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Ava Pun

Publications and source records attributed to Ava Pun.

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MultiCube: Compositional 3D Generation With Part-Level Semantic and Spatial Control

Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io

cs.GR

Text-based Tactile Graphics Generation for the Visually Impaired

Tactile graphics are a primary medium for blind and low-vision (BLV) individuals to access non-textual information. However, they are difficult to scale or personalize. While recent generative models have revolutionized visual content creation, they are optimized for screen-based visual realism and fail to satisfy the haptic perceptual and physical fabrication constraints required for touch. We present the first integrated generative system that produces fabrication-ready 2.5D tactile graphics directly from natural language prompts, jointly generating global base geometry, fine-grained tactile surface textures, and standard-compliant braille within a unified 3D-printable representation. Our approach introduces fabrication-aware techniques, including template-guided relief generation, a fast diffusion-based text-to-texture module for high-resolution tileable normal maps, and strict base flattening to ensure tactile readability and printability, while supporting both automatic generation and interactive texture control. Extensive evaluations, together with in-person user studies with BLV participants and blindfolded sighted participants using physically 3D-printed outputs, show that participants consistently prefer our results over baselines. By extending generative graphics beyond screens to touchable reliefs, our work broadens access to generative AI for the BLV community and beyond.

cs.GR

CubePart: An Open-Vocabulary Part-Controllable 3D Generator

Interactive 3D assets used in games and simulation are typically decomposed into specific semantic parts to support animation, physics, and scripted behaviors, yet most generative 3D models produce either monolithic meshes or arbitrary part decompositions that cannot be aligned with application-specific requirements. We present CubePart, a generative framework for open-vocabulary, part-controllable 3D mesh generation that exposes part structure as an explicit inference-time control signal. Given a global text prompt and a user-defined parts schema expressed as an open-ended list of part names, our method generates a set of meshes - one per schema element - that assemble into a coherent object while respecting the specified semantic structure. To enable this capability, we introduce a scalable data pipeline to construct a large open-vocabulary, part-labeled 3D dataset, along with a two-stage generative architecture that separates global shape synthesis from part-level decoding. We demonstrate that the resulting assets can be directly integrated into game engines and driven by animation and behavior scripts without manual post-processing. Project Page: https://cubepart.github.io/

cs.AI

Prompt-to-Product: Generative Assembly via Bimanual Manipulation

Creating assembly products demands significant manual effort and expert knowledge in 1) designing the assembly and 2) constructing the product. This paper introduces Prompt-to-Product, an automated pipeline that generates real-world assembly products from natural language prompts. Specifically, we leverage LEGO bricks as the assembly platform and automate the process of creating brick assembly structures. Given the user design requirements, Prompt-to-Product generates physically buildable brick designs, and then leverages a bimanual robotic system to construct the real assembly products, bringing user imaginations into the real world. We conduct a comprehensive user study, and the results demonstrate that Prompt-to-Product significantly lowers the barrier and reduces manual effort in creating assembly products from imaginative ideas.

cs.RO

Generating Physically Stable and Buildable Brick Structures from Text

We introduce BrickGPT, the first approach for generating physically stable interconnecting brick assembly models from text prompts. To achieve this, we construct a large-scale, physically stable dataset of brick structures, along with their associated captions, and train an autoregressive large language model to predict the next brick to add via next-token prediction. To improve the stability of the resulting designs, we employ an efficient validity check and physics-aware rollback during autoregressive inference, which prunes infeasible token predictions using physics laws and assembly constraints. Our experiments show that BrickGPT produces stable, diverse, and aesthetically pleasing brick structures that align closely with the input text prompts. We also develop a text-based brick texturing method to generate colored and textured designs. We show that our designs can be assembled manually by humans and automatically by robotic arms. We release our new dataset, StableText2Brick, containing over 47,000 brick structures of over 28,000 unique 3D objects accompanied by detailed captions, along with our code and models at the project website: https://avalovelace1.github.io/BrickGPT/.

cs.CV

LightSim: Neural Lighting Simulation for Urban Scenes

Different outdoor illumination conditions drastically alter the appearance of urban scenes, and they can harm the performance of image-based robot perception systems if not seen during training. Camera simulation provides a cost-effective solution to create a large dataset of images captured under different lighting conditions. Towards this goal, we propose LightSim, a neural lighting camera simulation system that enables diverse, realistic, and controllable data generation. LightSim automatically builds lighting-aware digital twins at scale from collected raw sensor data and decomposes the scene into dynamic actors and static background with accurate geometry, appearance, and estimated scene lighting. These digital twins enable actor insertion, modification, removal, and rendering from a new viewpoint, all in a lighting-aware manner. LightSim then combines physically-based and learnable deferred rendering to perform realistic relighting of modified scenes, such as altering the sun location and modifying the shadows or changing the sun brightness, producing spatially- and temporally-consistent camera videos. Our experiments show that LightSim generates more realistic relighting results than prior work. Importantly, training perception models on data generated by LightSim can significantly improve their performance.

cs.CV

Succinct Encodings of Binary Trees with Application to AVL Trees

We use a novel decomposition to create succinct data structures -- supporting a wide range of operations on static trees in constant time -- for a variety tree classes, extending results of Munro, Nicholson, Benkner, and Wild. Motivated by the class of AVL trees, we further derive asymptotics for the information-theoretic lower bound on the number of bits needed to store tree classes whose generating functions satisfy certain functional equations. In particular, we prove that AVL trees require approximately $0.938$ bits per node to encode.

math.CO

AdvSim: Generating Safety-Critical Scenarios for Self-Driving Vehicles

As self-driving systems become better, simulating scenarios where the autonomy stack may fail becomes more important. Traditionally, those scenarios are generated for a few scenes with respect to the planning module that takes ground-truth actor states as input. This does not scale and cannot identify all possible autonomy failures, such as perception failures due to occlusion. In this paper, we propose AdvSim, an adversarial framework to generate safety-critical scenarios for any LiDAR-based autonomy system. Given an initial traffic scenario, AdvSim modifies the actors' trajectories in a physically plausible manner and updates the LiDAR sensor data to match the perturbed world. Importantly, by simulating directly from sensor data, we obtain adversarial scenarios that are safety-critical for the full autonomy stack. Our experiments show that our approach is general and can identify thousands of semantically meaningful safety-critical scenarios for a wide range of modern self-driving systems. Furthermore, we show that the robustness and safety of these systems can be further improved by training them with scenarios generated by AdvSim.

cs.RO