), which can often be answered without committing to an explicit, testable physical hypothesis. We propose VisPhyWorld, an execution-based framework that evaluates physical reasoning by requiring models to generate executable simulator code from visual observations. By producing runnable code, the inferred world representation is directly inspectable, editable, and falsifiable. This separates physical reasoning from rendering. Building on this framework, we introduce VisPhyBench, comprising 209 evaluation scenes derived from 108 physical templates and a systematic protocol that evaluates how well models reconstruct appearance and reproduce physically plausible motion. Our pipeline produces valid reconstructed videos in 97.7% of benchmark runs before fallback. Experiments show that while state-of-the-art MLLMs achieve strong semantic scene understanding, they struggle to accurately infer physical parameters and to simulate consistent physical dynamics. Our code is available https://github.com/TIGER-AI-Lab/VisPhyWorld

6.0CVFeb 9
PEGAsus: 3D Personalization of Geometry and Appearance

Jingyu Hu, Bin Hu, Ka-Hei Hui et al.

We present PEGAsus, a new framework capable of generating Personalized 3D shapes by learning shape concepts at both Geometry and Appearance levels. First, we formulate 3D shape personalization as extracting reusable, category-agnostic geometric and appearance attributes from reference shapes, and composing these attributes with text to generate novel shapes. Second, we design a progressive optimization strategy to learn shape concepts at both the geometry and appearance levels, decoupling the shape concept learning process. Third, we extend our approach to region-wise concept learning, enabling flexible concept extraction, with context-aware and context-free losses. Extensive experimental results show that PEGAsus is able to effectively extract attributes from a wide range of reference shapes and then flexibly compose these concepts with text to synthesize new shapes. This enables fine-grained control over shape generation and supports the creation of diverse, personalized results, even in challenging cross-category scenarios. Both quantitative and qualitative experiments demonstrate that our approach outperforms existing state-of-the-art solutions.

4.0CVFeb 5
Imagine a City: CityGenAgent for Procedural 3D City Generation

Zishan Liu, Zecong Tang, RuoCheng Wu et al.

The automated generation of interactive 3D cities is a critical challenge with broad applications in autonomous driving, virtual reality, and embodied intelligence. While recent advances in generative models and procedural techniques have improved the realism of city generation, existing methods often struggle with high-fidelity asset creation, controllability, and manipulation. In this work, we introduce CityGenAgent, a natural language-driven framework for hierarchical procedural generation of high-quality 3D cities. Our approach decomposes city generation into two interpretable components, Block Program and Building Program. To ensure structural correctness and semantic alignment, we adopt a two-stage learning strategy: (1) Supervised Fine-Tuning (SFT). We train BlockGen and BuildingGen to generate valid programs that adhere to schema constraints, including non-self-intersecting polygons and complete fields; (2) Reinforcement Learning (RL). We design Spatial Alignment Reward to enhance spatial reasoning ability and Visual Consistency Reward to bridge the gap between textual descriptions and the visual modality. Benefiting from the programs and the models' generalization, CityGenAgent supports natural language editing and manipulation. Comprehensive evaluations demonstrate superior semantic alignment, visual quality, and controllability compared to existing methods, establishing a robust foundation for scalable 3D city generation.

20.2CVJan 20, 2024Code
Make-A-Shape: a Ten-Million-scale 3D Shape Model

Ka-Hei Hui, Aditya Sanghi, Arianna Rampini et al.

Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions. Our source code is available at https://github.com/AutodeskAILab/Make-a-Shape.

18.5CVMar 13
coDrawAgents: A Multi-Agent Dialogue Framework for Compositional Image Generation

Chunhan Li, Qifeng Wu, Jia-Hui Pan et al.

Text-to-image generation has advanced rapidly, but existing models still struggle with faithfully composing multiple objects and preserving their attributes in complex scenes. We propose coDrawAgents, an interactive multi-agent dialogue framework with four specialized agents: Interpreter, Planner, Checker, and Painter that collaborate to improve compositional generation. The Interpreter adaptively decides between a direct text-to-image pathway and a layout-aware multi-agent process. In the layout-aware mode, it parses the prompt into attribute-rich object descriptors, ranks them by semantic salience, and groups objects with the same semantic priority level for joint generation. Guided by the Interpreter, the Planner adopts a divide-and-conquer strategy, incrementally proposing layouts for objects with the same semantic priority level while grounding decisions in the evolving visual context of the canvas. The Checker introduces an explicit error-correction mechanism by validating spatial consistency and attribute alignment, and refining layouts before they are rendered. Finally, the Painter synthesizes the image step by step, incorporating newly planned objects into the canvas to provide richer context for subsequent iterations. Together, these agents address three key challenges: reducing layout complexity, grounding planning in visual context, and enabling explicit error correction. Extensive experiments on benchmarks GenEval and DPG-Bench demonstrate that coDrawAgents substantially improves text-image alignment, spatial accuracy, and attribute binding compared to existing methods.