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Ashish Tiwari

Publications and source records attributed to Ashish Tiwari.

At least 19 recordsLinked to original sources

LIFT: Last-Mile Fine-Tuning for Table Explicitation

We propose last-mile fine-tuning, or Lift, a pipeline in which a pre-trained large language model extracts an initial table from unstructured clipboard text, and a fine-tuned small language model (1B-24B parameters SLM) repairs errors in the extracted table. On a benchmark of 2,596 tables from three datasets, Lift matches or exceeds end-to-end SLM fine-tuning on tree-edit-distance-based similarity (TEDS) metric while requiring as little as 1,000 training examples - where it outperforms end-to-end fine-tuning by up to 0.144 TEDS points. We term this approach last-mile fine-tuning and show it also more robust to input format variability. Comparisons with self-debug and end-to-end fine-tuning approaches show that last-mile fine-tuning provides an attractive option when training data is limited or when robustness to input variation is sought without compromising on accuracy.

cs.LG

IndiMathBench: Autoformalizing Mathematical Reasoning Problems with a Human Touch

Reliable autoformalization remains challenging even in the era of large language models (LLMs). The scarcity of high-quality training data is a major bottleneck. Expert annotation requires substantial time and deep expertise in both mathematics and theorem proving. We introduce IndiMathBench, a human-verified benchmark designed to evaluate mathematical theorem proving, curated using an AI-powered human-assisted pipeline for formalizing natural language problems in Lean. IndiMathBench is composed of 312 formal Lean 4 theorems paired with their corresponding informal problem statements, sourced from Indian Mathematics Olympiads. Through category-based retrieval, iterative compiler feedback, and multi-model ensembles, our pipeline generates candidate formalizations that experts efficiently validate via an interactive dashboard with automated quality summaries. Evaluation across multiple frontier models demonstrates that autoformalization remains challenging, with substantial gaps between syntactic validity and semantic correctness, while theorem proving success rates remain low even with iterative refinement, demonstrating that \benchmark~presents a challenging testbed for mathematical reasoning. IndiMathBench is available at https://github.com/prmbiy/IndiMathBench.

cs.AI

FastAvatar: Instant 3D Gaussian Splatting for Faces from Single Unconstrained Poses

We present FastAvatar, a fast and robust algorithm for single-image 3D face reconstruction using 3D Gaussian Splatting (3DGS). Given a single input image from an arbitrary pose, FastAvatar recovers a high-quality, full-head 3DGS avatar in approximately 3 seconds on a single NVIDIA A100 GPU. We use a two-stage design: a feed-forward encoder-decoder predicts coarse face geometry by regressing Gaussian structure from a pose-invariant identity embedding, and a lightweight test-time refinement stage then optimizes the appearance parameters for photorealistic rendering. This hybrid strategy combines the speed and stability of direct prediction with the accuracy of optimization, enabling strong identity preservation even under extreme input poses. FastAvatar achieves state-of-the-art reconstruction quality (24.01 dB PSNR, 0.91 SSIM) while running over 600x faster than existing per-subject optimization methods (e.g., FlashAvatar, GaussianAvatars, GASP). Once reconstructed, our avatars support photorealistic novel-view synthesis and FLAME-guided expression animation, enabling controllable reenactment from a single image. By jointly offering high fidelity, robustness to pose, and rapid reconstruction, FastAvatar significantly broadens the applicability of 3DGS-based facial avatars.

cs.CV

Distributions In, Distributions Out: The Case for Soft-Label Training

Supervised classifiers output a distribution over classes but are typically trained against a single label obtained by collapsing multiple annotators into a majority vote. On tasks where annotator disagreement reflects genuine ambiguity -- natural language inference, politeness, visually ambiguous categorization -- this collapse discards information and forces models to express uniform confidence on inputs where humans systematically disagree. We compare soft-label training, which uses the full annotation distribution as the target, against hard-label training across three datasets spanning vision and NLP (ChaosNLI, POPQUORN, CIFAR-10H). Soft-label training matches or exceeds hard-label accuracy on every dataset, reduces KL divergence to the annotator distribution by 32% on average (p < 10^-4), and produces predictions whose per-sample entropy correlates 61% more strongly with annotator entropy -- models trained on distributions are uncertain precisely where humans are. We argue these benefits follow from a basic observation: when annotators legitimately disagree, the annotation distribution is the correct learning target, not a noisy estimate of it.

cs.LG

ConDABench: Interactive Evaluation of Language Models for Data Analysis

Real-world data analysis tasks often come with under-specified goals and unclean data. User interaction is necessary to understand and disambiguate a user's intent, and hence, essential to solving these complex tasks. Existing benchmarks for evaluating LLMs on data analysis tasks do not capture these complexities or provide first-class support for interactivity. We introduce ConDABench, a framework for generating conversational data analysis (ConDA) benchmarks and evaluating external tools on the generated benchmarks. \bench consists of (a) a multi-agent workflow for generating realistic benchmarks from articles describing insights gained from public datasets, (b) 1,420 ConDA problems generated using this workflow, and (c) an evaluation harness that, for the first time, makes it possible to systematically evaluate conversational data analysis tools on the generated ConDA problems. Evaluation of state-of-the-art LLMs on the benchmarks reveals that while the new generation of models are better at solving more instances, they are not necessarily better at solving tasks that require sustained, long-form engagement. ConDABench is an avenue for model builders to measure progress towards truly collaborative models that can complete complex interactive tasks.

cs.CL

Generating non-diffracting bottle beams with a flat multi-level diffractive lens

We introduce a novel method for creating a high-quality, sharply defined, non-diffracting optical bottle beam by focusing a Bessel beam propagating through a flat multi-level diffractive lens (MDL). This study highlights the impact of the MDL illuminated by a Bessel beam with suppressed sidelobes generated from a binary axicon. The resulting Bessel bottle beam exhibits a series of low- or zero-intensity zones interleaved with high-intensity regions, with variable periods ranging from 0.2 to 1.36 mm along the beam propagation. The transverse intensity profiles of these regions remain shape-invariant over long distances in free space, and thereby the non-diffracting range of the micron-sized optical bottle beam exceeds 5 cm. We also observe that the far-field output from the MDL illuminated by a Bessel beam offers advantages over conventional focusing lenses. Furthermore, this technique can operate on ultrafast timescales (from pico- to femtoseconds) due to the high damage thresholds of the binary axicon and MDL, enabling the generation of high-power optical bottle beams. Ultimately, our experimental approach paves the way for various applications, including high-resolution biological imaging in turbid media, particle manipulation, micromachining, and harmonic generation, leveraging the spatial landscape of the optical bottle beam.

physics.optics

TensoIS: A Step Towards Feed-Forward Tensorial Inverse Subsurface Scattering for Perlin Distributed Heterogeneous Media

Estimating scattering parameters of heterogeneous media from images is a severely under-constrained and challenging problem. Most of the existing approaches model BSSRDF either through an analysis-by-synthesis approach, approximating complex path integrals, or using differentiable volume rendering techniques to account for heterogeneity. However, only a few studies have applied learning-based methods to estimate subsurface scattering parameters, but they assume homogeneous media. Interestingly, no specific distribution is known to us that can explicitly model the heterogeneous scattering parameters in the real world. Notably, procedural noise models such as Perlin and Fractal Perlin noise have been effective in representing intricate heterogeneities of natural, organic, and inorganic surfaces. Leveraging this, we first create HeteroSynth, a synthetic dataset comprising photorealistic images of heterogeneous media whose scattering parameters are modeled using Fractal Perlin noise. Furthermore, we propose Tensorial Inverse Scattering (TensoIS), a learning-based feed-forward framework to estimate these Perlin-distributed heterogeneous scattering parameters from sparse multi-view image observations. Instead of directly predicting the 3D scattering parameter volume, TensoIS uses learnable low-rank tensor components to represent the scattering volume. We evaluate TensoIS on unseen heterogeneous variations over shapes from the HeteroSynth test set, smoke and cloud geometries obtained from open-source realistic volumetric simulations, and some real-world samples to establish its effectiveness for inverse scattering. Overall, this study is an attempt to explore Perlin noise distribution, given the lack of any such well-defined distribution in literature, to potentially model real-world heterogeneous scattering in a feed-forward manner.

cs.GR

Incremental Multi-Scene Modeling via Continual Neural Graphics Primitives

Neural radiance fields (NeRF) have revolutionized photorealistic rendering of novel views for 3D scenes. Despite their growing popularity and efficiency as 3D resources, NeRFs face scalability challenges due to the need for separate models per scene and the cumulative increase in training time for multiple scenes. The potential for incrementally encoding multiple 3D scenes into a single NeRF model remains largely unexplored. To address this, we introduce Continual-Neural Graphics Primitives (C-NGP), a novel continual learning framework that integrates multiple scenes incrementally into a single neural radiance field. Using a generative replay approach, C-NGP adapts to new scenes without requiring access to old data. We demonstrate that C-NGP can accommodate multiple scenes without increasing the parameter count, producing high-quality novel-view renderings on synthetic and real datasets. Notably, C-NGP models all $8$ scenes from the Real-LLFF dataset together, with only a $2.2\%$ drop in PSNR compared to vanilla NeRF, which models each scene independently. Further, C-NGP allows multiple style edits in the same network.

cs.CV

TableTalk: Scaffolding Spreadsheet Development with a Language Agent

Spreadsheet programming is challenging. Programmers use spreadsheet programming knowledge (e.g., formulas) and problem-solving skills to combine actions into complex tasks. Advancements in large language models have introduced language agents that observe, plan, and perform tasks, showing promise for spreadsheet creation. We present TableTalk, a spreadsheet programming agent embodying three design principles -- scaffolding, flexibility, and incrementality -- derived from studies with seven spreadsheet programmers and 85 Excel templates. TableTalk guides programmers through structured plans based on professional workflows, generating three potential next steps to adapt plans to programmer needs. It uses pre-defined tools to generate spreadsheet components and incrementally build spreadsheets. In a study with 20 programmers, TableTalk produced higher-quality spreadsheets 2.3 times more likely to be preferred than the baseline. It reduced cognitive load and thinking time by 12.6%. From this, we derive design guidelines for agentic spreadsheet programming tools and discuss implications on spreadsheet programming, end-user programming, AI-assisted programming, and human-agent collaboration.

cs.SE

TEN: Table Explicitization, Neurosymbolically

We present a neurosymbolic approach, TEN, for extracting tabular data from semistructured input text. This task is particularly challenging for text input that does not use special delimiters consistently to separate columns and rows. Purely neural approaches perform poorly due to hallucinations and their inability to enforce hard constraints. TEN uses Structural Decomposition prompting - a specialized chain-of-thought prompting approach - on a large language model (LLM) to generate an initial table, and thereafter uses a symbolic checker to evaluate not only the well-formedness of that table, but also detect cases of hallucinations or forgetting. The output of the symbolic checker is processed by a critique-LLM to generate guidance for fixing the table, which is presented to the original LLM in a self-debug loop. Our extensive experiments demonstrate that TEN significantly outperforms purely neural baselines across multiple datasets and metrics, achieving significantly higher exact match accuracy and substantially reduced hallucination rates. A 21-participant user study further confirms that TEN's tables are rated significantly more accurate (mean score: 5.0 vs 4.3; p = 0.021), and are consistently preferred for ease of verification and correction, with participants favoring our method in over 60% of the cases.

cs.CL

Hand Shadow Art: A Differentiable Rendering Perspective

Shadow art is an exciting form of sculptural art that produces captivating artistic effects through the 2D shadows cast by 3D shapes. Hand shadows, also known as shadow puppetry or shadowgraphy, involve creating various shapes and figures using your hands and fingers to cast meaningful shadows on a wall. In this work, we propose a differentiable rendering-based approach to deform hand models such that they cast a shadow consistent with a desired target image and the associated lighting configuration. We showcase the results of shadows cast by a pair of two hands and the interpolation of hand poses between two desired shadow images. We believe that this work will be a useful tool for the graphics community.

cs.GR

RASP: Revisiting 3D Anamorphic Art for Shadow-Guided Packing of Irregular Objects

Recent advancements in learning-based methods have opened new avenues for exploring and interpreting art forms, such as shadow art, origami, and sketch art, through computational models. One notable visual art form is 3D Anamorphic Art in which an ensemble of arbitrarily shaped 3D objects creates a realistic and meaningful expression when observed from a particular viewpoint and loses its coherence over the other viewpoints. In this work, we build on insights from 3D Anamorphic Art to perform 3D object arrangement. We introduce RASP, a differentiable-rendering-based framework to arrange arbitrarily shaped 3D objects within a bounded volume via shadow (or silhouette)-guided optimization with an aim of minimal inter-object spacing and near-maximal occupancy. Furthermore, we propose a novel SDF-based formulation to handle inter-object intersection and container extrusion. We demonstrate that RASP can be extended to part assembly alongside object packing considering 3D objects to be "parts" of another 3D object. Finally, we present artistic illustrations of multi-view anamorphic art, achieving meaningful expressions from multiple viewpoints within a single ensemble.

cs.GR

Ordered Semantically Diverse Sampling for Textual Data

The goal of diversity sampling is to select a representative subset of data in a way that maximizes information contained in the subset while keeping its cardinality small. We introduce the ordered diverse sampling problem based on a new metric that measures the diversity in an ordered list of samples. We present a novel approach for generating ordered diverse samples for textual data that uses principal components on the embedding vectors. The proposed approach is simple and compared with existing approaches using the new metric. We transform standard text classification benchmarks into benchmarks for ordered diverse sampling. Our empirical evaluation shows that prevailing approaches perform 6% to 61% worse than our method while also being more time inefficient. Ablation studies show how the parts of the new approach contribute to the overall metrics.

cs.CL

LLM-Guided Compositional Program Synthesis

Program synthesis from input-output examples, also called programming by example (PBE), has had tremendous impact on automating end-user tasks. Large language models (LLMs) have the ability to solve PBE tasks by generating code in different target languages, but they can fail unpredictably. To recover for failure, most approaches, such as self-reflection, use the LLM to solve the same task, but with a richer context. We introduce a novel technique that recovers from failure by constructing simpler subtasks for the LLM to solve. Our approach performs compositional program synthesis using LLMs, where LLM not only guides the decomposition of the PBE task into subtasks, but also solves the subtasks. We present different strategies for decomposing the original task. We experimentally show that our approach can solve challenging task instances that are not solved by self-reflection alone.

cs.PL

ScribGen: Generating Scribble Art Through Metaheuristics

Art has long been a medium for individuals to engage with the world. Scribble art, a form of abstract visual expression, features spontaneous, gestural strokes made with pens or brushes. These dynamic and expressive compositions, created quickly and impulsively, reveal intricate patterns and hidden meanings upon closer inspection. While scribble art is often associated with spontaneous expression and experimentation, it can also be planned and intentional. Some artists use scribble techniques as a starting point for their creative process, exploring the possibilities of line, shape, and texture before refining their work into more polished compositions. From ancient cave paintings to modern abstract sketches and doodles, scribble art has evolved with civilizations, reflecting diverse artistic movements and cultural influences. This evolution highlights its universal appeal, transcending language and cultural barriers and connecting people through the shared experience of creating art.

cs.GR

MERLiN: Single-Shot Material Estimation and Relighting for Photometric Stereo

Photometric stereo typically demands intricate data acquisition setups involving multiple light sources to recover surface normals accurately. In this paper, we propose MERLiN, an attention-based hourglass network that integrates single image-based inverse rendering and relighting within a single unified framework. We evaluate the performance of photometric stereo methods using these relit images and demonstrate how they can circumvent the underlying challenge of complex data acquisition. Our physically-based model is trained on a large synthetic dataset containing complex shapes with spatially varying BRDF and is designed to handle indirect illumination effects to improve material reconstruction and relighting. Through extensive qualitative and quantitative evaluation, we demonstrate that the proposed framework generalizes well to real-world images, achieving high-quality shape, material estimation, and relighting. We assess these synthetically relit images over photometric stereo benchmark methods for their physical correctness and resulting normal estimation accuracy, paving the way towards single-shot photometric stereo through physically-based relighting. This work allows us to address the single image-based inverse rendering problem holistically, applying well to both synthetic and real data and taking a step towards mitigating the challenge of data acquisition in photometric stereo.

cs.CV

LIPIDS: Learning-based Illumination Planning In Discretized (Light) Space for Photometric Stereo

Photometric stereo is a powerful method for obtaining per-pixel surface normals from differently illuminated images of an object. While several methods address photometric stereo with different image (or light) counts ranging from one to two to a hundred, very few focus on learning optimal lighting configuration. Finding an optimal configuration is challenging due to the vast number of possible lighting directions. Moreover, exhaustively sampling all possibilities is impractical due to time and resource constraints. Photometric stereo methods have demonstrated promising performance on existing datasets, which feature limited light directions sparsely sampled from the light space. Therefore, can we optimally utilize these datasets for illumination planning? In this work, we introduce LIPIDS - Learning-based Illumination Planning In Discretized light Space to achieve minimal and optimal lighting configurations for photometric stereo under arbitrary light distribution. We propose a Light Sampling Network (LSNet) that optimizes lighting direction for a fixed number of lights by minimizing the normal loss through a normal regression network. The learned light configurations can directly estimate surface normals during inference, even using an off-the-shelf photometric stereo method. Extensive qualitative and quantitative analyses on synthetic and real-world datasets show that photometric stereo under learned lighting configurations through LIPIDS either surpasses or is nearly comparable to existing illumination planning methods across different photometric stereo backbones.

cs.CV

SS-SfP:Neural Inverse Rendering for Self Supervised Shape from (Mixed) Polarization

We present a novel inverse rendering-based framework to estimate the 3D shape (per-pixel surface normals and depth) of objects and scenes from single-view polarization images, the problem popularly known as Shape from Polarization (SfP). The existing physics-based and learning-based methods for SfP perform under certain restrictions, i.e., (a) purely diffuse or purely specular reflections, which are seldom in the real surfaces, (b) availability of the ground truth surface normals for direct supervision that are hard to acquire and are limited by the scanner's resolution, and (c) known refractive index. To overcome these restrictions, we start by learning to separate the partially-polarized diffuse and specular reflection components, which we call reflectance cues, based on a modified polarization reflection model and then estimate shape under mixed polarization through an inverse-rendering based self-supervised deep learning framework called SS-SfP, guided by the polarization data and estimated reflectance cues. Furthermore, we also obtain the refractive index as a non-linear least squares solution. Through extensive quantitative and qualitative evaluation, we establish the efficacy of the proposed framework over simple single-object scenes from DeepSfP dataset and complex in-the-wild scenes from SPW dataset in an entirely self-supervised setting. To the best of our knowledge, this is the first learning-based approach to address SfP under mixed polarization in a completely self-supervised framework.

cs.CV