Portrait of Henghaofan Zhang

Henghaofan Zhang

About me. I am an undergraduate student in Software Engineering at the University of Electronic Science and Technology of China (UESTC), where I have studied since September 2023. Since January 2026, I have also been a research intern at the Institute for AI Industry Research (AIR), Tsinghua University, working on 3D/4D vision and generative models.

My research interests. I am interested in 3D/4D reconstruction and generation, physically grounded world models and spatial intelligence, and structured multimodal generation with LLMs. A common thread is how explicit structure can make generated worlds easier to edit, control, and simulate. My work explores this through semantic-part-aware 3D editing (PartFlow), simulation-ready 4D reconstruction from video (OVOW), editable reconstruction of objects and lighting (Lumera), and mesh-conditioned video generation (DAR). These projects connect geometric and physical representations with generative models, informing my broader interest in controllable multimodal systems.

Recently. I have been exploring how executable code and discrete tokens can represent images, video, audio, and scenes, and how LLMs could use these representations for unified multimodal generation and editing. I am particularly interested in composing such content into coherent films, interactive scenes, and games. I am seeking MPhil / PhD opportunities for Fall 2027 and am also open to visiting student and research internship opportunities. If our research interests align, please get in touch.

Publications

PartFlow framework for feedforward semantic-part-aware 3D editing Feedforward 3D Editing
SIGGRAPH Asia 202601

Feedforward 3D Editing Learns from Semantic-Part Transformation

Jiawei Weng*, Saining Zhang*†, Zhenxin Diao*, Peishuo Li, Henghaofan Zhang, Junhao Chen, Hao Zhao†

* Equal contribution  ·  † Corresponding author

A semantic-part-grounded dataset of 100K+ consistent editing pairs and PartFlow, a feedforward network for precise 3D geometry and appearance editing.

OVOW reconstructing a simulation-ready 4D scene from monocular video Video to Physical 4D
ECCV 202602

One Video, One World: Turning Monocular Video into Physical 4D Scenes

Junhao Chen*, Boran Zhang*, Mingjin Chen, Henghaofan Zhang, Saining Zhang, Congcong Zhu, Hao Zhao, Ruqi Huang†, Zhihao Li, Yufei Wang†§

* Equal contribution  ·  † Corresponding author  ·  § Project lead

A training-free system that converts a single monocular video into instance-level, watertight, simulation-ready 4D mesh scenes.

Lumera reconstructing an editable 3D world with objects and lighting Engine-Native Worlds
Under Review03

Engine-Native Editable 3D World Reconstruction with Objects and Lighting

Junhao Chen*, Xinghao Chen*, Henghaofan Zhang*, Zihao Qiao, Saining Zhang, Yongzhi Li, Ruqi Huang, Sisi Li, Yimin Sheng, Jianyi Zhu, Hao Zhao†

* Equal contribution  ·  † Corresponding author

Lumera reconstructs editable, engine-native 3D scenes from a single image, with separated objects, parametric lighting, and bounded agentic refinement.

DAR renders the same animated 4D scene in different reference-image appearance styles 4D Generative Rendering
Under Review04

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Junhao Chen, Mingjin Chen, Henghaofan Zhang, Minglin Chen, Liaoyuan Fan, Boran Zhang, Saining Zhang, Mingze Sun, Hao Zhao, Ruqi Huang†, Zhihao Li, Yufei Wang†

† Corresponding author

DAR turns a pretrained video diffusion model into a reference-guided 4D renderer, using animated meshes, camera trajectories, and tracking, world-position, and normal buffers to control scene motion and appearance.

Outside research, I enjoy building Gunpla, playing FPS games, and listening to music.