Hanxiao Jiang 0001

dblp:196/3481-1 · DBLP profile ↗
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10ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0001-6245-361XORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 7 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 5 since 2021
YearPublicationVenuePosition
2026 S2O: Static to Openable Enhancement for Articulated 3D Objects
abstract
Despite much progress in large 3D datasets there are currently few interactive 3D object datasets, and their scale is limited due to the manual effort required in their construction. We introduce the static to openable (S2O) task which creates interactive articulated 3D objects from static counterparts through openable part detection, motion prediction, and interior geometry completion. We formulate a unified data generation framework to tackle this task, and curate a challenging dataset of openable 3D objects that serves as a test bed for systematic evaluation. Our experiments benchmark methods from prior work, extended and improved methods, and simple yet effective heuristics for the S2O task. We find that turning static 3D objects into interactively openable counterparts is possible but that all methods struggle to generalize to realistic settings of the task on our dataset, and we highlight promising future work directions. Our work enables efficient creation of interactive 3D objects for robotic manipulation and embodied AI tasks.
Denys Iliash, Hanxiao Jiang 0001, Yiming Zhang 0019, Manolis Savva, Angel X. Chang
WACV2
2025 PhysGen3D: Crafting a Miniature Interactive World from a Single Image
abstract
Envisioning physically plausible outcomes from a single image requires a deep understanding of the world’s dynamics. To address this, we introduce PhysGen3D, a novel framework that transforms a single image into an amodal, camera-centric, interactive 3D scene. By combining advanced image-based geometric and semantic understanding with physics-based simulation, PhysGen3D creates an interactive 3D world from a static image, enabling us to "imagine" and simulate future scenarios based on user input. At its core, PhysGen3D estimates 3D shapes, poses, physical and lighting properties of objects, thereby capturing essential physical attributes that drive realistic object interactions. This framework allows users to specify precise initial conditions, such as object speed or material properties, for enhanced control over generated video outcomes. We evaluate PhysGen3D’s performance against closed-source state-of-the-art (SOTA) image-to-video models, including Pika, Kling, and Gen-3, showing PhysGen3D’s capacity to generate videos with realistic physics while offering greater flexibility and fine-grained control. Our results show that PhysGen3D achieves a unique balance of photorealism, physical plausibility, and user-driven interactivity, opening new possibilities for generating dynamic, physics-grounded video from an image. Project page: https://by-luckk.github.io/PhysGen3D.
Hanxiao Jiang 0001, Saurabh Gupta 0001, Yunzhu Li, Shenlong Wang
CVPR2
2025 PhysTwin: Physics-Informed Reconstruction and Simulation of Deformable Objects from Videos
Hanxiao Jiang 0001, Hao-Yu Hsu, Hsin-Ni Yu, Shenlong Wang, Yunzhu Li
ICCV1
2024 OPDMulti: Openable Part Detection for Multiple Objects
abstract
Openable part detection is the task of detecting the openable parts of an object in a single-view image and predicting corresponding motion parameters. Prior work investigated the unrealistic setting where all input images only contain a single openable object. We generalize this task to scenes with multiple objects each potentially possessing openable parts, and create a corresponding dataset based on real-world scenes. We then address this more challenging scenario with OPDFormer: a part-aware transformer architecture. Our experiments show that the OPDFormer architecture significantly outperforms prior work. The more realistic multiple-object scenarios we investigated remain challenging for all methods, indicating opportunities for future work.
Xiaohao Sun, Hanxiao Jiang 0001, Manolis Savva, Angel X. Chang
3DV2
2024 Habitat Synthetic Scenes Dataset (HSSD-200): An Analysis of 3D Scene Scale and Realism Tradeoffs for ObjectGoal Navigation
abstract
We contribute the Habitat Synthetic Scenes Dataset (HSSD-200), a dataset of 211 high-quality 3D scenes, and use it to test navigation agent generalization to realistic 3D environments. Our dataset represents real interiors and contains a diverse set of 18,656 models of real-world objects. We investigate the impact of synthetic 3D scene dataset scale and realism on the task of training embodied agents to find and navigate to objects (ObjectGoal navigation). By comparing to synthetic 3D scene datasets from prior work, we find that scale helps in generalization, but the benefits quickly saturate, making visual fidelity and correlation to real-world scenes more important. Our experiments show that agents trained on our smaller-scale dataset can outperform agents trained on much larger datasets. Surprisingly, we observe that agents trained on just 122 scenes from our dataset outperform agents trained on 10,000 scenes from the ProcTHOR-10K dataset in terms of zero-shot generalization in real-world scanned environments.
Mukul Khanna, Yongsen Mao, Hanxiao Jiang 0001, Sanjay Haresh, Brennan Shacklett, Dhruv Batra, Alexander Clegg, Eric Undersander, Angel X. Chang, Manolis Savva
CVPR3
2022 Articulated 3D Human-Object Interactions From RGB Videos: An Empirical Analysis of Approaches and Challenges
abstract
Human-object interactions with articulated objects are common in everyday life. Despite much progress in single-view 3D reconstruction, it is still challenging to infer an articulated 3D object model from an RGB video showing a person manipulating the object. We canonicalize the task of articulated 3D human-object interaction reconstruction from RGB video, and carry out a systematic benchmark of five families of methods for this task: 3D plane estimation, 3D cuboid estimation, CAD model fitting, implicit field fitting, and free-form mesh fitting. Our experiments show that all methods struggle to obtain high accuracy results even when provided ground truth information about the observed objects. We identify key factors which make the task challenging and suggest directions for future work on this challenging 3D computer vision task.
Sanjay Haresh, Xiaohao Sun, Hanxiao Jiang 0001, Angel X. Chang, Manolis Savva
3DV3
2022 OPD: Single-View 3D Openable Part Detection
Hanxiao Jiang 0001, Yongsen Mao, Manolis Savva, Angel X. Chang
ECCV (39)1
2022 MultiScan: Scalable RGBD scanning for 3D environments with articulated objects
abstract
We introduce MultiScan, a scalable RGBD dataset construction pipeline leveraging commodity mobile devices to scan indoor scenes with articulated objects and web-based semantic annotation interfaces to efficiently annotate object and part semantics and part mobility parameters. We use this pipeline to collect 273 scans of 117 indoor scenes containing 10957 objects and 5129 parts. The resulting MultiScan dataset provides RGBD streams with per-frame camera poses, textured 3D surface meshes, richly annotated part-level and object-level semantic labels, and part mobility parameters. We validate our dataset on instance segmentation and part mobility estimation tasks and benchmark methods for these tasks from prior work. Our experiments show that part segmentation and mobility estimation in real 3D scenes remain challenging despite recent progress in 3D object segmentation.
Yongsen Mao, Yiming Zhang 0019, Hanxiao Jiang 0001, Angel X. Chang, Manolis Savva
NeurIPS3
2020 Motion Annotation Programs: A Scalable Approach to Annotating Kinematic Articulations in Large 3D Shape Collections
abstract
3D models of real-world objects are essential for many applications, including the creation of virtual environments for AI training. To mimic real-world objects in these applications, objects must be annotated with their kinematic mobilities. Annotating kinematic motions is time-consuming, and it is not well-suited to typical crowdsourcing workflows due to the significant domain expertise required. In this paper, we present a system that helps individual expert users rapidly annotate kinematic motions in large 3D shape collections. The organizing concept of our system is motion annotation programs: simple, re-usable procedural rules that generate motion for a given input shape. Our interactive system allows users to author these rules and quickly apply them to collections of functionally-related objects. Using our system, an expert annotated over 1000 joints in under 3 hours. In a user study, participants with no prior experience with our system were able to annotate motions 1.5x faster than with a baseline manual annotation tool.
Xianghao Xu, David Charatan, Sonia Raychaudhuri, Hanxiao Jiang 0001, Mae Heitmann, Vladimir G. Kim, Siddhartha Chaudhuri, Manolis Savva, Angel X. Chang, Daniel Ritchie 0001
3DV4
2020 SAPIEN: A SimulAted Part-Based Interactive ENvironment
abstract
Building home assistant robots has long been a goal for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set of articulated objects. SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that SAPIEN will open research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.
Fanbo Xiang, Yuzhe Qin, Kaichun Mo, Yikuan Xia, Hao Zhu 0008, Fangchen Liu, Minghua Liu, Hanxiao Jiang 0001, Yifu Yuan, He Wang 0010, Li Yi 0001, Angel X. Chang, Leonidas J. Guibas, Hao Su 0001
CVPR8