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In April 2026, Manycore Tech (群核科技) listed on the Hong Kong Stock Exchange, becoming the first company among Hangzhou’s so-called “Six Dragons”—a cohort of AI-adjacent startups including DeepSeek, Unitree Robotics, and others—to complete an IPO. The stock opened 171.65% above its issue price, putting the market cap above HK$30 billion. For engineers unfamiliar with the company, its core product is Kujiale (酷家乐), a cloud-based 3D interior design platform popular with Chinese home renovation designers. The narrative it brought to the IPO, however, was “spatial intelligence.” This piece unpacks the technology behind that claim.

TL;DR

Spatial intelligence refers to a cluster of AI capabilities centered on perceiving, modeling, and reasoning about three-dimensional physical space. Manycore’s angle: after 15 years of operating Kujiale, it holds a database of over 70 million structured indoor 3D scenes—data that is increasingly scarce and valuable for training embodied AI systems.

What Spatial Intelligence Actually Means

The term lacks a single authoritative definition, but in practice it covers four capability areas:

Scene understanding: Identifying objects in a space and modeling their geometric and semantic relationships—not just “there is a sofa” but “the sofa is 1.2 meters to the left of the coffee table, facing the TV.”

Spatial reasoning: Answering questions that require 3D logic—“if I move the chair here, is the walkway still passable for a wheelchair?”

3D reconstruction: Rebuilding a complete 3D scene model from photos, LiDAR scans, or floor plans.

Navigation and path planning: Computing viable paths through known or unknown 3D environments, the core requirement for mobile robots and AR overlays.

Manycore’s SpatialVerse platform focuses primarily on scene understanding and 3D reconstruction, and packages that capability as an API for external developers through its Aholo platform (released in 2025).

Why 3D Scene Data Is Suddenly Valuable

The gap here is well understood by anyone following embodied AI research. GPT-4-class LLMs were trained primarily on text and 2D images. They can reason about physical space in a linguistic sense but have no genuine spatial intuition—no grounding in the geometry of the actual world.

Embodied AI systems (robots, autonomous agents that must navigate and manipulate physical objects) need something different: training data that encodes how real spaces are structured, how objects relate to each other in three dimensions, and how physical interactions play out. That training data is scarce.

Manycore claims more than 70 million structured indoor 3D scene models, each built by a real designer using Kujiale’s tools, with accurate object positions, dimensions, and material properties. Unlike photogrammetry captures or synthetic procedural scenes, these are designs that correspond to real renovation projects. That combination of volume and semantic richness is the moat.

How the Platform Works

graph TB
  subgraph "Data Layer"
    D1["Kujiale Platform\n70M+ Structured 3D Scenes"]
    D2["User design behavior data"]
  end

  subgraph "Model Layer"
    M1["Scene Understanding\nObject detection + spatial relations"]
    M2["Generative 3D\nAuto layout suggestions"]
    M3["Spatial QA\nNatural language → spatial queries"]
  end

  subgraph "Application Layer"
    A1["SpatialVerse / Aholo API\nExternal developers"]
    A2["Embodied AI training scenes"]
    A3["AR/VR scene generation"]
    A4["Kujiale AI design assistant"]
  end

  D1 --> M1
  D1 --> M2
  D2 --> M3
  M1 --> A1
  M2 --> A4
  M1 --> A2
  M1 --> A3

The Aholo platform (2025) is the external-facing interface, providing APIs and SDKs so that third-party developers—robotics teams, AR application builders, architectural software vendors—can integrate Manycore’s spatial scene data without building their own scene understanding stack.

Founder Background

Huang Xiaohuang (黃曉煌), founder and chairman, holds a BS from Zhejiang University’s Chu Kochen Honors College and an MS in computer science from the University of Illinois Urbana-Champaign. From 2010 to 2011 he worked as a software engineer at NVIDIA, primarily on CUDA development. He founded Manycore in 2011 with the initial goal of moving desktop CAD tools (AutoCAD-class design software) to the browser and cloud.

That SaaS trajectory—which initially looked like a standard cloud software story—turned out to be building a data flywheel: more designers on the platform means more 3D scene data; better scene data enables better AI-assisted design features; better features attract more designers.

Financials and Valuation Logic

Manycore reported revenue of RMB 755 million in 2024 and RMB 399 million in H1 2025 (9.4% year-over-year growth). The company is not yet profitable, but its losses have been narrowing. The IPO valuation reflects less the current SaaS metrics and more the bet that structured spatial scene data will become a critical training asset for the next AI generation—a thesis that shifted the market’s framing from “unprofitable design software” to “scarce AI infrastructure.”

Difference from Traditional Computer Vision AI

Classic computer vision AI (YOLO for object detection, ResNet for image classification) operates on 2D pixel-level questions: “Does this image contain a cat?” Spatial intelligence operates at a higher semantic level: “Can a wheelchair pass from the entrance to the kitchen in this layout?” “Does the placement of this furniture create an ergonomically viable work-from-home setup?” “Which objects would fall if I remove this load-bearing element?”

Answering these questions requires 3D geometry reconstruction, semantic understanding of object relationships, and physical common-sense reasoning—none of which emerge naturally from 2D image training data alone.

Summary

Manycore’s IPO illustrates a pattern worth watching across the AI era: vertical SaaS companies that accumulated large, structured, domain-specific datasets over years of real-world use may have harder-to-replicate moats than pure AI startups built from scratch. Whether spatial intelligence becomes a major AI battleground depends on how quickly humanoid robotics and immersive AR hardware mature. If they do, the companies holding high-quality 3D scene data will have a meaningful head start.

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🇺🇸 English

In April of 2026, a company called Manycore Tech—known in China as Qunhe—rang the bell on the Hong Kong Stock Exchange. And it did something dramatic: the stock opened up more than 171 percent above its issue price, pushing the market cap past thirty billion Hong Kong dollars. What makes this interesting isn't just the pop. It's that Manycore became the very first of Hangzhou's so-called "Six Dragons" to go public. Those Six Dragons are a cluster of buzzy AI-adjacent startups—the group includes DeepSeek and the robotics maker Unitree, among others. So this was a milestone.

Now, if you don't know Manycore, you might know its main product. It's called Kujiale—a cloud-based 3D interior design platform that Chinese home-renovation designers absolutely love. On paper, that sounds like ordinary design software. But the story they told investors going into this IPO wasn't "design software." It was two words: spatial intelligence. Let's unpack what that actually means, and whether the technology holds up.

So, spatial intelligence. There's no single textbook definition, but in practice it bundles together four capabilities—all centered on perceiving, modeling, and reasoning about physical, three-dimensional space.

The first is scene understanding. Not just "there's a sofa in this room," but the geometric and semantic relationships: the sofa sits 1.2 meters to the left of the coffee table, and it's facing the TV. It understands how things are arranged.

The second is spatial reasoning. This is where you answer questions that require genuine 3D logic. For example: if I move this chair over here, is the walkway still wide enough for a wheelchair to pass? That's not a text question. That's a geometry question.

Third is 3D reconstruction—rebuilding a full three-dimensional model of a space from raw inputs like photos, LiDAR scans, or floor plans.

And fourth is navigation and path planning—figuring out a viable route through a 3D environment. That's the beating heart of what mobile robots and AR systems need.

Manycore's platform, which they call SpatialVerse, leans mostly on the first and third of those—scene understanding and 3D reconstruction. And in 2025 they wrapped that up into an API product called Aholo, so outside developers can tap into it.

Okay, but here's the real question. Why is 3D scene data suddenly worth so much? And to understand that, you have to understand a gap that anyone following embodied AI already knows about.

Think about the big language models—your GPT-4-class systems. They were trained on text and 2D images. They can talk about physical space in a linguistic way, sure. But they have no real spatial intuition. No grounding in the actual geometry of the world. Ask them to genuinely reason about how furniture fits in a room, and there's nothing underneath the words.

Now, embodied AI—robots, agents that have to physically move through the world and manipulate objects—those systems need something completely different. They need training data that encodes how real spaces are structured, how objects relate in three dimensions, how physical interactions actually play out. And that kind of data? It's scarce. Really scarce.

This is where Manycore's claim gets compelling. They say they hold more than 70 million structured indoor 3D scene models. And here's the key detail: each one was built by a real designer using Kujiale's tools, for a real renovation project. So you get accurate object positions, real dimensions, actual material properties. This isn't messy photogrammetry, and it isn't synthetic scenes churned out by an algorithm. These are real designs tied to real spaces. That combination—massive volume plus semantic richness—that's the moat.

Let me describe how the whole thing fits together, because there's a clean flow to it.

At the bottom, you have the data layer. That's the Kujiale platform with its 70 million-plus structured 3D scenes, plus all the user design-behavior data—how people actually build these rooms.

That data feeds up into a model layer with three functions. One model handles scene understanding—detecting objects and their spatial relations. Another does generative 3D—automatically suggesting layouts. And a third does spatial question-answering, translating natural language questions into spatial queries.

And then those models feed the application layer. The scene-understanding model powers the external SpatialVerse and Aholo API for outside developers, and it also generates training scenes for embodied AI, and it drives AR and VR scene generation. Meanwhile the generative model powers Kujiale's own AI design assistant. So the same core data flows out in several directions—internal product on one side, external AI infrastructure on the other.

That Aholo platform is really the front door for the outside world. It hands robotics teams, AR app builders, and architectural software vendors a set of APIs and SDKs, so they can plug into Manycore's spatial data without having to build their own scene-understanding stack from scratch.

Now, a quick word on the founder, because it explains a lot. His name is Huang Xiaohuang. He came out of Zhejiang University's honors college, got a master's in computer science from the University of Illinois at Urbana-Champaign, and then—here's the telling part—he spent 2010 to 2011 as a software engineer at NVIDIA, working mostly on CUDA. So this is someone deep in GPU computing. He founded Manycore in 2011, and the original goal was almost mundane: take desktop CAD tools—AutoCAD-style design software—and move them into the browser and the cloud.

And that's the fascinating twist. What looked like a boring "let's put CAD in the cloud" SaaS play was quietly building a data flywheel. More designers on the platform means more 3D scene data. Better scene data enables better AI-assisted design features. And better features pull in even more designers. Round and round. Fifteen years of that spinning is exactly how you end up with 70 million scenes.

Let's talk money for a second, because the valuation is doing something specific. Manycore booked revenue of about 755 million RMB in 2024, and 399 million in the first half of 2025—growing around 9 percent year over year. The company isn't profitable yet, though its losses have been narrowing. So if you value it purely on today's SaaS numbers, that huge IPO pop doesn't make sense. The valuation isn't really about the software business. It's a bet—a bet that structured spatial scene data becomes a critical training asset for the next generation of AI. That thesis is what flipped the market's framing from "unprofitable design software" to "scarce AI infrastructure." Same company, totally different story.

And it's worth being precise about how this differs from the computer vision AI you might already know. Classic CV—think YOLO for object detection, or ResNet for image classification—works at the pixel level, in 2D. "Does this image contain a cat?" Spatial intelligence operates a whole level up. The questions sound like: Can a wheelchair get from the entrance to the kitchen in this layout? Does this furniture arrangement make for an ergonomically sane work-from-home setup? Which objects would fall over if I remove this load-bearing element? To answer any of those, you need 3D geometry, semantic understanding of how objects relate, and physical common sense. And none of that just falls out of training on flat 2D images.

So let me pull together the takeaways.

First, the big pattern worth watching: vertical SaaS companies that spent years quietly accumulating large, structured, domain-specific datasets may end up with far harder-to-copy moats than flashy AI startups built from scratch. Manycore didn't set out to build AI infrastructure—it accidentally built the dataset for it, one designer at a time.

Second, the whole valuation rests on a reframing. Nothing about the revenue changed. What changed is the market deciding that scarce 3D spatial data is strategic AI infrastructure, not just a design-tool byproduct.

And third, whether that bet pays off is genuinely conditional. It depends on how fast humanoid robotics and immersive AR hardware actually mature. If those technologies arrive, the companies sitting on high-quality 3D scene data get a real head start. If they stall, this is just design software with an expensive story attached. That's the tension baked into this IPO—and it's why the first of the Six Dragons to list did it on the strength of data it's been gathering, almost by accident, for fifteen years.

🇹🇼 中文

群核科技這回登陸港股,成了「杭州六小龍」裡第一家完成 IPO 的公司。在《矽谷 101》的專訪裡,主持人陳茜問到公司的未來,創始人黃曉煌把賭注全押在一個詞上——空間智能。他講得很直白:對他來說,沒有空間智能,就不可能實現 AGI。

所以今天我們不聊股價,而是順著這場專訪,把三件事講清楚:空間智能到底是什麼、它跟世界模型還有具身智能是什麼關係,以及群核為什麼會選一條「緊貼物理世界」的路線。

先說空間智能是什麼。這個概念其實跟世界模型一樣,源頭在認知科學。1983 年,教育心理學家霍華德·加德納提出多元智能理論,把空間智能列為人類的核心智能之一。注意,這裡講的不是簡單的「方向感」,而是理解物理世界、建立空間認知、進行抽象視覺思維的那種底層能力。

到了電腦科學這邊,它的技術起點是電腦視覺對三維空間的感知。你可以想像一條演進線:2009 年的 ImageNet 打下了 AI 視覺辨識的基礎,但那個階段還停在二維,機器並不真的理解物體在空間裡的關係。接著 SLAM,也就是同步定位與地圖構建,讓機器一邊移動一邊定位跟建圖——AI 不只知道「看到什麼」,開始知道「自己在哪」。再往後,NeRF、生成式模型、世界模型出現,研究重點就從「重建世界」轉向「理解跟預測世界」。

從模組上拆,空間智能主要有五塊:感知、表徵、推理、預測、行動。黃曉煌舉了個很生活化的例子:你走進一個房間環顧一圈,大腦馬上就對這個空間形成概念——那個東西離你多遠、你能不能穿過去、每塊物體的相對位置是什麼。接下來你不管想往哪走、要不要拿水杯,腦子裡都能立刻反應。這個「快速空間重建加上推理」的過程,就是空間智能。

那它跟世界模型、具身智能到底怎麼分?這三個詞常常被混用,黃曉煌用「開門」這個動作把它們區分得特別漂亮。

世界模型像「大腦」:在腦中構建一張關於世界怎麼運行的地圖,理解因果、預測接下來會發生什麼,甚至先在腦裡跑一遍。對應到開門,就是你走過去的路上,旁邊有人在動、有東西在移動,你得預判、然後避開。

空間智能呢,負責把世界模型那種抽象理解,落到三維的物理空間裡:它知道「這裡是一扇門,門上一定有把手,要開就得去操作把手」。它連接的是視覺感知、物理規律跟動作決策。

具身智能,是當 AI 真的有了「身體」——機器人也好、自動駕駛也好——把感知、推理、規劃、控制整合成一個閉環,控制肢體走到門前、轉動把手、推門進去。

所以這是一條很清楚的路徑:從在腦海裡理解世界,到在空間中三維建模,再到真正進入、作用於這個世界。關鍵在於,要實現具身智能,你跳不過空間智能這一關。

再來看業界的兩條技術路線。

第一條叫空間生成。不少研究者認為,要做空間智能,得先「生成空間」——AI 得先有一個夠真實、能互動的 3D 世界,才能在裡面反覆試錯、學物理規律,再遷移到現實。代表就是李飛飛的 World Labs,也包括群核、Meshy AI 這些。

空間的生成方式又分三種,而且越來越常被混著用。第一種是重建式,用雷射掃描、深度相機、無人機攝影測量這些從現實採資料,再還原三維結構——它的上限,取決於你輸入資料的品質。第二種是推斷式,當輸入不夠,比如只有一張照片、或視角很稀疏,AI 就根據已有線索去推理、補全那些「看不見」的部分。隨著大模型越來越強,這是現在最活躍的方向之一。第三種是生成式,靠擴散模型、大型重建模型這類技術,讓 AI 直接從海量資料裡學三維世界的規律,使用者輸入文字、圖片、或一張草圖,就能生成 3D 資產跟場景。

拿 World Labs 來說,它常被歸為生成式,但它的目標不只是生出 3D 內容,而是要構建一個具備空間理解能力的世界模型——它得同時處理深度估計、視角一致性、幾何約束,讓生成的結果不只是「看起來像」,在空間結構上也真的站得住。

第二條路線叫潛空間預測。另一派人覺得,很多需要空間智能的場景,其實不一定要做那麼精緻的 3D 重建,直接在潛空間裡把感知壓縮、然後輸出動作,就夠了。這類模型把複雜的環境資訊壓進高維潛空間,學的是環境動態的統計規律、物體之間的距離方位跟因果關係,有點像人類的「直覺」,能做到更低延遲、更強泛化的即時互動。代表是 Yann LeCun 的 JEPA 架構,還有 DeepMind 的 Dreamer 系列。

不過它有代價:缺乏幾何層面的可解釋性。預測出錯的時候,你很難從空間角度定位問題,也很難人工介入除錯;碰到那種需要精細空間記憶的長時空任務,還更容易丟掉關鍵細節。所以從商業落地的角度看,空間生成這條路,目前是比較穩的選擇。

好,那空間生出來之後,怎麼「表示」它?這裡黃曉煌分享了群核一路踩過來的經驗,我幫你翻成幾句對比。最早他們用點雲,就是一堆離散的點——試過,但能表徵的資訊太少。後來換成 Mesh,加上面跟邊的連接,編輯是方便了,但它終究是三維世界的一個抽象,不是真實的,欠缺的資訊太多。NeRF 這種隱式神經表示,畫質很好,可是速度太慢,而且每個場景都得單獨訓練。再到 3D 高斯潑濺,顯式的高斯橢球加上神經渲染,又快又清晰,視覺效果幾乎完美,但它在互動上有缺陷。

繞了一圈,群核現在實際採用的,是 Mesh 加 3D 高斯的混合方案——一個負責互動跟結構,一個負責視覺真實,兩邊互補。

最後,比一下 World Labs 跟群核這兩種商業路線。World Labs 偏學術、偏前沿驅動,從基礎模型出發去建空間智能的基座,目標是打造一個通用的 3D 世界。它商業化其實跑得很快:靠核心模型 Marble 跟全新的 World API,已經跟波士頓動力、Figure 這些機器人廠商合作,提供具備物理一致性的訓練環境;也跟 Autodesk 合作,把空間生成能力植進建築跟工業設計的流程,還把 World API 接進了 NVIDIA 的生態。而群核這邊,走的是更貼近物理世界、更貼近實際商業場景的那條路。

所以聽下來,我想留三個重點給你。第一,空間智能不是方向感,它是連接「理解世界」跟「作用於世界」的那個中間層——世界模型是腦、具身智能是身體,空間智能是把兩者接起來的橋,跳不過去。第二,技術上分空間生成跟潛空間預測兩派,前者可解釋、可除錯,落地更穩;後者延遲低、泛化強,但出錯難定位。第三,表示空間沒有銀彈,群核的答案是 Mesh 加 3D 高斯混合,讓互動跟視覺各司其職。押注空間智能,本質上就是押注一條「AI 得先真正理解物理世界」的路。

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