Haolin Liu

CV
h-index15
6papers
355citations
Novelty58%
AI Score47

6 Papers

51.7CVJan 21, 2025Code
Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

Zibo Zhao, Zeqiang Lai, Qingxiang Lin et al.

We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2

1.2GTNov 4, 2023Code
Sample Complexity of Linear Regression Models for Opinion Formation in Networks

Haolin Liu, Rajmohan Rajaraman, Ravi Sundaram et al.

Consider public health officials aiming to spread awareness about a new vaccine in a community interconnected by a social network. How can they distribute information with minimal resources, so as to avoid polarization and ensure community-wide convergence of opinion? To tackle such challenges, we initiate the study of sample complexity of opinion convergence in networks. Our framework is built on the recognized opinion formation game, where we regard the opinion of each agent as a data-derived model, unlike previous works that treat opinions as data-independent scalars. The opinion model for every agent is initially learned from its local samples and evolves game-theoretically as all agents communicate with neighbors and revise their models towards an equilibrium. Our focus is on the sample complexity needed to ensure that the opinions converge to an equilibrium such that the final model of every agent has low generalization error. Our paper has two main technical results. First, we present a novel polynomial time optimization framework to quantify the total sample complexity for arbitrary networks, when the underlying learning problem is (generalized) linear regression. Second, we leverage this optimization to study the network gain which measures the improvement of sample complexity when learning over a network compared to that in isolation. Towards this end, we derive network gain bounds for various network classes including cliques, star graphs, and random regular graphs. Additionally, our framework provides a method to study sample distribution within the network, suggesting that it is sufficient to allocate samples inversely to the degree. Empirical results on both synthetic and real-world networks strongly support our theoretical findings.

25.2CVMar 20, 2025Code
Unleashing Vecset Diffusion Model for Fast Shape Generation

Zeqiang Lai, Yunfei Zhao, Zibo Zhao et al.

3D shape generation has greatly flourished through the development of so-called "native" 3D diffusion, particularly through the Vecset Diffusion Model (VDM). While recent advancements have shown promising results in generating high-resolution 3D shapes, VDM still struggles with high-speed generation. Challenges exist because of difficulties not only in accelerating diffusion sampling but also VAE decoding in VDM, areas under-explored in previous works. To address these challenges, we present FlashVDM, a systematic framework for accelerating both VAE and DiT in VDM. For DiT, FlashVDM enables flexible diffusion sampling with as few as 5 inference steps and comparable quality, which is made possible by stabilizing consistency distillation with our newly introduced Progressive Flow Distillation. For VAE, we introduce a lightning vecset decoder equipped with Adaptive KV Selection, Hierarchical Volume Decoding, and Efficient Network Design. By exploiting the locality of the vecset and the sparsity of shape surface in the volume, our decoder drastically lowers FLOPs, minimizing the overall decoding overhead. We apply FlashVDM to Hunyuan3D-2 to obtain Hunyuan3D-2 Turbo. Through systematic evaluation, we show that our model significantly outperforms existing fast 3D generation methods, achieving comparable performance to the state-of-the-art while reducing inference time by over 45x for reconstruction and 32x for generation. Code and models are available at https://github.com/Tencent/FlashVDM.

17.0CLFeb 19, 2025
RAG-Gym: Systematic Optimization of Language Agents for Retrieval-Augmented Generation

Guangzhi Xiong, Qiao Jin, Xiao Wang et al.

Retrieval-augmented generation (RAG) has shown great promise for knowledge-intensive tasks and recently advanced with agentic RAG, where language agents engage in multi-round interactions with external knowledge sources for adaptive information retrieval. However, existing agentic RAG methods often depend on ad-hoc prompt engineering and lack a unified optimization framework. We introduce RAG-Gym, a comprehensive platform that systematically explores three optimization dimensions: (1) prompt engineering, (2) actor tuning, and (3) critic training. For prompt engineering, we propose Re$^2$Search, a novel agent incorporating reasoning reflection that significantly outperforms standard prompts. In actor tuning, we evaluate three popular post-training algorithms with fine-grained process supervision and identify direct preference optimization as the most effective. We further demonstrate that a trained critic can enhance inference by selecting higher-quality intermediate reasoning steps. Together, these findings lead to the optimized Re$^2$Search++ agent, which surpasses most recent methods like Search-R1 by a relative increase of 3.2% to 11.6% in average F1. Finally, we examine the impact of different reward sources and analyze scaling properties in training and inference, offering practical insights for agentic RAG optimization. The project homepage is available at https://rag-gym.github.io.

8.4CVJul 31, 2025
Stable-Sim2Real: Exploring Simulation of Real-Captured 3D Data with Two-Stage Depth Diffusion

Mutian Xu, Chongjie Ye, Haolin Liu et al.

3D data simulation aims to bridge the gap between simulated and real-captured 3D data, which is a fundamental problem for real-world 3D visual tasks. Most 3D data simulation methods inject predefined physical priors but struggle to capture the full complexity of real data. An optimal approach involves learning an implicit mapping from synthetic to realistic data in a data-driven manner, but progress in this solution has met stagnation in recent studies. This work explores a new solution path of data-driven 3D simulation, called Stable-Sim2Real, based on a novel two-stage depth diffusion model. The initial stage finetunes Stable-Diffusion to generate the residual between the real and synthetic paired depth, producing a stable but coarse depth, where some local regions may deviate from realistic patterns. To enhance this, both the synthetic and initial output depth are fed into a second-stage diffusion, where diffusion loss is adjusted to prioritize these distinct areas identified by a 3D discriminator. We provide a new benchmark scheme to evaluate 3D data simulation methods. Extensive experiments show that training the network with the 3D simulated data derived from our method significantly enhances performance in real-world 3D visual tasks. Moreover, the evaluation demonstrates the high similarity between our 3D simulated data and real-captured patterns. Project page: https://mutianxu.github.io/stable-sim2real/.

21.1CVSep 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.