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Angel X. Chang

Publications and source records attributed to Angel X. Chang.

At least 19 recordsLinked to original sources

Hallucination Self-Play: Bootstrapping Reinforced Detector via Evolved Generator

Identifying faithfulness hallucinations in LLM-generated outputs remains challenging due to the scarcity of high-quality annotated data. Recent work relies on advanced LLMs to synthesize training data, including rationales, labels, and hallucinated claims. However, these methods treat the generator as a static component, limiting iterative improvement of the detector. To address this limitation, we introduce Hallucination Self-Play (HSP), a novel framework that enables the detector to bootstrap with an evolved generator. HSP involves two roles initialized from the same base model, a detector that assesses the faithfulness of model outputs, and a generator that produces increasingly hard-to-detect hallucinated responses. Specifically, the detector is first fine-tuned on human-labeled data and then employed as a reward model to train the generator via reinforcement learning from AI feedback (RLAIF). In turn, the evolved generator synthesizes hallucination data to further optimize the detector through rule-based reinforcement learning. Experiments on RAGTruth benchmark and two model families demonstrate that the proposed framework can progressively enhance a small LLM to match or even outperform advanced LLMs without external supervision. Our code is available at https://anonymous.4open.science/r/Hallucination-Self-Play-50B5 .

cs.CL

RustMizan: A Compilable, Contamination-Aware Benchmarking Framework for Rust Vulnerabilities

LLM agents are increasingly applied to vulnerability analysis, but existing benchmarks have not kept pace. They typically rely on small non-compilable snippets, focus on binary classification (vulnerable or not), and do not account for the risk that publicly-released datasets are part of model training corpora. We introduce RustMizan, a benchmarking framework for Rust vulnerability analysis that addresses these gaps. RustMizan contains compilable code variants at the crate, file, and function levels, with annotations for binary vulnerability detection, CWE classification, and function- and line-level localization. A paired mutation framework produces semantics-preserving code mutants for contamination testing and robustness probing. Across four frontier models in an agentic setup with command-line access, binary classification sits in the 56-65% range, but line localization F1 stays near 20%, and adversarial cues drop line F1 by about 27%.

cs.CR

Scaling Diverse Language Generation for 3D Visual Grounding

Developing robust models for 3D visual grounding (3DVG), the localization of entities in a 3D scene described in natural language, is important for enabling agents to correspond spatial language with objects in the physical world. However, the lack of diverse descriptions at scale prevents models from generalizing beyond simple linguistic patterns. Recent such attempts lack diversity in the constraint types and language used to ground objects. Captioning methods cannot precisely contrast objects, which is important for visual grounding. We therefore propose ViGiL3D++, a scalable, scene-agnostic method that generates diverse visual grounding queries by combining constraint sampling in scene graphs with the language generation of LLMs. We show that it has greater diversity over existing scaled datasets and improves model performance over several 3DVG benchmarks but also illuminates outstanding limitations of VLMs.

cs.CL

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.

cs.CV

Artiverse: A Diverse and Physically Grounded Dataset for Articulated Objects

We present Artiverse, a diverse and physically grounded dataset of high-quality articulated 3D objects designed for realistic functional modeling and simulation. Artiverse contains 5.4K human-authored objects across a broad range of 88 categories, aggregated from multiple 3D static repositories. Objects are annotated with functional parts, interior structures, realistic kinematic relationships and articulated joints including multi-DoF joints, and physical attributes such as metric scale, material, and mass. We develop a semi-automated annotation pipeline that combines few-shot segmentation, geometric reasoning, and multi-stage human verification to achieve high-quality and efficient annotation, reducing manual annotation time by over 30%. We demonstrate the value of Artiverse on tasks of part mobility analysis, articulated object generation, and physics-based interaction. Artiverse provides a data resource to advance functional understanding for articulated objects.

cs.CV

Functionalization via Structure Completion and Motion Rectification

Acquisition and creation of 3D assets have been largely view- or appearance-driven. As a result, existing digital 3D models often lack the requisite structural components to function as intended, such as joints, supports, interiors, or interaction elements. At the same time, even human-annotated motions are frequently error-prone, leading to physically implausible behavior. We introduce object functionalization, a novel task aimed at transforming visually plausible but non-functional 3D models into functional and physically operable ones. We formulate functionalization as a graph completion problem over a new functional graph representation, where labeled nodes represent object parts, labeled edges encode functional and contact relations, and movable nodes carry motion attributes, so that structural functional deficiencies manifest as missing nodes or incorrect edges. We develop a neural Graph Functionalizer (GraFu) to complete an incomplete graph representing a non-functional 3D object. The completed graph then drives a geometry realization stage that instantiates predicted connectors and structural elements in 3D, with the compelling side effect of rectifying erroneous human-annotated and predicted motions. To support training and evaluation, focusing on furniture as a rich and challenging target category, we introduce FurFun-233, a dataset of 233 paired non-functional and functionalized furniture models. On PartNet-Mobility ("zero-shot") and HSSD test sets, our method matches state-of-the-art methods in motion prediction accuracy while substantially improving functionality in terms of collision and connectivity. Project page: https://mingrui-zhao.github.io/Functionalization/

cs.CV

ReVSI: Rebuilding Visual Spatial Intelligence Evaluation for Accurate Assessment of VLM 3D Reasoning

Current evaluations of spatial intelligence can be systematically invalid under modern vision-language model (VLM) settings. First, many benchmarks derive question-answer (QA) pairs from point-cloud-based 3D annotations originally curated for traditional 3D perception. When such annotations are treated as ground truth for video-based evaluation, reconstruction and annotation artifacts can miss objects that are clearly visible in the video, mislabel object identities, or corrupt geometry-dependent answers (e.g., size), yielding incorrect or ambiguous QA pairs. Second, evaluations often assume full-scene access, while many VLMs operate on sparsely sampled frames (e.g., 16-64), making many questions effectively unanswerable under the actual model inputs. We improve evaluation validity by introducing ReVSI, a benchmark and protocol that ensures each QA pair is answerable and correct under the model's actual inputs. To this end, we re-annotate objects and geometry across 381 scenes from 5 datasets to improve data quality, and regenerate all QA pairs with rigorous bias mitigation and human verification using professional 3D annotation tools. We further enhance evaluation controllability by providing variants across multiple frame budgets (16/32/64/all) and fine-grained object visibility metadata, enabling controlled diagnostic analyses. Evaluations of general and domain-specific VLMs on ReVSI reveal systematic failure modes that are obscured by prior benchmarks, yielding a more reliable and diagnostic assessment of spatial intelligence.

cs.CV

Learning to Place Objects with Programs and Iterative Self Training

In this work we study indoor scene object placement. Given a 3D indoor scene and an object, the task is to predict placement locations within the scene. Empirical observations of data-driven approaches to the problem show their tendency to miss placement modes. We introduce a system which helps to address this flaw. We design a Domain Specific Language (DSL) that specifies object relational constraints. Upon execution, programs from our language predict possible placements from a partial scene and object. We design a generative model which writes these programs automatically. Available 3D scene datasets do not contain programs to train on, and naively extracted programs only predict the original placement location of scene objects. Training on these programs results in subpar performance so we introduce a new program bootstrapping algorithm that improves our system's performance compared to the naive approach. To quantify our qualitative observations, we introduce a new evaluation procedure which captures how well a system models per-object location distributions. We ask human annotators to label all the possible places an object can go in a scene and compare this set against locations produced by the system in question. Our system produces per-object location distributions more consistent with human annotators than those produced by existing data-driven approaches and a zero-shot approach using an LLM. While other systems degrade in performance when training data is sparse, our system does not degrade to the same degree.

cs.GR

Quantifying and Improving the Robustness of Retrieval-Augmented Language Models Against Spurious Features in Grounding Data

Robustness has become a critical attribute for the deployment of RAG systems in real-world applications. Existing research focuses on robustness to explicit noise (e.g., document semantics) but overlooks implicit noise (spurious features). Moreover, previous studies on spurious features in LLMs are limited to specific types (e.g., formats) and narrow scenarios (e.g., ICL). In this work, we identify and study spurious features in the RAG paradigm, a robustness issue caused by the sensitivity of LLMs to semantic-agnostic features. We then propose a novel framework, SURE, to empirically quantify the robustness of RALMs against spurious features. Beyond providing a comprehensive taxonomy and metrics for evaluation, the framework's data synthesis pipeline facilitates training-based strategies to improve robustness. Further analysis suggests that spurious features are a widespread and challenging problem in the field of RAG. Our code is available at https://github.com/maybenotime/RAG-SpuriousFeatures .

cs.CL

Find Your Optimal Teacher: Personalized Data Synthesis via Router-Guided Multi-Teacher Distillation

Training student models on synthetic data generated by strong teacher models is a promising way to distilling the capabilities of teachers. However, recent studies show that stronger models are not always optimal teachers, revealing a mismatch between teacher outputs and student learnability. To address this issue, we propose PerSyn (Personalized data Synthesis), a novel synthesis strategy that operates under a new ``Route then Generate'' paradigm to create data tailored to each student model, enabling it to learn more effectively. Specifically, PerSyn first assigns each prompt to its optimal teacher via a query-level router that jointly considers student learnability and teacher response quality. Each teacher then synthesizes data only for its assigned prompts, making the process more efficient than the conventional ``Generate then Select'' paradigm, where all teachers must generate parallel responses for the entire prompt set before constructing the final dataset. Extensive experiments across different model families and scales demonstrate that PerSyn consistently achieves superior or comparable performance to all baselines in instruct tuning and math reasoning settings. Further analysis verifies the effectiveness of PerSyn and offers extra insights to propel future research.

cs.LG

JRM: Joint Reconstruction Model for Multiple Objects without Alignment

Object-centric reconstruction seeks to recover the 3D structure of a scene through composition of independent objects. While this independence can simplify modeling, it discards strong signals that could improve reconstruction, notably repetition where the same object model is seen multiple times in a scene, or across scans. We propose the Joint Reconstruction Model (JRM) to leverage repetition by framing object reconstruction as one of personalized generation: multiple observations share a common subject that should be consistent for all observations, while still adhering to the specific pose and state from each. Prior methods in this direction rely on explicit matching and rigid alignment across observations, making them sensitive to errors and difficult to extend to non-rigid transformations. In contrast, JRM is a 3D flow-matching generative model that implicitly aggregates unaligned observations in its latent space, learning to produce consistent and faithful reconstructions in a data-driven manner without explicit constraints. Evaluations on synthetic and real-world data show that JRM's implicit aggregation removes the need for explicit alignment, improves robustness to incorrect associations, and naturally handles non-rigid changes such as articulation. Overall, JRM outperforms both independent and alignment-based baselines in reconstruction quality.

cs.CV

SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis

Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics often measure realism by comparing generated scenes to a set of ground-truth scenes, but they overlook how well scenes follow the input text and capture implicit expectations of plausibility. We present SceneEval, an evaluation framework designed to address these limitations. SceneEval introduces fine-grained metrics for explicit user requirements-including object counts, attributes, and spatial relationships-and complementary metrics for implicit expectations such as support, collisions, and navigability. Together, these provide interpretable and comprehensive assessments of scene quality. To ground evaluation, we curate SceneEval-500, a benchmark of 500 text descriptions with detailed annotations of expected scene properties. This dataset establishes a common reference for reproducible and systematic comparison across scene generation methods. We evaluate six recent scene generation approaches using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results identify significant gaps in current methods, underscoring the need for further research toward practical and controllable scene synthesis.

cs.GR

NuiWorld: Exploring a Scalable Framework for End-to-End Controllable World Generation

World generation is a fundamental capability for applications like video games, simulation, and robotics. However, existing approaches face three main obstacles: controllability, scalability, and efficiency. End-to-end scene generation models have been limited by data scarcity. While object-centric generation approaches rely on fixed resolution representations, degrading fidelity for larger scenes. Training-free approaches, while flexible, are often slow and computationally expensive at inference time. We present NuiWorld, a framework that attempts to address these challenges. To overcome data scarcity, we propose a generative bootstrapping strategy that starts from a few input images. Leveraging recent 3D reconstruction and expandable scene generation techniques, we synthesize scenes of varying sizes and layouts, producing enough data to train an end-to-end model. Furthermore, our framework enables controllability through pseudo sketch labels, and demonstrates a degree of generalization to previously unseen sketches. Our approach represents scenes as a collection of variable scene chunks, which are compressed into a flattened vector-set representation. This significantly reduces the token length for large scenes, enabling consistent geometric fidelity across scenes sizes while improving training and inference efficiency.

cs.CV

CLIBD: Bridging Vision and Genomics for Biodiversity Monitoring at Scale

Measuring biodiversity is crucial for understanding ecosystem health. While prior works have developed machine learning models for taxonomic classification of photographic images and DNA separately, in this work, we introduce a multimodal approach combining both, using CLIP-style contrastive learning to align images, barcode DNA, and text-based representations of taxonomic labels in a unified embedding space. This allows for accurate classification of both known and unknown insect species without task-specific fine-tuning, leveraging contrastive learning for the first time to fuse barcode DNA and image data. Our method surpasses previous single-modality approaches in accuracy by over 8% on zero-shot learning tasks, showcasing its effectiveness in biodiversity studies.

cs.AI

HSM: Hierarchical Scene Motifs for Multi-Scale Indoor Scene Generation

Despite advances in indoor 3D scene layout generation, synthesizing scenes with dense object arrangements remains challenging. Existing methods focus on large furniture while neglecting smaller objects, resulting in unrealistically empty scenes. Those that place small objects typically do not honor arrangement specifications, resulting in largely random placement not following the text description. We present Hierarchical Scene Motifs (HSM): a hierarchical framework for indoor scene generation with dense object arrangements across spatial scales. Indoor scenes are inherently hierarchical, with surfaces supporting objects at different scales, from large furniture on floors to smaller objects on tables and shelves. HSM embraces this hierarchy and exploits recurring cross-scale spatial patterns to generate complex and realistic scenes in a unified manner. Our experiments show that HSM outperforms existing methods by generating scenes that better conform to user input across room types and spatial configurations. Project website is available at https://3dlg-hcvc.github.io/hsm .

cs.GR

When LLMs step into the 3D World: A Survey and Meta-Analysis of 3D Tasks via Multi-modal Large Language Models

As large language models (LLMs) evolve, their integration with 3D spatial data (3D-LLMs) has seen rapid progress, offering unprecedented capabilities for understanding and interacting with physical spaces. This survey provides a comprehensive overview of the methodologies enabling LLMs to process, understand, and generate 3D data. Highlighting the unique advantages of LLMs, such as in-context learning, step-by-step reasoning, open-vocabulary capabilities, and extensive world knowledge, we underscore their potential to significantly advance spatial comprehension and interaction within embodied Artificial Intelligence (AI) systems. Our investigation spans various 3D data representations, from point clouds to Neural Radiance Fields (NeRFs). It examines their integration with LLMs for tasks such as 3D scene understanding, captioning, question-answering, and dialogue, as well as LLM-based agents for spatial reasoning, planning, and navigation. The paper also includes a brief review of other methods that integrate 3D and language. The meta-analysis presented in this paper reveals significant progress yet underscores the necessity for novel approaches to harness the full potential of 3D-LLMs. Hence, with this paper, we aim to chart a course for future research that explores and expands the capabilities of 3D-LLMs in understanding and interacting with the complex 3D world. To support this survey, we have established a project page where papers related to our topic are organized and listed: https://github.com/ActiveVisionLab/Awesome-LLM-3D.

cs.CV

MLFM: Multi-Layered Feature Maps for Richer Language Understanding in Zero-Shot Semantic Navigation

Recent progress in large vision-language models has driven improvements in language-based semantic navigation, where an embodied agent must reach a target object described in natural language. Yet we still lack a clear, language-focused evaluation framework to test how well agents ground the words in their instructions. We address this gap by proposing LangNav, an open-vocabulary multi-object navigation dataset with natural language goal descriptions (e.g. 'go to the red short candle on the table') and corresponding fine-grained linguistic annotations (e.g., attributes: color=red, size=short; relations: support=on). These labels enable systematic evaluation of language understanding. To evaluate on this setting, we extend multi-object navigation task setting to Language-guided Multi-Object Navigation (LaMoN), where the agent must find a sequence of goals specified using language. Furthermore, we propose Multi-Layered Feature Map (MLFM), a novel method that builds a queryable, multi-layered semantic map from pretrained vision-language features and proves effective for reasoning over fine-grained attributes and spatial relations in goal descriptions. Experiments on LangNav show that MLFM outperforms state-of-the-art zero-shot mapping-based navigation baselines.

cs.RO

SemLayoutDiff: Semantic Layout Generation with Diffusion Model for Indoor Scene Synthesis

We present SemLayoutDiff, a unified model for synthesizing diverse 3D indoor scenes across multiple room types. The model introduces a scene layout representation combining a top-down semantic map and attributes for each object. Unlike prior approaches, which cannot condition on architectural constraints, SemLayoutDiff employs a categorical diffusion model capable of conditioning scene synthesis explicitly on room masks. It first generates a coherent semantic map, followed by a cross-attention-based network to predict furniture placements that respect the synthesized layout. Our method also accounts for architectural elements such as doors and windows, ensuring that generated furniture arrangements remain practical and unobstructed. Experiments on the 3D-FRONT dataset show that SemLayoutDiff produces spatially coherent, realistic, and varied scenes, outperforming previous methods.

cs.GR