h-index14
18papers
387citations
Novelty57%
AI Score56

18 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.

CVAug 6, 2023
Language-based Photo Color Adjustment for Graphic Designs

Zhenwei Wang, Nanxuan Zhao, Gerhard Hancke et al.

Adjusting the photo color to associate with some design elements is an essential way for a graphic design to effectively deliver its message and make it aesthetically pleasing. However, existing tools and previous works face a dilemma between the ease of use and level of expressiveness. To this end, we introduce an interactive language-based approach for photo recoloring, which provides an intuitive system that can assist both experts and novices on graphic design. Given a graphic design containing a photo that needs to be recolored, our model can predict the source colors and the target regions, and then recolor the target regions with the source colors based on the given language-based instruction. The multi-granularity of the instruction allows diverse user intentions. The proposed novel task faces several unique challenges, including: 1) color accuracy for recoloring with exactly the same color from the target design element as specified by the user; 2) multi-granularity instructions for parsing instructions correctly to generate a specific result or multiple plausible ones; and 3) locality for recoloring in semantically meaningful local regions to preserve original image semantics. To address these challenges, we propose a model called LangRecol with two main components: the language-based source color prediction module and the semantic-palette-based photo recoloring module. We also introduce an approach for generating a synthetic graphic design dataset with instructions to enable model training. We evaluate our model via extensive experiments and user studies. We also discuss several practical applications, showing the effectiveness and practicality of our approach. Code and data for this paper are at: https://zhenwwang.github.io/langrecol.

CVFeb 9Code
WorldCompass: Reinforcement Learning for Long-Horizon World Models

Zehan Wang, Tengfei Wang, Haiyu Zhang et al.

This work presents WorldCompass, a novel Reinforcement Learning (RL) post-training framework for the long-horizon, interactive video-based world models, enabling them to explore the world more accurately and consistently based on interaction signals. To effectively "steer" the world model's exploration, we introduce three core innovations tailored to the autoregressive video generation paradigm: 1) Clip-level rollout Strategy: We generate and evaluate multiple samples at a single target clip, which significantly boosts rollout efficiency and provides fine-grained reward signals. 2) Complementary Reward Functions: We design reward functions for both interaction-following accuracy and visual quality, which provide direct supervision and effectively suppress reward-hacking behaviors. 3) Efficient RL Algorithm: We employ the negative-aware fine-tuning strategy coupled with various efficiency optimizations to efficiently and effectively enhance model capacity. Evaluations on the SoTA open-source world model, WorldPlay, demonstrate that WorldCompass significantly improves interaction accuracy and visual fidelity across various scenarios.

CVSep 17, 2024
Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion

Zhenwei Wang, Tengfei Wang, Zexin He et al.

In 3D modeling, designers often use an existing 3D model as a reference to create new ones. This practice has inspired the development of Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Our model integrates three key components: 1) meta-ControlNet that dynamically modulates the conditioning strength, 2) dynamic reference routing that mitigates misalignment between the input image and 3D reference, and 3) self-reference augmentations that enable self-supervised training with a progressive curriculum. Collectively, these designs result in a clear improvement over existing methods. Phidias establishes a unified framework for 3D generation using text, image, and 3D conditions with versatile applications.

CVDec 16, 2025
WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling

Wenqiang Sun, Haiyu Zhang, Haoyuan Wang et al.

This paper presents WorldPlay, a streaming video diffusion model that enables real-time, interactive world modeling with long-term geometric consistency, resolving the trade-off between speed and memory that limits current methods. WorldPlay draws power from three key innovations. 1) We use a Dual Action Representation to enable robust action control in response to the user's keyboard and mouse inputs. 2) To enforce long-term consistency, our Reconstituted Context Memory dynamically rebuilds context from past frames and uses temporal reframing to keep geometrically important but long-past frames accessible, effectively alleviating memory attenuation. 3) We also propose Context Forcing, a novel distillation method designed for memory-aware model. Aligning memory context between the teacher and student preserves the student's capacity to use long-range information, enabling real-time speeds while preventing error drift. Taken together, WorldPlay generates long-horizon streaming 720p video at 24 FPS with superior consistency, comparing favorably with existing techniques and showing strong generalization across diverse scenes. Project page and online demo can be found: https://3d-models.hunyuan.tencent.com/world/ and https://3d.hunyuan.tencent.com/sceneTo3D.

CVDec 8, 2025
MoCA: Mixture-of-Components Attention for Scalable Compositional 3D Generation

Zhiqi Li, Wenhuan Li, Tengfei Wang et al.

Compositionality is critical for 3D object and scene generation, but existing part-aware 3D generation methods suffer from poor scalability due to quadratic global attention costs when increasing the number of components. In this work, we present MoCA, a compositional 3D generative model with two key designs: (1) importance-based component routing that selects top-k relevant components for sparse global attention, and (2) unimportant components compression that preserve contextual priors of unselected components while reducing computational complexity of global attention. With these designs, MoCA enables efficient, fine-grained compositional 3D asset creation with scalable number of components. Extensive experiments show MoCA outperforms baselines on both compositional object and scene generation tasks. Project page: https://lizhiqi49.github.io/MoCA

CVFeb 1, 2024
Recasting Regional Lighting for Shadow Removal

Yuhao Liu, Zhanghan Ke, Ke Xu et al.

Removing shadows requires an understanding of both lighting conditions and object textures in a scene. Existing methods typically learn pixel-level color mappings between shadow and non-shadow images, in which the joint modeling of lighting and object textures is implicit and inadequate. We observe that in a shadow region, the degradation degree of object textures depends on the local illumination, while simply enhancing the local illumination cannot fully recover the attenuated textures. Based on this observation, we propose to condition the restoration of attenuated textures on the corrected local lighting in the shadow region. Specifically, We first design a shadow-aware decomposition network to estimate the illumination and reflectance layers of shadow regions explicitly. We then propose a novel bilateral correction network to recast the lighting of shadow regions in the illumination layer via a novel local lighting correction module, and to restore the textures conditioned on the corrected illumination layer via a novel illumination-guided texture restoration module. We further annotate pixel-wise shadow masks for the public SRD dataset, which originally contains only image pairs. Experiments on three benchmarks show that our method outperforms existing state-of-the-art shadow removal methods.

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.

CVMar 22, 2024
ThemeStation: Generating Theme-Aware 3D Assets from Few Exemplars

Zhenwei Wang, Tengfei Wang, Gerhard Hancke et al.

Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and user studies confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.

CVJun 4, 2025
Voyager: Long-Range and World-Consistent Video Diffusion for Explorable 3D Scene Generation

Tianyu Huang, Wangguandong Zheng, Tengfei Wang et al.

Real-world applications like video gaming and virtual reality often demand the ability to model 3D scenes that users can explore along custom camera trajectories. While significant progress has been made in generating 3D objects from text or images, creating long-range, 3D-consistent, explorable 3D scenes remains a complex and challenging problem. In this work, we present Voyager, a novel video diffusion framework that generates world-consistent 3D point-cloud sequences from a single image with user-defined camera path. Unlike existing approaches, Voyager achieves end-to-end scene generation and reconstruction with inherent consistency across frames, eliminating the need for 3D reconstruction pipelines (e.g., structure-from-motion or multi-view stereo). Our method integrates three key components: 1) World-Consistent Video Diffusion: A unified architecture that jointly generates aligned RGB and depth video sequences, conditioned on existing world observation to ensure global coherence 2) Long-Range World Exploration: An efficient world cache with point culling and an auto-regressive inference with smooth video sampling for iterative scene extension with context-aware consistency, and 3) Scalable Data Engine: A video reconstruction pipeline that automates camera pose estimation and metric depth prediction for arbitrary videos, enabling large-scale, diverse training data curation without manual 3D annotations. Collectively, these designs result in a clear improvement over existing methods in visual quality and geometric accuracy, with versatile applications.

CVApr 13, 2024
PM2: A New Prompting Multi-modal Model Paradigm for Few-shot Medical Image Classification

Zhenwei Wang, Qiule Sun, Bingbing Zhang et al.

Few-shot learning has been successfully applied to medical image classification as only very few medical examples are available for training. Due to the challenging problem of limited number of annotated medical images, image representations should not be solely derived from a single image modality which is insufficient for characterizing concept classes. In this paper, we propose a new prompting multi-modal model paradigm on medical image classification based on multi-modal foundation models, called PM2. Besides image modality,PM2 introduces another supplementary text input, known as prompt, to further describe corresponding image or concept classes and facilitate few-shot learning across diverse modalities. To better explore the potential of prompt engineering, we empirically investigate five distinct prompt schemes under the new paradigm. Furthermore, linear probing in multi-modal models acts as a linear classification head taking as input only class token, which ignores completely merits of rich statistics inherent in high-level visual tokens. Thus, we alternatively perform a linear classification on feature distribution of visual tokens and class token simultaneously. To effectively mine such rich statistics, a global covariance pooling with efficient matrix power normalization is used to aggregate visual tokens. Then we study and combine two classification heads. One is shared for class token of image from vision encoder and prompt representation encoded by text encoder. The other is to classification on feature distribution of visual tokens from vision encoder. Extensive experiments on three medical datasets show that our PM2 significantly outperforms counterparts regardless of prompt schemes and achieves state-of-the-art performance.

LGMay 21, 2024
GASE: Graph Attention Sampling with Edges Fusion for Solving Vehicle Routing Problems

Zhenwei Wang, Ruibin Bai, Fazlullah Khan et al.

Learning-based methods have become increasingly popular for solving vehicle routing problems due to their near-optimal performance and fast inference speed. Among them, the combination of deep reinforcement learning and graph representation allows for the abstraction of node topology structures and features in an encoder-decoder style. Such an approach makes it possible to solve routing problems end-to-end without needing complicated heuristic operators designed by domain experts. Existing research studies have been focusing on novel encoding and decoding structures via various neural network models to enhance the node embedding representation. Despite the sophisticated approaches applied, there is a noticeable lack of consideration for the graph-theoretic properties inherent to routing problems. Moreover, the potential ramifications of inter-nodal interactions on the decision-making efficacy of the models have not been adequately explored. To bridge this gap, we propose an adaptive Graph Attention Sampling with the Edges Fusion framework (GASE),where nodes' embedding is determined through attention calculation from certain highly correlated neighbourhoods and edges, utilizing a filtered adjacency matrix. In detail, the selections of particular neighbours and adjacency edges are led by a multi-head attention mechanism, contributing directly to the message passing and node embedding in graph attention sampling networks. Furthermore, we incorporate an adaptive actor-critic algorithm with policy improvements to expedite the training convergence. We then conduct comprehensive experiments against baseline methods on learning-based VRP tasks from different perspectives. Our proposed model outperforms the existing methods by 2.08\%-6.23\% and shows stronger generalization ability, achieving state-of-the-art performance on randomly generated instances and real-world datasets.

LGMar 8
Constraints Matrix Diffusion based Generative Neural Solver for Vehicle Routing Problems

Zhenwei Wang, Tiehua Zhang, Ning Xue et al.

Over the past decade, neural network solvers powered by generative artificial intelligence have garnered significant attention in the domain of vehicle routing problems (VRPs), owing to their exceptional computational efficiency and superior reasoning capabilities. In particular, autoregressive solvers integrated with reinforcement learning have emerged as a prominent trend. However, much of the existing work emphasizes large-scale generalization of neural approaches while neglecting the limited robustness of attention-based methods across heterogeneous distributions of problem parameters. Their improvements over heuristic search remain largely restricted to hand-curated, fixed-distribution benchmarks. Furthermore, these architectures tend to degrade significantly when node representations are highly similar or when tasks involve long decision horizons. To address the aforementioned limitations, we propose a novel fusion neural network framework that employs a discrete noise graph diffusion model to learn the underlying constraints of vehicle routing problems and generate a constraint assignment matrix. This matrix is subsequently integrated adaptively into the feature representation learning and decision process of the autoregressive solver, serving as a graph structure mask that facilitates the formation of solutions characterized by both global vision and local feature integration. To the best of our knowledge, this work represents the first comprehensive experimental investigation of neural network model solvers across a 378-combinatorial space spanning four distinct dimensions within the CVRPlib public dataset. Extensive experimental evaluations demonstrate that our proposed fusion model effectively captures and leverages problem constraints, achieving state-of-the-art performance across multiple benchmark datasets.

CVOct 12, 2025
WorldMirror: Universal 3D World Reconstruction with Any-Prior Prompting

Yifan Liu, Zhiyuan Min, Zhenwei Wang et al.

We present WorldMirror, an all-in-one, feed-forward model for versatile 3D geometric prediction tasks. Unlike existing methods constrained to image-only inputs or customized for a specific task, our framework flexibly integrates diverse geometric priors, including camera poses, intrinsics, and depth maps, while simultaneously generating multiple 3D representations: dense point clouds, multi-view depth maps, camera parameters, surface normals, and 3D Gaussians. This elegant and unified architecture leverages available prior information to resolve structural ambiguities and delivers geometrically consistent 3D outputs in a single forward pass. WorldMirror achieves state-of-the-art performance across diverse benchmarks from camera, point map, depth, and surface normal estimation to novel view synthesis, while maintaining the efficiency of feed-forward inference. Code and models will be publicly available soon.

CVSep 16, 2025
StyleSculptor: Zero-Shot Style-Controllable 3D Asset Generation with Texture-Geometry Dual Guidance

Zefan Qu, Zhenwei Wang, Haoyuan Wang et al.

Creating 3D assets that follow the texture and geometry style of existing ones is often desirable or even inevitable in practical applications like video gaming and virtual reality. While impressive progress has been made in generating 3D objects from text or images, creating style-controllable 3D assets remains a complex and challenging problem. In this work, we propose StyleSculptor, a novel training-free approach for generating style-guided 3D assets from a content image and one or more style images. Unlike previous works, StyleSculptor achieves style-guided 3D generation in a zero-shot manner, enabling fine-grained 3D style control that captures the texture, geometry, or both styles of user-provided style images. At the core of StyleSculptor is a novel Style Disentangled Attention (SD-Attn) module, which establishes a dynamic interaction between the input content image and style image for style-guided 3D asset generation via a cross-3D attention mechanism, enabling stable feature fusion and effective style-guided generation. To alleviate semantic content leakage, we also introduce a style-disentangled feature selection strategy within the SD-Attn module, which leverages the variance of 3D feature patches to disentangle style- and content-significant channels, allowing selective feature injection within the attention framework. With SD-Attn, the network can dynamically compute texture-, geometry-, or both-guided features to steer the 3D generation process. Built upon this, we further propose the Style Guided Control (SGC) mechanism, which enables exclusive geometry- or texture-only stylization, as well as adjustable style intensity control. Extensive experiments demonstrate that StyleSculptor outperforms existing baseline methods in producing high-fidelity 3D assets.

CVJun 27, 2025
Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy

Yuhao Liu, Tengfei Wang, Fang Liu et al.

Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project page: https://shapeformotion.github.io/

LGMar 13, 2025
Towards Constraint-Based Adaptive Hypergraph Learning for Solving Vehicle Routing: An End-to-End Solution

Zhenwei Wang, Ruibin Bai, Tiehua Zhang

The application of learning based methods to vehicle routing problems has emerged as a pivotal area of research in combinatorial optimization. These problems are characterized by vast solution spaces and intricate constraints, making traditional approaches such as exact mathematical models or heuristic methods prone to high computational overhead or reliant on the design of complex heuristic operators to achieve optimal or near optimal solutions. Meanwhile, although some recent learning-based methods can produce good performance for VRP with straightforward constraint scenarios, they often fail to effectively handle hard constraints that are common in practice. This study introduces a novel end-to-end framework that combines constraint-oriented hypergraphs with reinforcement learning to address vehicle routing problems. A central innovation of this work is the development of a constraint-oriented dynamic hyperedge reconstruction strategy within an encoder, which significantly enhances hypergraph representation learning. Additionally, the decoder leverages a double-pointer attention mechanism to iteratively generate solutions. The proposed model is trained by incorporating asynchronous parameter updates informed by hypergraph constraints and optimizing a dual loss function comprising constraint loss and policy gradient loss. The experiment results on benchmark datasets demonstrate that the proposed approach not only eliminates the need for sophisticated heuristic operators but also achieves substantial improvements in solution quality.

LGJun 28, 2024
CHASE: A Causal Hypergraph based Framework for Root Cause Analysis in Multimodal Microservice Systems

Ziming Zhao, Zhenwei Wang, Tiehua Zhang et al.

In recent years, the widespread adoption of distributed microservice architectures within the industry has significantly increased the demand for enhanced system availability and robustness. Due to the complex service invocation paths and dependencies in enterprise-level microservice systems, it is challenging to locate the anomalies promptly during service invocations, thus causing intractable issues for normal system operations and maintenance. In this paper, we propose a Causal Heterogeneous grAph baSed framEwork for root cause analysis, namely CHASE, for microservice systems with multimodal data, including traces, logs, and system monitoring metrics. Specifically, related information is encoded into representative embeddings and further modeled by a multimodal invocation graph. Following that, anomaly detection is performed on each instance node with attentive heterogeneous message passing from its adjacent metric and log nodes. Finally, CHASE learns from the constructed hypergraph with hyperedges representing the flow of causality and performs root cause localization. We evaluate the proposed framework on two public microservice datasets with distinct attributes and compare with the state-of-the-art methods. The results show that CHASE achieves the average performance gain up to 36.2%(A@1) and 29.4%(Percentage@1), respectively to its best counterpart.