Zhiqi Huang

I am a Research Assistant at The Chinese University of Hong Kong, Shenzhen (CUHK-Shenzhen) and an M.Phil. student in Information Architecture at Waseda University. I study how structured 3D models can turn real observations into useful environments for robot learning.

Before returning to academia, I spent three years building real-time rendering and PBR pipelines at 4399 Games. My research has since progressed from identity-preserving 3D avatars and geometry-aligned relightable materials to predictive modeling of changes in volumetric state. I am now extending these ideas toward task-aware digital cousins and action-conditioned 3D environment models: reconstructing what matters for interaction, predicting what robot actions will change, and combining simulated and real experience for robust deployment.

News

  • [Jul. 2026] Joined CUHK-Shenzhen as a Research Assistant.
  • [Jul. 2026] Two first-author manuscripts are under review at AAAI 2027.
  • [2026] SIE3D was published at IEEE ICASSP 2026.

Research Direction

Task-Grounded 3D Environment Models for Real-to-Sim-to-Real Learning

My central question is: what must a 3D environment model reconstruct and predict for simulated experience to improve real-world robot performance?

Rather than pursuing photorealism for its own sake, I focus on digital cousins that capture the geometry, appearance, articulation, and dynamics needed by a target task, while real data covers the remaining gap. This direction connects three components:

  • Task-aware real-to-sim: recover editable environments from images and video with task-relevant geometry, object structure, articulation, and sensor-facing appearance.
  • Action-conditioned 3D transitions: predict object and scene changes under robot actions, contact, and physical uncertainty.
  • Sim-and-real learning: generate targeted experience in digital cousins, co-train with limited real demonstrations, and refine the environment model from real-world failures.

Together, these components provide a practical path toward action-conditioned 3D world models, evaluated by real-world task success and robustness rather than visual similarity alone.


Publications

SIE3D: Single-Image Expressive 3D Avatar Generation via Semantic Embedding and Perceptual Expression Loss

IEEE ICASSP 2026 - First Author, Corresponding Author
Zhiqi Huang, Dulongkai Cui, Jinglu Hu

SIE3D generates an editable 3D Gaussian head avatar from one image with natural-language control over expression and accessories. By combining identity conditioning, text semantics, and perceptual expression guidance, it established my foundation in controllable 3D representation and identity-consistent editing.

Project Page IEEE Xplore arXiv Code

Manuscripts Under Review

  • Controllable PBR material generation from long-form descriptions - First author; AAAI 2027 under review. Generates relightable PBR channels by retaining detailed material specifications and routing them with surface geometry. It extends controllable 3D modeling from humans to geometry-aligned, physically based object appearance, with relevance to the visual-observation side of real-to-sim.
  • Deform-then-edit forecasting for longitudinal 3D CT - First author; AAAI 2027 under review. Forecasts localized volumetric change while preserving stable anatomy. Although developed for medical imaging, it contributes a transition-modeling perspective - anchor the current 3D state, deform what persists, and localize what changes - without claiming action conditioning in the current model.

Experience

The Chinese University of Hong Kong, Shenzhen

Research Assistant - Jul. 2026 - Present

4399 Games

Senior Graphics Engineer - 2023 - 2024

  • Led a rendering team of 3-5 engineers and owned the rendering roadmap for Era of Conquest on mobile and PC.
  • Drove graphics development for new mobile, PC, and web projects through reusable asset, material, and rendering pipelines.

Graphics Engineer - 2021 - 2023

  • Built and optimized the real-time rendering pipeline for Era of Conquest, including cross-platform shaders, PBR material representation, and mobile performance.

Education

  • Waseda University, Fukuoka, Japan
    • M.Phil. in Information Architecture, Apr. 2025 - Mar. 2027 (expected)
    • English-taught program; current GPA: 3.8 / 4.0
  • Sun Yat-sen University, Guangzhou, China
    • B.E. in Software Engineering, 2017 - 2021
    • GPA: 3.7 / 4.0

Technical Background

  • Graphics and systems: C++, C#, GLSL/HLSL, Unity, Vulkan, OpenGL, real-time rendering, PBR, cross-platform optimization
  • Machine learning and 3D: Python, PyTorch, 3D Gaussian Splatting, diffusion models, CLIP/LongCLIP, mesh and material processing, multi-view evaluation, volumetric modeling

Languages and Honors

  • Chinese: Native (Mandarin and Cantonese)
  • English: Professional working proficiency (TOEFL iBT: 90)
  • Outstanding Student Scholarship (Third Prize), Sun Yat-sen University, 2018-2019